So why is Plant/Storm so awesome?


Broken_Wings

 

Posted

I never had a high level stormie and I'm willing to roll one. Got a 30ish mind/storm but as much as I love mind control, I'm thinking I won't like Tornado and LS without an immob.

So... I rarely see stormies ingame besides some defenders, and I see people raving about plant/storm here and how they can go fast through x6 or x8 mobs (and fire/storm but I'm sick of fire control, plus I hear this combo is hell on the blue bar).

Is it a damaging combo before epics? If so, is it mainly because of creepers+immob+tornado and LS?

What do you guys build for? Recharge and defense I guess?

Do you feel the need to have a self heal? I usually have toons that can heal themselves.

Thanks!


 

Posted

You're missing Seeds of Confusion.

Plant/Storm is awesome because:

1) Storm is awesome by itself
2) You'll have Freezing Rain and Seeds of Confusion by level 16 (iirc)
3) Tornado does benefit from containment. So, by all means spam your AoE immob along with it
4) Freezing Rain + AoE Immob + SoC + Creepers + Tornado = massive AoE damage before EPP

I've always had a Plant/Storm planned on Mids but never actually got to play it. I do know for a fact that it would be a serious monster. The endurance might be a bit heavy since you have so many powers you want to use on every single mob (not that you need to use them all, but you will want to).

As for the bonuses, depends on how you're willing to play that toon. Controllers have too much control (pun intended) to actually need to softcap. Especially this combo. But if you manage to get ~20-25% defense it wouldn't hurt. Other than that recharge all the way.

Joga bonito.


@False Fiction - Virtue / Defiant

Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]

 

Posted

There'll probably be some really technical answers to this question so I'm just going to give my reasons why I love my Plant/Storm/Stone.

1) Theme

I dislike breaking theme and the above combo allows you to soft cap your S/L easily without breaking that theme. Plus with Stone, you get a self heal, something I always like to have handy.

2) Great power synergies

Steamy Mist lets you get close to use Seeds on a whole spawn.
Roots and later Storm pets have high damage, Freezing Rain debuffs Resistance and Defence.
Tornado blows everything all over the place, Roots keeps them locked down.
Plant's pet is squishy, Storm has a ranged heal.
Carrion Creepers and Freezing Rain.

3) Jack of All Trades

I can Control, Debuff, Heal, even Tank occasionally if the situation is right.

4) Soloing before level 20.

I normally hate Controllers because of their late blooming nature but I could solo with mine fine early on. And on teams, he brings a lot with him.

5) Variety and Chaos Control

There's so many ways to control a spawn, you'll be spoiled for choice.

6) It Looks Damned Impressive

Noise, vines, creepers and lightning storms, Plant/Storm is a spectacle to watch in action.


Anyway, those are my reasons.


EDIT: Oh and my build is softcapped to S/L with good defences (approx 30%) to Ranged with a reasonable recharge too. As said, Controllers don't 'need' to be softcapped so you may wish to lean more towards more Recharge. Just be aware that, as you said, this combo can be hell on Endurance so make sure you've got some good Recovery bonuses before piling on the Recharge.


@Dante EU - Union Roleplayer and Altisis Victim
The Militia: Union RP Supergroup - www.themilitia.org.uk

 

Posted

There are several reasons the combo is popular:

(1) With Plant/Storm, you have two good sets that work well together. Plant has overall the second highest AoE damage among controllers, but it has better control than Fire. Storm has a wide range of tools that do a lot of things well, providing protection, debuffing and added damage -- it has more added damage than any other secondary. Storm is great solo, but can be chaotic . . . but Plant has the tools to reduce the chaos. So you combine good damage with good damage, you get great damage. Plus, Storm fills some of the holes in Plant, and vice versa. For example, Storm lacks a self-heal, but Plant offers Spirit Tree, a Regen buff. Plant really relies upon positioning, and Storm has Steamy Mist for stealth and Hurricane and Gale allow you to position foes. Plant has great AoE damage, but is somewhat weak on being able to take down single tough foes, while Storm's Lightning Storm and Tornado will focus on those single tough foes.

(2) This is a controller combo that takes some experience and skill to play well. Thus, it is not a "Flavor of the Week" combo. A badly played Plant controller ends up faceplanted often. A badly played Stormie is likely to really anger teammates. But both sets, if played well, are some of the best in the game. Unlike Fire/Kins, you probably won't see a billion Plant/Storms.

(3) Plant is visually one of the best sets in the game. Storm is visually one of the best sets in the game. Together, they make video cards cry.

(4) It is easy to come up with a theme and concept combining Plants and Storms.

Some people like to aim for defense, but that really isn't necessary. You could, instead, focus more on Recharge and Endurance/Recovery. If foes are controlled, you don't need defense. A lot of people choose to focus on Ranged Defense, while others like S/L defense. There are lots of ways to build it.


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

Another awesome thing I haven't seen mentioned in this thread:

Plant/storm provides several opportunities to add procs into your AOE powers.

Do a search for plant/storm builds with a focus on procs... they're amazing.


Malakim

-Playing since COH beta and still love the game!

 

Posted

Quote:
Originally Posted by Malakim View Post
Another awesome thing I haven't seen mentioned in this thread:

Plant/storm provides several opportunities to add procs into your AOE powers.

Do a search for plant/storm builds with a focus on procs... they're amazing.
True, there are a lot of powers that can take procs . . . but you have to be careful not to go "proc crazy" to the point that you underslot key powers. For example, Roots is a key damage power but I have seen some people slot it up with procs instead of damage. I suggest 5 from the Posi Blast set, including the proc, plus the Chance for Hold from the purple Immob set. But that works only if you have a fair amount of Global Acc and a lot of Recovery.

Creepers is another tricky one to slot. It takes a lot of sets, but some sets will only work part time. The Immob sets seem to work only part-time. The Slow and Damage sets seem to work all the time. The most commonly recommended level 50 slotting for Creepers is 2 Recharge, 2 Acc/Dam Hami-Os, the Posi-Blast proc and the Impeded Swiftness proc.

I have seen a lot of folks put Damage into Freezing Rain, which is a mistake -- it looks like it does a lot of damage, but each of those "-1" you see is actually only 0.3 of damage. This is a power where you want Recharge first, then procs. I use 2 Recharge, Achilles Heel proc, Lady Grey Proc, Posi Blast proc, Impeded 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

Thanks, lots of great responses!

I'm quite experienced with controllers, in fact my 1st and 3rd 50s were very high-maintenance toons, a mind/emp and a fire/kin, made the fire/kin for farming and my coalition at the time was gonna PL him but I enjoyed him so much I ended up leveling the hard way and by the time he had a s/l capped build and was ready for teh uber loot... I shelved him, too much playtime, but I don't regret it

My mind/emp is probably my most expensive build and the busiest toon I ever had, she has so many binds that if I logged her today I'd take half an hour to remember them all lol.

I've played Plant till 35 on doms (plant/thorns, plant/ice), but hadn't thought about tornado doing containment damage and how roots can be used for damage since well, doms have damaging secondaries as you know. I forgot about spirit tree because on doms I'm used to take aid self, except for my ice/psi (gotta admit that I'm really not used to having a toon with no self-heal, my/sd and /sr scrappers have aid self too).

Since the plant/ice is shelved and has a nice costume I'll make her a plant/storm.

I'll look for builds, not sure how to slot creepers since my doms were never set-IO'ed, just frankenslotted for acc/dam/rech on creepers. But I like Local's slotting for them, I usually don't go too crazy on procs (like, Freezing Rain usually gets one Achilles and them 1 acc / 2 rech). Fly Trap accepts Achilles too IIRC - I only had her frankenslotted for acc/dam and didn't use her so much since I ditched the plant/thorns at 35 but the pet didn't impress me, maybe I'm wrong but I even liked Jack Frost more, although I had way more playtime with my ice/psi.

Thanks a lot for the help, I know Plant well and played Storm quite a bit but from what was posted the synergy seems impressive, I didn't realize all the damage potential. I barely see Stormies in the game but I remember a Defender and my dm/da scrapper just clearing the rest of an ITF everybody had left, and I was in his Hurricane area all the time. When he left the romans completely owned me lots of times, that was the one time I saw a Stormie being awesome (mainly because I never saw many of them in the higher levels - like Stalkers, you see a lot of them till 20 and them they seem to disappear, no pun intended ).


 

Posted

If you are into playing in teams It's also incredibly fun to level as from a very early level you'll be messing up spawns so badly it's just funny pre-20.

... And it's so visual everybody will know it's you who is doing it.

And concept! Oh my, so much that makes perfect sense. Witch, druid, nature spirit, wizard it and a hundred more things make perfect sense in every way.

I love plant/storm so much.


 

Posted

I have a Fire/Storm and she's a blast and Plant/Storm will be next...Once a Stormie gets ageless nothing can stop them...it's scary really. I lost my cool and end up picking Tornado AND Waterspout..both are slotted with Achilles Heel...the amount of dmg those two powers do alone is staggering.



 

Posted

Quote:
Originally Posted by Kioshi View Post
(like, Freezing Rain usually gets one Achilles and them 1 acc / 2 rech). Fly Trap accepts Achilles too IIRC - I only had her frankenslotted for acc/dam and didn't use her so much since I ditched the plant/thorns at 35 but the pet didn't impress me, maybe I'm wrong but I even liked Jack Frost more, although I had way more playtime with my ice/psi.
On Freezing Rain, you really don't need to slot accuracy unless you are using a lot of procs, and even then it is questionable. Why? Even with no accuracy slotted, a bunch of those Raindrops are going to hit, and as soon as one hits, the Defense Debuff is applied so that most of the other Raindrops will hit and you will get the full effect of the power. Accuracy provides very little benefit. The only reason you "might" need accuracy for a proc'ed out Freezing Rain is that the procs hit once at the beginning, then again every 10 seconds. By adding some Accuracy, you increase the chance for that first proc round to hit . . . but if you have enough Global Accuracy bonuses, you don't need to slot Accuracy at all.

As for Twoey (The name comes from the Plant in "Little Shop of Horrors." Seymore named the plant, "Audrey II" but called it "Twoey."), the AI change a few issues ago made Twoey a much better plant. If you are focusing on control, then Twoey adds some decent damage. I keep it out pretty much all the time unless I am stealthing something. I would say that Twoey is much better than Jack Frost. (I recall someone describint Jack as having "the heart of a Lion, the brains of a duck.") Twoey has a cone damage attack that adds to all your Damage Over Time from Roots and Creepers. Twoey also throws out his own Immobs.


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

My plant/stormie/psi was the first 'troller I was ever able to get 'into', and became my second main so fast it was a bit scary. Since hitting fifty, I've piled on obscene levels of recharge (as in, I can have two Lightning Storms out at all times, with occasional overlap to a third), and the mobs get chewed down in an eyeblink. I have to run on x8 just to notice them.

Since adding Incarnate powers, I can handle (usually, there are a few exceptions)... probably four x8 spawns simultaneously without any real difficulty. One gets fireballed into oblivion with Pyronic Judgement, one gets locked down with a quick application of Vines and maybe Roots, one gets bounced all over the place by Hurricane (and prevented from hitting much of anything in the process), and the last one gets my usual Seeds-Roots-Creeprs-Tornado-Lightning Storm combo.

Outside of the purely mechanical end of things (i.e. Plant/Stormies are going to utterly murder most content with a casual flair that will leave Scrappers writhing in furious envy), it's absolutely glorious seeing a pair of mobs that were sneaking up to gank you getting blown over your head to land in a charcoal-broiled heap ten metres in front of you as your Lightning Storm takes exception to their presence. Or watching a massive spawn simply implode as you, your army of pets and pseudo-pets, and each other all start ripping into them.

It is heavy on the blue, but that's pretty manageable, unless you're in some kind of strange situation where you can't buy inspirations for a long while.


"A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." Seven Habits of Highly Effective Pirates

MA Arcs: #12285, "Small Fears", #106553, "Trollbane", #12669, "How to Survive a Robot Uprising"

 

Posted

Quote:
Originally Posted by Local_Man View Post
On Freezing Rain, you really don't need to slot accuracy unless you are using a lot of procs, and even then it is questionable. Why? Even with no accuracy slotted, a bunch of those Raindrops are going to hit, and as soon as one hits, the Defense Debuff is applied so that most of the other Raindrops will hit and you will get the full effect of the power. Accuracy provides very little benefit. The only reason you "might" need accuracy for a proc'ed out Freezing Rain is that the procs hit once at the beginning, then again every 10 seconds. By adding some Accuracy, you increase the chance for that first proc round to hit . . . but if you have enough Global Accuracy bonuses, you don't need to slot Accuracy at all.

As for Twoey (The name comes from the Plant in "Little Shop of Horrors." Seymore named the plant, "Audrey II" but called it "Twoey."), the AI change a few issues ago made Twoey a much better plant. If you are focusing on control, then Twoey adds some decent damage. I keep it out pretty much all the time unless I am stealthing something. I would say that Twoey is much better than Jack Frost. (I recall someone describint Jack as having "the heart of a Lion, the brains of a duck.") Twoey has a cone damage attack that adds to all your Damage Over Time from Roots and Creepers. Twoey also throws out his own Immobs.
Oh yeah Local, you're right, I wasn't exactly clear when I wrote that. I have builds planned for my 30ish mind/storm and my lowbie ice/storm corr (both toons I know I'll never play again) focusing on rech, a litle acc and the achilles so that the achilles hit the first time (don't recall if I used some LG IOs, the proc I didn't use - on mac os x now so can't check), burt since I never got to IO the toons, it should read that I 'planned on adding acc for the achiles to hit the first time too'. Now they have rech only on FR, but I'll see how it goes later (gotta plan a build too, I liked the new version of Mac OS X so much because of the gestures I haven't been rebooting in Windows to use Mids lol).

I know Fly Trap's powers but when I deleted my plant/thorns dom at 35, it was before the AI changes (and before dom changes, the sucky damage is why I deleted her, Plant was dom-only at the time too) so maybe I'll like her better now.

You're right about Jack, it's kinda sad... I played my ice/psi almost as much as my first toon, the mind/emp, and I find it sad because when you see Jack making real effective use of his powers (not very frequent) you think 'Oh he has so much potential, he's a mini scrapper' but most times you're like 'Son I am disappoint'. Of course my ice/psi does tons of damage (permadom and purps, h4x PSW most of the time I played her) but a tweak to Jack's AI would really benefit controllers a lot, he really feels like he does have the potential...


 

Posted

Plant's AoE damage does twice the normal damage. In about ten seconds with just the base recharge (2 uses), you've done the same damage as Fireball in a 30 feet radius. Once you have some recharge going, which can be as soon as level 4 provided you pick the immob at level 2 and hasten at 4, you can do some serious damage for a controller, and with complete safety.


 

Posted

Thanks for the info Nihili, that's great to know.

I finally made her lol, vacation and stuff (not traveling, looking for an apartament OH GAWD Brazil has been growing a lot economically since 2006 unlike the 'first world' countries so everything is so DAMN expensive, dunno even if I'll be able to move, but at least I can play now ).

Anyway, I can tell she's a monster. Did a Posi 1 and 2 even before having Freezing Rain (me and a bunch of melee mans. brutes and scrappers) and although Seeds wasn't up every mob, I kinda trivialized the fights and still did damage (even immobing+slowing with snow storm helped the melee guys since nobody had to fight 5 mobs in melee range at the same time). I barely used O2 Boost (I actually used it a lot for a newb axe/shield scrap who thought he was a granite tanker and jumped on the next mob before everyone else at level 12, to unstun him because he had to use wakies all the time lol) and I was the only one with a heal.

For now I don't even feel I need Aid Self like I thought, especially after I got FR a bit later. I only got in some danger when I decided to take alphas but that's expected with only some sewer trial SOs slotted and using Roots wihout seeds up, although no deaths because of purple insps I was so proud of my evil clone, she was the last to go down and beat like, 3 scrappers before!

One thing I know is that this toon will be full of binds, so many things to drop like Tornado, LS, toggles like Hurricane - already have a keybind for steamy mist, O2 Boost, shift+mouse click for freezing rain, I'll probably have to do the thing I hate in the game (clcking alt+number) to use some long recharging powers like Spirit Tree if I keep it (had it briefly on my plant/thorns dom).

I came up with a build, what do you guys think? I guess another proc in Roots (crap of the hunter or the purple chance for hold) would be nice. I have the HOs in two shelved toons and several purple confuse sets so I put them there, I don't like planning for purps, I prefer to find that out if I fall in love with the toon. I'm not good at slotting storm btw, and if I really love the toon I may have to rethink it because I'll want level 33 IOs so I'll get less from the sets.

Went for recharge, s/l/ranged (ranged could be better to get to 32.5%) and recovery.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-Rchg/Hold:30(3), BasGaze-Acc/EndRdx/Rchg/Hold:30(5)
Level 1: Gale -- Acc-I:50(A)
Level 2: Roots -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(5), Posi-Dmg/Rchg:50(7), Posi-Acc/Dmg/EndRdx:50(7), Posi-Dam%:50(9)
Level 4: Snow Storm -- HO:Micro(A), HO:Micro(13)
Level 6: O2 Boost -- Numna-Heal/EndRdx:50(A), Numna-Heal/Rchg:50(15), Numna-Heal:50(15)
Level 8: Seeds of Confusion -- CoPers-Conf:50(A), CoPers-Conf/Rchg:50(17), CoPers-Acc/Conf/Rchg:50(17), CoPers-Acc/Rchg:50(19), CoPers-Conf/EndRdx:50(19), CoPers-Conf%:50(21)
Level 10: Steamy Mist -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(21), LkGmblr-Def:50(23), LkGmblr-Rchg+:50(23), S'fstPrt-ResDam/Def+:30(25)
Level 12: Spirit Tree -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(25), Dct'dW-Heal/EndRdx/Rchg:50(27), Dct'dW-Heal:50(27), Dct'dW-Rchg:50(29)
Level 14: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 16: Freezing Rain -- TmpRdns-EndRdx/Rchg/Slow:50(A), P'ngTtl-EndRdx/Rchg/Slow:50(29), Achilles-ResDeb%:20(31)
Level 18: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 20: Hurricane -- DarkWD-ToHitDeb/Rchg:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(33), DarkWD-Rchg/EndRdx:50(33), DarkWD-ToHitDeb/EndRdx:50(33)
Level 22: Super Speed -- Zephyr-ResKB:50(A)
Level 24: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(34), LkGmblr-Rchg+:50(34)
Level 26: Carrion Creepers -- HO:Nucle(A), ImpSwft-Dam%:30(34), HO:Nucle(36), RechRdx-I:50(36), RechRdx-I:50(36), Posi-Dam%:50(37)
Level 28: Tactics -- HO:Cyto(A), HO:Cyto(37)
Level 30: Vengeance -- LkGmblr-Rchg+:50(A)
Level 32: Fly Trap -- C'Arms-Acc/Dmg:30(A), C'Arms-Dmg/EndRdx:30(37), C'Arms-Acc/Dmg/Rchg:30(39), C'Arms-EndRdx/Dmg/Rchg:30(39), Achilles-ResDeb%:20(39)
Level 35: Tornado -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Acc/Dmg/Rchg:50(40), ExRmnt-Dmg/EndRdx:50(40), ExRmnt-EndRdx/Dmg/Rchg:50(40)
Level 38: Lightning Storm -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(43)
Level 41: Ice Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(43), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Acc/Dmg/EndRdx:50(45), Thundr-Dmg/EndRdx/Rchg:50(46)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def/EndRdx/Rchg:50(46), LkGmblr-Def:50(46), LkGmblr-Rchg+:50(48)
Level 47: Ice Storm -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(50), Posi-Dam%:50(50), RechRdx-I:50(50)
Level 49: Hibernate -- Heal-I:50(A)
------------
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(9)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(11), P'Shift-EndMod/Acc:50(11), P'Shift-End%:50(13)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 7% DamageBuff(Smashing)
  • 7% DamageBuff(Lethal)
  • 7% DamageBuff(Fire)
  • 7% DamageBuff(Cold)
  • 7% DamageBuff(Energy)
  • 7% DamageBuff(Negative)
  • 7% DamageBuff(Toxic)
  • 7% DamageBuff(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 15.5% Defense(Energy)
  • 15.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 16.75% Defense(Ranged)
  • 3% Defense(AoE)
  • 90% Enhancement(RechargeTime)
  • 4% Enhancement(Confused)
  • 50% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 13% FlySpeed
  • 103 HP (10.13%) HitPoints
  • 13% JumpHeight
  • 13% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 4.7%
  • 22.5% (0.38 End/sec) Recovery
  • 42% (1.78 HP/sec) Regeneration
  • 4.41% Resistance(Fire)
  • 4.41% Resistance(Cold)
  • 13% RunSpeed




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Posted

You may want to consider moving something around to get a 5th slot into Tornado which also takes an achilles heal proc. In fact, I'd take it off Twoey and put in on 'nado.

Don't forget that ontop of your defense you have a hefty to-hit debuff in Hurricane, which if you can manage to keep the really important nasty mobs at it's edge, and locked down (or kept into a corner), it'll act as defense too.


 

Posted

Quote:
Originally Posted by Tannim222 View Post
You may want to consider moving something around to get a 5th slot into Tornado which also takes an achilles heal proc. In fact, I'd take it off Twoey and put in on 'nado.

Don't forget that ontop of your defense you have a hefty to-hit debuff in Hurricane, which if you can manage to keep the really important nasty mobs at it's edge, and locked down (or kept into a corner), it'll act as defense too.
Is it better on Tornado? Never had the power. I don't think I need more than 2 achilles (I have another in FR), so I may move if it's better than on FlyTrap (she has the cone thorns attack so I thought she'd be better for the proc).

I'm thinking about trading the slows on FR for recharge IOs (since I have snow storm and roots guess I'd better make FR ble to double stack) and finding a slot to add another damage proc in roots.


 

Posted

The slows aren't necessary for FR, particularly with Roots available. I'd make sure you have FR up as often as possible.

The reason I say move the proc over to Tornado is that when you have largets pinned down, or more particularly one tough target like an AV or GM, Tornado does a lot of damage. It hits often so I has a high chance of firing the proc.

Having that high damage pet also debuff its target is good synergy.

I just rolled at Plant / Storm as well. My first Plant character so that part is new to me. I love the character, its been by far the most fun I've had on a low level Controller that I've had.

I'm pretty leary about going full out on planning IO sets, but if the fun only builds with levels, I may end up fleshing the character out more. I already figured on recharge and endurance being the two main parts of the build I'd have to worry about, not sure if defense is a major consideration though.


 

Posted

Quote:
Originally Posted by Kioshi View Post
Is it better on Tornado? Never had the power. I don't think I need more than 2 achilles (I have another in FR), so I may move if it's better than on FlyTrap (she has the cone thorns attack so I thought she'd be better for the proc).

I'm thinking about trading the slows on FR for recharge IOs (since I have snow storm and roots guess I'd better make FR ble to double stack) and finding a slot to add another damage proc in roots.
Hrmm, I would imagine that you would have a greater chance for achill to proc in tornado since it tics just like poison trap. I think it ultimately depends on how you use tornado. I agree with you about the slows in FR, Swap the slows out, you have enough slows already and you and twoey will be spamming roots anyway.



 

Posted

Quote:
Originally Posted by Tannim222 View Post
The slows aren't necessary for FR, particularly with Roots available. I'd make sure you have FR up as often as possible.

The reason I say move the proc over to Tornado is that when you have largets pinned down, or more particularly one tough target like an AV or GM, Tornado does a lot of damage. It hits often so I has a high chance of firing the proc.

Having that high damage pet also debuff its target is good synergy.

I just rolled at Plant / Storm as well. My first Plant character so that part is new to me. I love the character, its been by far the most fun I've had on a low level Controller that I've had.

I'm pretty leary about going full out on planning IO sets, but if the fun only builds with levels, I may end up fleshing the character out more. I already figured on recharge and endurance being the two main parts of the build I'd have to worry about, not sure if defense is a major consideration though.
Quote:
Originally Posted by Tater Todd View Post
Hrmm, I would imagine that you would have a greater chance for achill to proc in tornado since it tics just like poison trap. I think it ultimately depends on how you use tornado. I agree with you about the slows in FR, Swap the slows out, you have enough slows already and you and twoey will be spamming roots anyway
Thanks. I put slows in FR due to Silas' support guide, but he focuses on corrs and after playing I realized they aren't necessary with roots.

Tannim I'm having a lot of fun for a lowbie troller too. I don't think defense is a must, but since I was able to cram a bit and having good recharge, I think I'll stick with that build. But since it's so end intensive I suppose I'll start frankenslotting at level 27. And tbh I never liked Spirit Tree or Triage Beacon (which is the same power) but I'll try to play more with it on this one to see how much it can help full teams when I get SOs, on my plant/thorns dom I needed aid self but at the time Doms' damage sucked outside of domination (reason I deleted her) but anyway, after SOs when you get Seeds every mob Plant Control makes you very safe.


 

Posted

I dream of making a Plant/Traps Controller one day. I would love to have two beacons and two spirit trees out at the same time!



 

Posted

This thread must of had some impact on people. I've been noticing a ton of pre-level 20 Plant/Storms as I'm leveling up now.


 

Posted

Well, the thread got me to try it out, and wow. I keep cackling like a fiend while playing - my cat's given me the "what NOW, silly human" look twice. Even at 16, Sierra Jane is already an immense delight to play.


 

Posted

Just wait until you can drop freezing rain, nado, and lightning storm every spawn and creepers every other, along with roots spam, seeds, your pet's contribution, and the epic attacks of your choice. It should be illegal to have this much fun.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

Plant is just a really, really good control set (which means alot coming from me), mostly because of Seeds of Confusion and to a lesser extent Roots. If I ever make another Dom or Troller (rather likely considering my account will be going f2p soon so I won't have incarnate trials to fill my time) it would almost definitely be plant control.

I like plant control on doms more than trollers though, but with that said I like doms more than trollers in general (other than fire/kin)


 

Posted

And then right when you think you're tired of the toon and you can't play the combo anymore you go and get Ageless...and now you have a stormie with No endurance issues...yeah, good luck finding something that can stand in your way after that.