So why is Plant/Storm so awesome?


Broken_Wings

 

Posted

This thread got me me to roll one too, was going to wait until i22 so I could roll Dark/Storm but I found a good concept for Plant.


The Only Token Black Guy

Quote:
Originally Posted by Murdok View Post
Your mom's real name is Castle.

 

Posted

Ok so ive been back and forth on a plant/storm troller for over a year (have tried plant/rad, plant earth etc but hard ti decide)and now i see this thread. i wasnt sure how to slot this thing for leveling tho im ok with the plant side i think. can someone post a build for the rest of us that uses so's and eventually some IO's. thanks n
bunches


 

Posted

Quote:
Originally Posted by King Krimson View Post
Ok so ive been back and forth on a plant/storm troller for over a year (have tried plant/rad, plant earth etc but hard ti decide)and now i see this thread. i wasnt sure how to slot this thing for leveling tho im ok with the plant side i think. can someone post a build for the rest of us that uses so's and eventually some IO's. thanks n
bunches
Well I'll probably frankenslot mine when I get her to 27 and I already have a miracle (she's still 17) but for common IOs I guess I'd do something like that - 34% s/l def and used only one IO (a -kb in Super Speed), the only thing I don't like in this build is the high end consumption, that's one of the reasons I'm frankenslotting, otherwise it looks very playable to me. Accuracy isn't hot but even if I didn't put tactics, freezing rain should take care of that.

One way to overcome the end issues would be going Mu Mastery for power sink but you'd have to switch and all that stuff, plus you'd lose defense. Consume in Fire mastery is on a way too long recharge.

Hero Plan by Mids' Hero Designer 1.952
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: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Strangler -- Acc-I(A), Hold-I(3), RechRdx-I(3), EndRdx-I(5)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- Acc-I(A), Dmg-I(5), Dmg-I(7), Dmg-I(7), RechRdx-I(9), EndRdx-I(9)
Level 4: O2 Boost -- Heal-I(A), Heal-I(13)
Level 6: Snow Storm -- EndRdx-I(A), EndRdx-I(13)
Level 8: Seeds of Confusion -- Acc-I(A), Conf-I(15), Conf-I(15), RechRdx-I(17), RechRdx-I(17)
Level 10: Steamy Mist -- DefBuff-I(A), DefBuff-I(19), DefBuff-I(19), EndRdx-I(21)
Level 12: Spirit Tree -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23), Heal-I(23), Heal-I(25), Heal-I(25)
Level 14: Combat Jumping -- DefBuff-I(A)
Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 18: Maneuvers -- DefBuff-I(A), DefBuff-I(29), DefBuff-I(29), EndRdx-I(31)
Level 20: Hurricane -- ToHitDeb-I(A), ToHitDeb-I(31), ToHitDeb-I(31), EndRdx-I(33), EndRdx-I(33), RechRdx-I(33)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 24: Super Speed -- Zephyr-ResKB(A)
Level 26: Carrion Creepers -- Acc-I(A), Dmg-I(34), Dmg-I(36), RechRdx-I(36), RechRdx-I(36), RechRdx-I(37)
Level 28: Tactics -- EndRdx-I(A), EndRdx-I(37)
Level 30: Vengeance -- DefBuff-I(A)
Level 32: Fly Trap -- Acc-I(A), Dmg-I(37), Dmg-I(39), Dmg-I(39)
Level 35: Tornado -- Dmg-I(A), Dmg-I(39), Dmg-I(40), RechRdx-I(40), RechRdx-I(40), EndRdx-I(42)
Level 38: Lightning Storm -- Acc-I(A), Dmg-I(42), Dmg-I(42), Dmg-I(43), RechRdx-I(43), RechRdx-I(43)
Level 41: Ice Blast -- Acc-I(A), Dmg-I(45), Dmg-I(45), Dmg-I(45), RechRdx-I(46), EndRdx-I(50)
Level 44: Frozen Armor -- DefBuff-I(A), DefBuff-I(46), DefBuff-I(46), EndRdx-I(48)
Level 47: Ice Storm -- Dmg-I(A), Dmg-I(48), Dmg-I(48), RechRdx-I(50), RechRdx-I(50)
Level 49: Hibernate -- RechRdx-I(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(11), EndMod-I(11)
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:
  • Knockback (Mag -4)
  • Knockup (Mag -4)



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Posted

It's always hard to give slotting recommendations for sets since they in part depend on where you wanna go with that character (defense? Recharge? End recovery? Frankenslotting?) However, there are some "classical" recommendations that can come in handy when dealing with those sets. For examples :

- Strangler and Vines can both take 4 Basilisk's Gaze for the easiest 7,5% global recharge boost of the game out of LotG.

- Assuming you have Inf (or A-merits) to burn, Spirit Tree gets exponentially more useful on long fights if you slot a Panacea proc into it, since it gets a chance to grant Health and End to EVERYONE in its area of effect every 10 seconds on top of the Regen boost. Pure magic, but VERY EXPENSIVE pure magic.

- Combat Jumping, Maneuvers, Tactics should all get LotG globals for +recharge. A-merits and WWD arcs made them far easier to get, and Plant/Storm really likes recharge.

- Freezing rain should be 6-slotted and one of those ear-marked for an Achille's Heel proc. The other five slots depend on whether you want Regen/Recovery (5-slot Touch of Lady Grey) or Accuracy (5-slot Undermined Defenses). Both give boosts to Damage and Health, and are IMO the only sets worth slotting in that power.

- Hurricane can go by with 4 Dark Watcher's Despair for a recharge boost.

- A couple Numina's Convalescence in O2 Boost will give you +12% regen, which is nothing to sneeze at if you wanna focus that way.

- Steamy Mist is the perfect place to drop a Steadfast's global +def. It pretty much doubles its def value on its own, and if you go full defense (which you probably will if you follow Kioshi's power picks suggestions) Steamy Mist will grant you around 9% defense, which is tasty. A whole set of Kismet grants you decent bonuses, a +6% ToHit while Mist runs and for 120 seconds after (very nice) and lets you sidekick without losing too much. Or you can go the resist way and use 5 Aegis for some nice defensive set bonuses. It's a tough power to slot with only six picks, so it's up to your personal taste.

- Tornado can be both a great AV killer and fantastic set mule, because it takes every pet set in the game, as well as the accurate defense debuff sets. If you actually use it for damage and like defense, a complete Blood Mandate is a sure value. For debuffing tough foes, I'd six-slot Analyse Weaknesses. For recharge, slot Call to Arms. Again, it's gonna depend on what you wanna focus on.

Boy, I might as well write a guide about Plant/storm, the way I'm rambling.


 

Posted

Quote:
Originally Posted by Netphenix5 View Post
- Freezing rain should be 6-slotted and one of those ear-marked for an Achille's Heel proc. The other five slots depend on whether you want Regen/Recovery (5-slot Touch of Lady Grey) or Accuracy (5-slot Undermined Defenses). Both give boosts to Damage and Health, and are IMO the only sets worth slotting in that power.
If you are building for damage, you can proc-out Freezing Rain. 2 Recharge, the Achilles Proc, the Lady Grey proc, the Impeaded Swiftness Proc, the Posi Blast proc. The amount of damage from these procs really adds up. Some folks assert that you need some accuracy for those procs to hit the first shot, but I feel that if you have enough global accuracy, you can get by without slotting Accuracy.

Quote:
- Tornado can be both a great AV killer and fantastic set mule, because it takes every pet set in the game, as well as the accurate defense debuff sets. If you actually use it for damage and like defense, a complete Blood Mandate is a sure value. For debuffing tough foes, I'd six-slot Analyse Weaknesses. For recharge, slot Call to Arms. Again, it's gonna depend on what you wanna focus on.
I prefer the Expediant Reinforcement over Call to Arms, mostly because the amount of enhancement is higher when you slot all four enhancements that do damage. You get the same 6.25% Recharge, but trade a Recovery and HP bonus for higher enhancement and a damage buff.


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
If you are building for damage, you can proc-out Freezing Rain. 2 Recharge, the Achilles Proc, the Lady Grey proc, the Impeaded Swiftness Proc, the Posi Blast proc. The amount of damage from these procs really adds up. Some folks assert that you need some accuracy for those procs to hit the first shot, but I feel that if you have enough global accuracy, you can get by without slotting Accuracy.

I prefer the Expediant Reinforcement over Call to Arms, mostly because the amount of enhancement is higher when you slot all four enhancements that do damage. You get the same 6.25% Recharge, but trade a Recovery and HP bonus for higher enhancement and a damage buff.
Fair enough, and thanks for the tips! All of which only confirm the fact that tehre's no "wrong" way to slt Storm.


 

Posted

I hope I'm not threadjacking TOO badly, but this thread has persuaded me to roll a plant/storm controller. That, and "Local Man" contributing. I've always highly respected his input when it comes to controller slotting.

I do have a question re: Roots - I know (thanks to a team member in sewers this morning) that Roots does, indeed, have a -KB component; however, it doesn't last as long as the Immobilized component.

That being said, I'm guessing I should cast Roots and then IMMEDIATELY cast Tornado? (if I don't want them blowing away from my melee buddies)?

Or is there a better strategy? I saw in the build above that Roots is slotted with Posi Blasts and that makes sense of course.... so I'm guessing Roots is more used for AOE damage, rather than containment?

I apologize if these are dumb questions and thank you for any help you can provide.


Satan trembles when he sees...
the weakest saint on his knees.
<----- Click there to learn how you can help!

 

Posted

Quote:
Originally Posted by Soundtrack View Post
I hope I'm not threadjacking TOO badly, but this thread has persuaded me to roll a plant/storm controller. That, and "Local Man" contributing. I've always highly respected his input when it comes to controller slotting.

I do have a question re: Roots - I know (thanks to a team member in sewers this morning) that Roots does, indeed, have a -KB component; however, it doesn't last as long as the Immobilized component.

That being said, I'm guessing I should cast Roots and then IMMEDIATELY cast Tornado? (if I don't want them blowing away from my melee buddies)?

Or is there a better strategy? I saw in the build above that Roots is slotted with Posi Blasts and that makes sense of course.... so I'm guessing Roots is more used for AOE damage, rather than containment?

I apologize if these are dumb questions and thank you for any help you can provide.
Roots is just sooo good..seriously I love that power so much that I use it for dmg and not Immob. I spam it as much as I can because it deals crazy dmg AND it has containment.

With my toon I kept spamming the immob anyway so you would have no issues with kb. I also my immob on my Fire/Storm b/c I love using Bonfire for dmg.

Also it's fun to slot Devastation:Chance for Hold in your Lightning Storm. It's fun to see a good portion of the mob held from only two Lightning Storms hehe. I should right a guide as well. Storm is just a fun set to play with in mids anyway.

I have two builds. One is for normal play and the other one is for destroying EB/AV's.

I still love the Tornado+Waterspout Combo. What's that? You don't want to take over 1,200 points of damage within 30 seconds? DIE!!! MWEHEHE!



 

Posted

Quote:
Originally Posted by Soundtrack View Post
I hope I'm not threadjacking TOO badly, but this thread has persuaded me to roll a plant/storm controller. That, and "Local Man" contributing. I've always highly respected his input when it comes to controller slotting.

I do have a question re: Roots - I know (thanks to a team member in sewers this morning) that Roots does, indeed, have a -KB component; however, it doesn't last as long as the Immobilized component.

That being said, I'm guessing I should cast Roots and then IMMEDIATELY cast Tornado? (if I don't want them blowing away from my melee buddies)?

Or is there a better strategy? I saw in the build above that Roots is slotted with Posi Blasts and that makes sense of course.... so I'm guessing Roots is more used for AOE damage, rather than containment?

I apologize if these are dumb questions and thank you for any help you can provide.
AFAIK all the immobs that have -KB have the -KB component last shorter than the immob, about half the time (looking at CoD at the Stone Cages and Roots numbers shows that - 27 secs immob base, 12 secs -KB).

But since roots does about double damage of other troller immobs you'll likely refresh it since it recharges quickly before the -KB part expires, and this way you'll do more AoE damage and powered by containment, all while Tornado does its thing without KBing mobs.

I made a ZOMG proc destruction+damage powers build that doesn't go after defense just to see what I could do, 1 sec short of permahasten because I didn't use any of the expensive purple sets (power order is kinda wacky because I removed Vines and replaced with Grant Invis for more slots).

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

Click this DataLink to open the build!

Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(9), TotHntr-Dam%(9)
Level 4: O2 Boost -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(15), Mrcl-Heal/Rchg(15)
Level 6: Snow Storm -- EndRdx-I(A), EndRdx-I(17)
Level 8: Seeds of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(19), CoPers-Conf/EndRdx(19), CoPers-Conf%(21)
Level 10: Steamy Mist -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(21), LkGmblr-Rchg+(23), LkGmblr-Def(23), ResDam-I(25), ResDam-I(25)
Level 12: Spirit Tree -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(27), Dct'dW-Heal/EndRdx/Rchg(27), Dct'dW-Heal(29), Dct'dW-Rchg(29)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(31), Achilles-ResDeb%(31), LdyGrey-%Dam(31), ImpSwft-Dam%(33), Posi-Dam%(33)
Level 18: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(33), DarkWD-ToHitDeb/EndRdx(34), DarkWD-Rchg/EndRdx(34)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
Level 24: Maneuvers -- LkGmblr-Rchg+(A)
Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(36), RechRdx-I(36), RechRdx-I(37), Posi-Dam%(37), ImpSwft-Dam%(37)
Level 28: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(39), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(39), AdjTgt-ToHit/Rchg(40)
Level 30: Super Speed -- Zephyr-ResKB(A)
Level 32: Fly Trap -- S'bndAl-Build%(A), S'bndAl-Acc/Dmg/Rchg(40), S'bndAl-Dmg/EndRdx(40), S'bndAl-Dmg/Rchg(42), ExRmnt-Acc/Dmg/Rchg(50)
Level 35: Tornado -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(42), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(43), Achilles-ResDeb%(43)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(45)
Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(48)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 47: Vengeance -- LkGmblr-Rchg+(A)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(11)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(11), Efficacy-EndMod/Acc(13), P'Shift-End%(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:
  • 13% DamageBuff(Smashing)
  • 13% DamageBuff(Lethal)
  • 13% DamageBuff(Fire)
  • 13% DamageBuff(Cold)
  • 13% DamageBuff(Energy)
  • 13% DamageBuff(Negative)
  • 13% DamageBuff(Toxic)
  • 13% DamageBuff(Psionic)
  • 2.5% Defense(Energy)
  • 2.5% Defense(Negative)
  • 1.25% Defense(Ranged)
  • 4.5% Max End
  • 4% Enhancement(Confused)
  • 4% Enhancement(Heal)
  • 101.3% Enhancement(RechargeTime)
  • 36% Enhancement(Accuracy)
  • 110.6 HP (10.88%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 8%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 4.7%
  • 17.5% (0.29 End/sec) Recovery
  • 26% (1.1 HP/sec) Regeneration
  • 4.41% Resistance(Fire)
  • 4.41% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)



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Posted

Not bad Kioshi! I need to learn how to use Hami's more. OOooo! Ooo! I want to make a cool plant/storm in mids now!

Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/

Click this DataLink to open the build!

plant.storm fun: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Strangler

  • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (43) Basilisk's Gaze - Accuracy/Hold
  • (43) Basilisk's Gaze - Accuracy/Recharge
  • (46) Basilisk's Gaze - Endurance/Recharge/Hold
Level 1: Gale
  • (A) Empty
Level 2: Roots
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (5) Positron's Blast - Accuracy/Damage/Endurance
  • (7) Positron's Blast - Damage/Range
  • (7) Positron's Blast - Damage/Recharge
  • (42) Positron's Blast - Damage/Endurance
  • (43) Trap of the Hunter - Chance of Damage(Lethal)
Level 4: Snow Storm
  • (A) Empty
Level 6: Fly
  • (A) Empty
Level 8: Seeds of Confusion
  • (A) Coercive Persuasion - Contagious Confusion
  • (9) Coercive Persuasion - Accuracy/Recharge
  • (9) Coercive Persuasion - Accuracy/Confused/Recharge
  • (42) Coercive Persuasion - Confused/Recharge
  • (42) Coercive Persuasion - Confused/Endurance
Level 10: Steamy Mist
  • (A) Luck of the Gambler - Defense
  • (11) Luck of the Gambler - Recharge Speed
  • (11) Luck of the Gambler - Defense/Endurance
  • (46) Luck of the Gambler - Defense/Endurance/Recharge
Level 12: Hasten
  • (A) Recharge Reduction IO
  • (13) Recharge Reduction IO
  • (13) Recharge Reduction IO
Level 14: Hover
  • (A) Luck of the Gambler - Recharge Speed
  • (15) Luck of the Gambler - Defense
  • (15) Luck of the Gambler - Defense/Endurance
Level 16: Freezing Rain
  • (A) Achilles' Heel - Chance for Res Debuff
  • (17) Touch of Lady Grey - Chance for Negative Damage
  • (17) Impeded Swiftness - Chance of Damage(Smashing)
  • (40) Positron's Blast - Chance of Damage(Energy)
Level 18: Vines
  • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (19) Basilisk's Gaze - Accuracy/Hold
  • (19) Basilisk's Gaze - Accuracy/Recharge
  • (23) Basilisk's Gaze - Endurance/Recharge/Hold
Level 20: Hurricane
  • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (21) Dark Watcher's Despair - To Hit Debuff
  • (21) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (23) Dark Watcher's Despair - Recharge/Endurance
Level 22: Assault
  • (A) Empty
Level 24: Afterburner
  • (A) Luck of the Gambler - Recharge Speed
  • (25) Luck of the Gambler - Defense
  • (25) Luck of the Gambler - Defense/Endurance
Level 26: Carrion Creepers
  • (A) Positron's Blast - Damage/Recharge
  • (27) Positron's Blast - Accuracy/Damage/Endurance
  • (27) Positron's Blast - Damage/Endurance
  • (34) Positron's Blast - Accuracy/Damage
  • (37) Positron's Blast - Chance of Damage(Energy)
  • (37) Impeded Swiftness - Chance of Damage(Smashing)
Level 28: Thunder Clap
  • (A) Stupefy - Stun/Range
  • (29) Stupefy - Accuracy/Stun/Recharge
  • (29) Stupefy - Accuracy/Endurance
  • (31) Stupefy - Endurance/Stun
  • (34) Stupefy - Accuracy/Recharge
Level 30: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Endurance
Level 32: Fly Trap
  • (A) Call to Arms - Endurance/Damage/Recharge
  • (33) Call to Arms - Accuracy/Recharge
  • (33) Call to Arms - Accuracy/Damage/Recharge
  • (33) Call to Arms - Damage/Endurance
  • (34) Call to Arms - Accuracy/Damage
Level 35: Tornado
  • (A) Achilles' Heel - Chance for Res Debuff
  • (36) Soulbound Allegiance - Damage/Endurance
  • (36) Soulbound Allegiance - Chance for Build Up
  • (36) Soulbound Allegiance - Damage
  • (37) Soulbound Allegiance - Damage/Recharge
Level 38: Lightning Storm
  • (A) Devastation - Chance of Hold
  • (39) Gladiator's Javelin - Chance of Damage(Toxic)
  • (39) Devastation - Accuracy/Damage/Endurance/Recharge
  • (39) Devastation - Accuracy/Damage/Recharge
  • (40) Devastation - Damage/Recharge
  • (40) Devastation - Damage/Endurance
Level 41: Hibernate
  • (A) Recharge Reduction IO
Level 44: Frost Breath
  • (A) Ragnarok - Accuracy/Recharge
  • (45) Ragnarok - Accuracy/Damage/Recharge
  • (45) Ragnarok - Damage/Recharge
  • (45) Ragnarok - Damage/Endurance
  • (46) Ragnarok - Damage
Level 47: Ice Storm
  • (A) Positron's Blast - Damage/Recharge
  • (48) Positron's Blast - Chance of Damage(Energy)
  • (48) Positron's Blast - Damage/Endurance
  • (48) Positron's Blast - Accuracy/Damage
  • (50) Positron's Blast - Accuracy/Damage/Endurance
Level 49: Frozen Armor
  • (A) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense
  • (50) Luck of the Gambler - Defense/Endurance
------------
Level 1: Brawl
  • (A) Empty
Level 1: Containment
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Miracle - +Recovery
  • (5) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (3) Endurance Modification IO
  • (3) Endurance Modification IO


Weee!



 

Posted

Todd and Kioshi, thanks so much for your answers. It makes more sense now.

I would definitely love for somebody to create a plant/storm guide!

Kioshi, question about your build: Why did you choose Grant Invisibility instead of Stealth? I thought that Stealth + Superspeed = virtual invisibility? Am I incorrect?

Thanks again!


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Posted

Quote:
Originally Posted by Soundtrack View Post
Todd and Kioshi, thanks so much for your answers. It makes more sense now.

I would definitely love for somebody to create a plant/storm guide!

Kioshi, question about your build: Why did you choose Grant Invisibility instead of Stealth? I thought that Stealth + Superspeed = virtual invisibility? Am I incorrect?

Thanks again!
You're correct, but Steamy Mist+SS also does that so I put GI because you can use on teamates.

Or alternatively, like I do on my mind/emp and some other toons, SS+Stealth IO in Sprint also does the job without requiring picking stealth (or turning on Steamy Mist) which is quite the endurance eater. I'll go Ice Mastery on mine (the first build I posted with some tweaks like trying to find a room for a proc on Roots), I just made this one to see what I could do with ZOMG recharge and the most damaging epic (Fire) without breaking the bank too much.


 

Posted

My storm is built for incarnate naughtiness but that's the build I would have pre incarnate stuff.



 

Posted

I forgot about Steamy Mist...thanks, Kioshi!


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Posted

Quote:
Originally Posted by Tater Todd View Post
My storm is built for incarnate naughtiness but that's the build I would have pre incarnate stuff.
Mind posting that build as well? Trying to get a feel for what Epic/iAbilities I should go for.


The Only Token Black Guy

Quote:
Originally Posted by Murdok View Post
Your mom's real name is Castle.

 

Posted

Quote:
Originally Posted by Swansu View Post
Mind posting that build as well? Trying to get a feel for what Epic/iAbilities I should go for.
Sure...I use the old Stormie Rule of thumb: Go for End and Recharge all the way. I took Ageless and spiritual. I haven't regretted it yet. You can debuff them with Hurricane so that helps with incoming dmg and Mezz. If you go Ice Mastery the added Defense helps as well. The added recharge improves on your dmg.


Hero Plan by Mids' Hero Designer 1.951
http://www.cohplanner.com/

Click this DataLink to open the build!

Denizen of Eden: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Leviathan Mastery

Hero Profile:
Level 1: Strangler -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Acc/Rchg(37), BasGaze-Acc/Hold(40)
Level 1: Gale -- KinCrsh-Acc/Dmg/KB(A), KinCrsh-Dmg/EndRdx/KB(27), KinCrsh-Rechg/EndRdx(43), KinCrsh-Acc/KB(46), KinCrsh-Dmg/KB(46), KinCrsh-Rchg/KB(48)
Level 2: Roots -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/EndRdx(7), Posi-Acc/Dmg(7), Posi-Dam%(15), TotHntr-Dam%(15)
Level 4: Snow Storm -- Empty(A)
Level 6: Hasten -- RechRdx-I(A)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Acc/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Conf/EndRdx(13), CoPers-Conf/Rchg(13)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11)
Level 12: Assault -- Empty(A)
Level 14: Super Jump -- Empty(A)
Level 16: Freezing Rain -- Posi-Dam%(A), ImpSwft-Dam%(17), Achilles-ResDeb%(17), LdyGrey-%Dam(25)
Level 18: Vines -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(19), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/Rchg(23)
Level 20: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(21), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(23)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(50), S'fstPrt-ResDam/EndRdx(50)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27)
Level 28: Carrion Creepers -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(29), Posi-Dmg/EndRdx(29), Posi-Acc/Dmg(34), ImpSwft-Dam%(34), Posi-Dam%(37)
Level 30: Thunder Clap -- Rope-Acc/Rchg(A), Rope-Acc/EndRdx(31), Stpfy-Acc/Stun/Rchg(31), Stpfy-Acc/Rchg(31), Stpfy-Acc/EndRdx(50)
Level 32: Fly Trap -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Rchg(34)
Level 35: Tornado -- Achilles-ResDeb%(A), S'bndAl-Build%(36), S'bndAl-Dmg/EndRdx(36), S'bndAl-Dmg/Rchg(36), S'bndAl-Dmg(37)
Level 38: Lightning Storm -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(39), Apoc-Dam%(39), Dev'n-Dmg/Rchg(39), Dev'n-Hold%(40), GJ-Dam%(40)
Level 41: Water Spout -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(42), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg(42), Posi-Dam%(43), LdyGrey-%Dam(43)
Level 44: Bile Spray -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(45), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dam%(46)
Level 47: Shark Skin -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam(48), TtmC'tng-ResDam/EndRdx(48)
Level 49: Hibernate -- RechRdx-I(A)
Level 50: Ageless Core Epiphany
Level 50: Spiritual Core Paragon
Level 50: Ion Core Final Judgement
Level 50: Reactive Radial Flawless Interface
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(5)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(3), EndMod-I(3)



 

Posted

Thanks for sharing your build, Todd.

Gosh, I wish I could get more into the Incarnate system. For me, it's just too much like work (that may be because I don't fully understand it, or that it bores me. )

I know there are many benefits to it.


Satan trembles when he sees...
the weakest saint on his knees.
<----- Click there to learn how you can help!

 

Posted

Quote:
Originally Posted by Soundtrack View Post
Thanks for sharing your build, Todd.

Gosh, I wish I could get more into the Incarnate system. For me, it's just too much like work (that may be because I don't fully understand it, or that it bores me. )

I know there are many benefits to it.
No problem! It is work...no lie but with certain toons it's just a must. I think if you have a Blaster or Stormie Ageless perma is a must. You don't even have to worry about Judgement or Interface...just go for Destiny:Ageless. Playing with a Storm toon with no end issues...It just changes the game so much. It's like playing a different toon.



 

Posted

Quote:
Originally Posted by Soundtrack View Post
Thanks for sharing your build, Todd.

Gosh, I wish I could get more into the Incarnate system. For me, it's just too much like work (that may be because I don't fully understand it, or that it bores me. )

I know there are many benefits to it.
I'm looking forward to Dark Astoria revamp where we can hopefully farm Incarnate stuff in solo or small teams and not have to go through all the iTrials all the time. Although I have gone through all of them a few times and plan to do so when the mood strikes me, it's really nice to be able to log in and just farm for a bit at my own pace. Should make getting Incarnate stuff a tad less stressful.

I have several Stormies (and one 50+ Plant/Storm) so I need to get that Ageless!


My Corner of DeviantART

The Queen's Menagerie

 

Posted

Yeah Ageless is awesome.

I only have one Incarnate, with t3 spiritual, reactive, ageless, carnie pets (I haven't been playing much and when I play I've got like 5 alts at 20-30 oh god, and no desire to play my old 50s, also, repeating iTrials over and over is boring as hell) - a very original toon (SS/Fire brute lol), and he's an agricultural tool most of the time, anyway after I got Ageless I ditched Consume and even on the rare TF I take him he can hold his own on endurance, I don't even need blues when farming either, and he's not exactly optimized for endred (his slotting is all wonly like taunt set on KO Blow to help get to 33% fire def so I only have to use one small purple at a time to farm, plus permahasten).

My plant/stormie just got to 23 and she's quite the end hog, even tho I emailed myself a miracle. Tomorrow I'll send a Numina, but I'll need to frankenslot her at 27 or else I'll suffer.

Good thing is that playing a troller again after so long reminded me it's my fav AT because you always have so much stuff to do, even before I have Creepers, Tornado and LS which I know I'll summon a lot. She's been fun since level 10 but now that I can open with seeds every mob and then using freezing rain+roots she already outdamages all my other trollers at this level and I don't need to wait for the melee people to take alphas, I only take a ranged attack from the boss (which gets Snow Storm in case he's red or pink like the team I was today fighting at +2 at level 20, crazy dudes but all went well).

I guess in the final build (probably will be the first one I posted) I'll leave Snow Storm with a simple endred and move the other slot for the Trap of the Hunter proc in Roots, Snow Storm already slows mobs so much now and I only have one endred SO on it. Plus those two microfilaments I planned to put in are damn expensive because pvp people love microfilament HOs in their movement powers, and I'm not rich (I don't really like to farm for long).


 

Posted

Now the one thing I really wish they did for storm controllers is switch the power order of O2 Boost and Gale, like they changed the power orders on FF for Masterminds. That way you'd get O2 at level one and get the choice to skip Gale, which is incredibly useless to most Controllers (outside of gravity), since our fastest recharging control/damage power, the AoE immob, has -KB. What were they thinking?


 

Posted

Quote:
Originally Posted by Netphenix5 View Post
Now the one thing I really wish they did for storm controllers is switch the power order of O2 Boost and Gale, like they changed the power orders on FF for Masterminds. That way you'd get O2 at level one and get the choice to skip Gale, which is incredibly useless to most Controllers (outside of gravity), since our fastest recharging control/damage power, the AoE immob, has -KB. What were they thinking?
Someone said it was because devs wanted the obligatory power to be useful to the toon, now I don't remember who and if that had any grounds, but Poison has a tier 1 that you can't use to benefit yourself (Alkaloid) so well at least now that's not a valid argument.

Anyway yeah it sucks. I only used Gale on some parts of the Posi 2 TF I did yesterday because some suicidal scrapper was soloing mobs (and was gonna die) and I went out of my way to help him more than once, and if Seeds was recharged I woudn't have used Gale (I was still on DOs). And this stupid power still has an accuracy penalty.

Even on my Mind/Storm (no AoE immob) I leveled to 30ish long ago I barely used it past the teens, Mind has enough tools to mitigate anything.


 

Posted

So how hard (or maybe time-consuming is a better word) to get something like Destiny:Ageless?

Is it just grinding through trials? I guess that's what I dislike the most...just wash/rinse/repeat until I'm about to barf up Rikti.


Satan trembles when he sees...
the weakest saint on his knees.
<----- Click there to learn how you can help!

 

Posted

Quote:
Originally Posted by Soundtrack View Post
So how hard (or maybe time-consuming is a better word) to get something like Destiny:Ageless?

Is it just grinding through trials? I guess that's what I dislike the most...just wash/rinse/repeat until I'm about to barf up Rikti.
Grinding through trials is the fastest way, but you can somewhat slowly unlock the slots by buying Incarnate XP and bumping up Incarnate Shards. The Signature Story Arcs also give Incarnate salvage as rewards - doing each one once and picking the Threads option will (once all 7 are out there) give you 70 Threads, enough to build the first level of Destiny:Ageless (with 10 threads left over!).

Lambda Sector, Minds of Mayhem, the Underground and the Keyes Reactor all give Incarnate XP towards Destiny, so you can get a fair portion of the way there just doing each of them once (assuming that you're on a server that runs a variety of trials and doesn't just grind BAF/Lambda).

You can't beat grinding Lambda for efficiency if you want to unlock Destiny as quickly as possible though.


@Mindshadow

 

Posted

Quote:
Originally Posted by Kioshi View Post
Someone said it was because devs wanted the obligatory power to be useful to the toon, now I don't remember who and if that had any grounds, but Poison has a tier 1 that you can't use to benefit yourself (Alkaloid) so well at least now that's not a valid argument.

Anyway yeah it sucks. I only used Gale on some parts of the Posi 2 TF I did yesterday because some suicidal scrapper was soloing mobs (and was gonna die) and I went out of my way to help him more than once, and if Seeds was recharged I woudn't have used Gale (I was still on DOs). And this stupid power still has an accuracy penalty.

Even on my Mind/Storm (no AoE immob) I leveled to 30ish long ago I barely used it past the teens, Mind has enough tools to mitigate anything.
I think Poison is a bad example...Alkaloid just...it sucks. I have no issue with 02 Boost now because you can take powers like hasten so early. I never use 02 or gale for the record because I am selfish :P.