So why is Plant/Storm so awesome?
Cant decide on Epic Power for plant/storm on fire ambush maps. should i go fire or ice mastery?
Fire: fireball charges faster for aoes, and fire shield has 20 resist Ice: has 10% fire resist, Ice Storm w recharge 120sec, and hibernation, but i dont think i'll need to hibernate. I just wanna keep the attacks going. Ughhh tough choice |
I would recommend Ice or Stone. Mostly Ice though. Ice has Ice Blast, Frost Breath AND Ice Storm. That's a lot of damage if you ask me and if you don't want to take hibernate you can take hoarfrost.
Imho you need Hibernate for a stormie sometimes. I not only used it as a panic button I also used it when I was flat out of end.
I love Hibernate and have it on a bunch of my Controllers. Set out your pets and then turtle up in a block of ice while Twoey, Lightning Storm, Tornado and Creepers all do their things. Hibernate gives you a way to recover both health and endurance in complete safety.
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
I have to chime in here buddy Fire Shield is a Trap, it's horrid believe me. 20 resist is nothing honestly, especially if you're going solo and you're taking half or 1/4 of an alpha. Defense is the way to go. The only thing that's worth it with the Fire Epic is the blast, Fireball and Rise of the Phoenix. Consume is on way to long of a recharge.
I would recommend Ice or Stone. Mostly Ice though. Ice has Ice Blast, Frost Breath AND Ice Storm. That's a lot of damage if you ask me and if you don't want to take hibernate you can take hoarfrost. Imho you need Hibernate for a stormie sometimes. I not only used it as a panic button I also used it when I was flat out of end. |
Thanks Local I already have Super Speed, I'll try practicing with Hurricane more without Hover, or else I'll ditch Snow Storm since nowadays people kill surrounding mobs, even bosses, so quickly even at SO level. I was doing good with Hurricane with Speed Boost earlier so SS might be as good or even better as Hover. I got the Hover advice in a story arc full of those awful caves, was not a problem on the TF I ran today. Getting Hover would be nice for mar rech and let me get to 32.5% def tho if I decide to ditch Snow Storm
Cant decide on Epic Power for plant/storm on fire ambush maps. should i go fire or ice mastery?
Fire: fireball charges faster for aoes, and fire shield has 20 resist Ice: has 10% fire resist, Ice Storm w recharge 120sec, and hibernation, but i dont think i'll need to hibernate. I just wanna keep the attacks going. Ughhh tough choice |
Plus with ice armor and other stuff like Maneuvers/CJ/Hover you can get to 32.5% s/l def on SOs.
But anyway for fire maps I have a SS/Fire brute with 32% fire def (and of course 90% fire resist), I just pop a luck and I'm good, and nothing approaches the speed of a SS/Fire Brute on these maps. He's not even an expensive build but with incarnates and some weird slotting (taunt sets for fire def) he's permahasten and farms like a champ.
Woops, sorry I play ENTIRELY to many doms heh. No, no Hoarfrost for trollers but you still have frozen armor...I must ask. Why don't you like Hibernate? to be honest I see no real reason for you to take the Fire Epic unless you are a diehard theme person.
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The resistance shields aren't too terrible though if you have a good bit of defense as well, but they are usually beat out by better options.
I have terrible timing (or maybe luck) with Hibernate. Usually just as I think I'll need it, I start the activation and get struck dead anyway.
The resistance shields aren't too terrible though if you have a good bit of defense as well, but they are usually beat out by better options. |
I might be bias since I like anything to do with water and ice powers but I feel that Ice has so many pros going for it compared to the Fire Epic.
*grin* I went psi on my Plant/Stormy. Not having to take any time out for mezzes is rather nice, although I should probably swap out World of Confusion (intended to use it to supplement Seeds on bosses, but it's rather useless) for the AoE.
But, that might just be me- I tend to play him rather oddly. Fast, hard, and creating a zone-o'-death every minute or two, moving on as everything in the vicinity dies.
"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"
Been trying to make a controller for awhile now, but none has held my interest for long. This one might, but I'm in L-O-V-E with a TW/FA Brute I made at the moment.
Doesn't mean I can't make a build for it though. Massive recharge (Higher if I slotted full Purples), Proc Happy, Hasten just 7.5 seconds shy of Perma, Muscular Core for more damage (And Longer Immob), Reactive Radial Interface for more damage (And some -Res) Ion Core, Ageless Core, Cimeroran Core...
I opted out of Epics to devote more slots to the plant and storm powers, picking up a few Proc mules (SS, Hover and Afterburner) and an Òh Nuts`button (Burnout). A stealth proc in Combat Jumping because I am horrible at positioning with Super Speed. Combat Jumping and Steamy Mists will be left on, Hurricane if I need to play baddie pinball OR anything is about to get close. Snow Storm would be dropped on EBs/AVs.
Mind I'm not that experienced on Controllers, so there you go.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Plant-Storm Cont Prototype: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Flight
Power Pool: Speed
Hero Profile:
Level 1: Entangle -- TotHntr-Dam%(A), TotHntr-Acc/Rchg(3), TotHntr-Acc/Immob/Rchg(3), TotHntr-Acc/EndRdx(5), Apoc-Dam%(25)
Level 1: Gale -- Empty(A)
Level 2: Roots -- TotHntr-Dam%(A), Posi-Acc/Dmg(5), Posi-Acc/Dmg/EndRdx(11), Posi-Dmg/Rchg(42), Posi-Dam%(43), GravAnch-Hold%(43)
Level 4: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Rchg/Hold(50), Lock-%Hold(50), G'Wdw-Dam%(50)
Level 6: Spore Burst -- CSndmn-Heal%(A), CSndmn-Acc/EndRdx(7), CSndmn-EndRdx/Sleep(7), CSndmn-Acc/Rchg(45), CSndmn-Acc/Sleep/Rchg(45)
Level 8: Seeds of Confusion -- Mlais-Dam%(A), Mlais-Acc/Conf/Rchg(9), Mlais-Acc/Rchg(9), Mlais-EndRdx/Conf(37), Mlais-Acc/EndRdx(37)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-EndRdx/Rchg(31)
Level 12: Spirit Tree -- Dct'dW-Rchg(A), Dct'dW-Heal(13), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39)
Level 14: O2 Boost -- Dct'dW-Rchg(A), Dct'dW-Heal(15), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(34)
Level 16: Freezing Rain -- AnWeak-Acc/Rchg(A), RechRdx-I(17), ImpSwft-Dam%(17), LdyGrey-%Dam(34), Posi-Dam%(46), Achilles-ResDeb%(48)
Level 18: Vines -- Lock-%Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(29), UbrkCons-Dam%(46)
Level 20: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(21), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(23)
Level 22: Snow Storm -- ImpSwft-Dam%(A), EndRdx-I(23)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), ULeap-Stlth(31)
Level 26: Carrion Creepers -- ImpSwft-Dam%(A), Posi-Acc/Dmg(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(42)
Level 28: Fly -- Zephyr-ResKB(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(45)
Level 32: Fly Trap -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(34)
Level 35: Tornado -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Rchg(36), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(37), Achilles-ResDeb%(46)
Level 38: Lightning Storm -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(39), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(40), Dev'n-Hold%(43)
Level 41: Hover -- LkGmblr-Rchg+(A)
Level 44: Afterburner -- LkGmblr-Rchg+(A)
Level 47: Super Speed -- Winter-ResSlow(A)
Level 49: Burnout -- RechRdx-I(A)
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Reactive Radial Flawless Interface
Level 50: Ion Core Final Judgement
Level 50: Ageless Core Epiphany
Level 50: Musculature Core Paragon
Level 50: Cimeroran Core Superior Ally
------------
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(31)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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Hmm- I might be biased, but I'd save that stealth slot in Combat Jumping and just run Superspeed and Steamy Mist, and use Hover for positioning. Then again, I'm a hoverblaster from way back, so take that as you will. Of course, if you had that free slot, you could stick it into Seeds and get the Purple Contagious Confusion proc... *evilgrin*
I can't speak as to the effectiveness of the procs in Freezing Rain- I went the debuff route intstead- but one of the procs in Carrion Creepers raises an eyebrow. I'm not entirely certain that the Posi's Blast proc will work properly in there, but that's based on hearsay rather than anything solid in my own experience, so, once again, take it as you will.
Also, Spore Burst is painfully useless to a Plant/Stormie- you will, quite frankly, be flinging about so very much AoE that anything that gets put to sleep won't be that way for more than a split second. Unless it's mostly there as a set mule, I wouldn't bother.
You will feel that lack of slots in Stamina, even, I suspect, with Ageless. Plant/Storm is an endurance-hungry beast. Afterburner isn't that great an 'oh crap' button, given that it's only a 15% boost to your defense.
Again, I might be biased, but I love, love, love having status protection. It is a major part of the reason that my controller is such a wrecking ball- he can't get taken out by one errant mez. So yeah- psi epic all the way. I also went musculature core, for the damage, the immobilize boost, and the defense debuff boost (Freezing Rain, baby!).
Oh- and I wouldn't put the chance to hold in Roots, at least if you're planning on relying on Seeds as heavily as I do. You don't want them held, you want them immobilized and beating one another to death :3
And, well, for comparison, here's my (rather expensive, but undeniably effective) build- hope some of this stuff helps.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Skein: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Entangle -- GravAnch-Immob(A), GravAnch-Immob/Rchg(3), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(15), GravAnch-Hold%(15)
Level 1: Gale -- Acc-I(A)
Level 2: Strangler -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(5), UbrkCons-Acc/Hold/Rchg(7), UbrkCons-Acc/Rchg(11), UbrkCons-EndRdx/Hold(17)
Level 4: Roots -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(5), Ragnrk-Acc/Dmg/Rchg(7), Ragnrk-Acc/Rchg(19), Ragnrk-Dmg/EndRdx(19), Posi-Dam%(23)
Level 6: Hover -- Zephyr-Travel(A), LkGmblr-Rchg+(13), Zephyr-ResKB(45)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(29), CoPers-Conf%(29)
Level 10: Snow Storm -- EndRdx-I(A)
Level 12: O2 Boost -- Mrcl-Heal(A), Mrcl-Heal/Rchg(21)
Level 14: Fly -- Flight-I(A)
Level 16: Freezing Rain -- AnWeak-DefDeb(A), AnWeak-Acc/DefDeb(17), AnWeak-Acc/Rchg(31), AnWeak-DefDeb/EndRdx/Rchg(40), AnWeak-Acc/Rchg/EndRdx(43), Achilles-ResDeb%(48)
Level 18: Spirit Tree -- Mrcl-Heal/Rchg(A), Mrcl-Heal(48)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(21), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-Rchg/EndRdx(46), DarkWD-ToHitDeb/EndRdx(46)
Level 22: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-Rchg/Hold(43), BasGaze-EndRdx/Rchg/Hold(45), EoCur-Acc/Hold/Rchg(45)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 26: Carrion Creepers -- HO:Nucle(A), HO:Nucle(27), HO:Nucle(27), RechRdx-I(31), TotHntr-Dam%(34), ImpSwft-Dam%(36)
Level 28: Thunder Clap -- Amaze-Stun/Rchg(A), Amaze-Stun(37)
Level 30: Steamy Mist -- LkGmblr-Rchg+(A), Aegis-Psi/Status(31)
Level 32: Fly Trap -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(33), S'bndAl-Acc/Dmg/Rchg(33), S'bndAl-Acc/Rchg(33), S'bndAl-Dmg/EndRdx(34), S'bndAl-Build%(34)
Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(37)
Level 38: Lightning Storm -- Apoc-Dmg(A), Apoc-Dmg/Rchg(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(40)
Level 41: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(42), RechRdx-I(42)
Level 44: World of Confusion -- Mlais-Dam%(A), Mlais-EndRdx/Conf(48), Mlais-Acc/EndRdx(50), Mlais-Acc/Rchg(50), Mlais-Acc/Conf/Rchg(50)
Level 47: Stealth -- LkGmblr-Rchg+(A)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 50: Musculature Core Paragon
Level 50: Diamagnetic Partial Radial Conversion
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 6: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(25), P'Shift-EndMod(25)
"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"
Been trying to make a controller for awhile now, but none has held my interest for long. This one might, but I'm in L-O-V-E with a TW/FA Brute I made at the moment.
Doesn't mean I can't make a build for it though. Massive recharge (Higher if I slotted full Purples), Proc Happy, Hasten just 7.5 seconds shy of Perma, Muscular Core for more damage (And Longer Immob), Reactive Radial Interface for more damage (And some -Res) Ion Core, Ageless Core, Cimeroran Core... I opted out of Epics to devote more slots to the plant and storm powers, picking up a few Proc mules (SS, Hover and Afterburner) and an Òh Nuts`button (Burnout). A stealth proc in Combat Jumping because I am horrible at positioning with Super Speed. Combat Jumping and Steamy Mists will be left on, Hurricane if I need to play baddie pinball OR anything is about to get close. Snow Storm would be dropped on EBs/AVs. Mind I'm not that experienced on Controllers, so there you go. Hero Plan by Mids' Hero Designer 1.953 http://www.cohplanner.com/ Click this DataLink to open the build! Plant-Storm Cont Prototype: Level 50 Magic Controller Primary Power Set: Plant Control Secondary Power Set: Storm Summoning Power Pool: Leaping Power Pool: Flight Power Pool: Speed Hero Profile: Level 1: Entangle -- TotHntr-Dam%(A), TotHntr-Acc/Rchg(3), TotHntr-Acc/Immob/Rchg(3), TotHntr-Acc/EndRdx(5), Apoc-Dam%(25) Level 1: Gale -- Empty(A) Level 2: Roots -- TotHntr-Dam%(A), Posi-Acc/Dmg(5), Posi-Acc/Dmg/EndRdx(11), Posi-Dmg/Rchg(42), Posi-Dam%(43), GravAnch-Hold%(43) Level 4: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Rchg/Hold(50), Lock-%Hold(50), G'Wdw-Dam%(50) Level 6: Spore Burst -- CSndmn-Heal%(A), CSndmn-Acc/EndRdx(7), CSndmn-EndRdx/Sleep(7), CSndmn-Acc/Rchg(45), CSndmn-Acc/Sleep/Rchg(45) Level 8: Seeds of Confusion -- Mlais-Dam%(A), Mlais-Acc/Conf/Rchg(9), Mlais-Acc/Rchg(9), Mlais-EndRdx/Conf(37), Mlais-Acc/EndRdx(37) Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-EndRdx/Rchg(31) Level 12: Spirit Tree -- Dct'dW-Rchg(A), Dct'dW-Heal(13), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39) Level 14: O2 Boost -- Dct'dW-Rchg(A), Dct'dW-Heal(15), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(34) Level 16: Freezing Rain -- AnWeak-Acc/Rchg(A), RechRdx-I(17), ImpSwft-Dam%(17), LdyGrey-%Dam(34), Posi-Dam%(46), Achilles-ResDeb%(48) Level 18: Vines -- Lock-%Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(29), UbrkCons-Dam%(46) Level 20: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(21), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(23) Level 22: Snow Storm -- ImpSwft-Dam%(A), EndRdx-I(23) Level 24: Combat Jumping -- LkGmblr-Rchg+(A), ULeap-Stlth(31) Level 26: Carrion Creepers -- ImpSwft-Dam%(A), Posi-Acc/Dmg(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(42) Level 28: Fly -- Zephyr-ResKB(A) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 32: Fly Trap -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(34) Level 35: Tornado -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Rchg(36), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(37), Achilles-ResDeb%(46) Level 38: Lightning Storm -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(39), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(40), Dev'n-Hold%(43) Level 41: Hover -- LkGmblr-Rchg+(A) Level 44: Afterburner -- LkGmblr-Rchg+(A) Level 47: Super Speed -- Winter-ResSlow(A) Level 49: Burnout -- RechRdx-I(A) Level 0: The Atlas Medallion Level 0: Task Force Commander Level 0: Portal Jockey Level 0: Freedom Phalanx Reserve Level 50: Reactive Radial Flawless Interface Level 50: Ion Core Final Judgement Level 50: Ageless Core Epiphany Level 50: Musculature Core Paragon Level 50: Cimeroran Core Superior Ally ------------ Level 2: Swift -- Flight-I(A) Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(31) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) Level 1: Brawl -- Empty(A) Level 1: Containment Level 1: Sprint -- Empty(A) Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Code:
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Strangler: The single target hold is almost always the best power to take first . . . not that it really matters all that much. Often the single target Immob is skippable, depending upon the build and the goal of the build. My usual suggestion is 4 Baz Gaze, and at level 50, an Acc/Dam Hami-O and a common Damage IO. Strangler should be used as your first single target attack after your AoEs.
Roots: Most controllers with AoE Immobs slot them for Acc, EndRdx and then procs. However, Roots is twice the damage of other AoE Immobs, so it is definitely worth slotting for Damage. Roots is a key part of the Seeds+Roots combo that Plant relies upon heavily for its AoE control+damage. This power has a 20% Acc penalty, so it NEEDS good accuracy. The 5 from the Posi-Blast set works well, since you get a nice Recharge buff, the damage in the set is capped and you can still add the damage proc in 5 slots. What you put in the last slot depends on your build and playstyle -- you might need more Acc/EndRdx, or Rech, or you could add an extra damage proc.
Entangle: Roots handles the job of Immob almost all the time. To me, the purpose of the single target Immob is one of two options -- take it fairly early as a damage power so that you can solo or do some single target damage, or take it very late as a way to try to Immob AVs and bosses. Plant is somewhat lacking in single target damage, so it is a viable choice to take Entangle as a single target damage power . . . but it should be slotted as a damage power. The Decimation set gives a nice Recharge bonus. I really don't see much benefit slotting it for Immob since the Recharge on the power is much shorter than its duration. The only exception to that is if you are slotting for Defense -- Enfeebled Operation has good S/L defense, and Trap of the Hunter has good Ranged Defense . . . but then you are giving up the damage which is the main purpose of having this power.
Spore Burst: The sleep power is mostly worthless on teams. It can be rarely used to keep that group over there from joining into the fight while you (or you and your team) deal with this group here. It is far more useful solo, but still not a very useful power. It is also useful as a set mule, since the Fortunata Hypnosis is the cheapest of the purple sets. This is a skippable power on its own, but can be added in if you mostly solo or want it for a set mule. The problem with using Call of the Sandman here is that you already have too many places for a 6.25% Recharge bonus, so I don't feel it is worth using 4 extra slots for that bonus here. I would drop it unless you are getting the purple Fortunata set.
Seeds: The most important power in the Plant set. The main goals for slotting are Acc/Conf/Rech, but some Range is nice, too. It is easily worth 6 slots. The Malaise set is good, but the purple Coercive set is better, granting a 10% Recharge bonus. The Contagious Confusion proc is really nice here, as it extends the confuse area helping to hit foes outside of the cone, and can help stack mag. Another advantage of using the purple set is that it frees up another 6.25% Recharge slot for another power.
Steamy Mist: If you have a slot free, this is a good place for an early -knockback proc. I see you have a stealth proc in CJ, and that's fine. I personally like Super Speed, as I find it useful for battlefield mobility and Herdicaning. You took Super Speed late, I would take it pretty early and I would take CJ late.
Hasten is another power I would take much earlier.
Spirit Tree and O2 Boost: Both are skippable powers that are nice to have. I'm not sure I would take both of these over an APP power, though.
Freezing Rain: I like your slotting for FR. I generally use two Rech and forego the Accuracy, but some accuracy helps the procs hit with the first wave. If you have enough global Accuracy, you may not need the acc, but if you have enough Global Rech, you may not need the extra Recharge, either.
Vines: I don't feel the Lockdown proc is worth a slot. Vines on its own will hold Minions and Lieutenants, and has a 20% chance to hold bosses. That means that it will only have any possible effect on the 80% of bosses who weren't held, and only 15% of them. If you assume that bosses are only 20% of the total foes, then .2x.8x.15 = .024. So that proc will only have any effect on 2.4% of the foes. Not worth a slot to me. Add more Acc/Hold/Rech. The proc is nice to have but not worth a slot unless you are slotting the Unbreakable set, which is a good idea if you can.
Hurricane: Same slotting I use.
Snow Storm: Is it worth slotting the proc? Depends on how much you use the power. If you don't use it much, that slot can be put to better use.
Creepers: After many discussions on the forums, the most common suggested slotting for Creepers is 2 Acc/Dam Hami-Os, 2 Rech, 1 Posi Blast proc, 1 Impeded Swiftness proc. Those two procs carry over into all aspects of Creepers. Other procs don't. You want this power up as much as possible for all the things it does.
As for an APP set: Plant is somewhat weak on single target damage, so getting a single target blast can help. Ice works well, as the Blast is great, it has 2 AoE damage powers and you get Hibernate as a one-slot wonder. The Ice Shield is S/L defense and can take a LotG Rech.
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
Culex's resistance guide
Rolled up one of these the other day and am having a blast.
Great forum and advice on builds.
Cheers to you all for helping me make this char great to play!
GF
Justice
Everwood
Triumph
The Trust
Cant decide on Epic Power for plant/storm on fire ambush maps. should i go fire or ice mastery?
Fire: fireball charges faster for aoes, and fire shield has 20 resist
Ice: has 10% fire resist, Ice Storm w recharge 120sec, and hibernation, but i dont think i'll need to hibernate. I just wanna keep the attacks going.
Ughhh tough choice