Plant/Poison builds?
Ok so I went ahead and tried a build. It seems ok but very little offence/damage. Anyway, please look over. I'd appreciate any feedback.
http://www.cohplanner.com/mids/downl...8EFC7F99CD0346
opening with SoC or Poison Trap makes this build pretty safe to play. I think ranged AND s/l defense is overkill. Anything left to attack you will be severly "weakened"
I'd Proc tha chit out of yer aoe's.
perma jump is ---> /up 1
you've got tons of control. I don't think you need 2 single target holds, so I dropped Paralytic Poison.
something like this?
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Snake Root altered: Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Poison
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Strangler -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Hold%(5), Lock-%Hold(7)
Level 1: Alkaloid -- Dct'dW-Heal/Rchg(A)
Level 2: Roots -- TotHntr-Acc/Rchg(A), TotHntr-Acc/Immob/Rchg(5), TotHntr-Dam%(9), TotHntr-Immob/Acc(11), EndRdx-I(11), GravAnch-Hold%(13)
Level 4: Envenom -- Achilles-ResDeb%(A), LdyGrey-Rchg/EndRdx(15), LdyGrey-%Dam(15), RechRdx-I(17), RechRdx-I(17), HO:Lyso(19)
Level 6: Weaken -- Cloud-Acc/EndRdx/Rchg(A), Cloud-%Dam(7), Cloud-Acc/ToHitDeb(19), Cloud-Acc/Rchg(21), DarkWD-ToHitDeb(21), DarkWD-ToHitDeb/Rchg(23)
Level 8: Seeds of Confusion -- Mlais-Acc/Rchg(A), Mlais-Acc/Conf/Rchg(23), Mlais-Acc/EndRdx(25), Mlais-Conf/Rng(25), Mlais-Dam%(27), CoPers-Conf%(27)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 12: Super Speed -- Zephyr-ResKB(A)
Level 14: Neurotoxic Breath -- Acc-I(A)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
Level 18: Vines -- G'Wdw-Acc/Rchg(A), G'Wdw-Dam%(31), G'Wdw-Acc/Hold/Rchg(31), RechRdx-I(33), Lock-%Hold(33), UbrkCons-Dam%(33)
Level 20: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx/Rchg(29), LkGmblr-Def/EndRdx(31), LkGmblr-Rchg+(34)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(37), TtmC'tng-ResDam(48), TtmC'tng-EndRdx(48)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(50)
Level 28: Assault -- EndRdx-I(A)
Level 30: Carrion Creepers -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob(36), Enf'dOp-EndRdx/Immob(37), Enf'dOp-Acc/Immob/Rchg(37), Enf'dOp-Acc/EndRdx(39), Enf'dOp-Immob/Rng(39)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(39), C'Arms-Acc/Dmg/Rchg(40), C'Arms-Dmg/EndRdx(40)
Level 35: Poison Trap -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Rchg(40), Erad-Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(42), Lock-Acc/EndRdx/Rchg/Hold(42), Lock-%Hold(43)
Level 38: Venomous Gas -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-Rchg/EndRdx(43), Achilles-ResDeb%(43), EndRdx-I(45)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(46)
Level 44: Poisonous Ray -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(46), Dev'n-Acc/Dmg/Rchg(46)
Level 47: Vengeance -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(50)
Level 49: Antidote -- Aegis-Psi/Status(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal/EndRdx(29), Mrcl-Heal(34), Numna-Regen/Rcvry+(34)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(9), P'Shift-End%(48), EndMod(50)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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perma jump is ---> /up 1
I've really come to love my plant/poison controller. My build is something like Hindenberg's so I won't post it (don't have it here anyway), but I'll make a few comments based on my experience.
1. Firstly, I love SOC+envenom+roots. This is for the basic, low level but effective take down of ton's critters. Envenom especially accellerates this, although you may have to reapply it on different critters throughout. The splash effect radius can be limited, but you'll certainly hit enough critters to make it worth while. The roots in the equation means you'll be doing damage to all your targets mitigating the XP-offsets from the confused mobs.
2. I try not to stack any slows, knockdowns or controls with SOC. It's sometimes makes me not want to team with other controllers or doms. Additional controlls over SOC (outside of roots or immobilizations) just means you'll be mitigating the damage from the confused.
3. Carrion creepers can be slotted to the wah-zoo with procs! 3 damage procs or so (I think 4 are available) make this poorly-damaging power into a great one. If you're really into procs though, plant/storm really is an awsome set though.
4. Now that venomous gas is fixed, fitting in a couple procs really does wonders.
5. Envenom and venomous gas really do well with anchilles heel procs. You can really floor an AV's damage resistance spamming these. You'll swear that AVs come down so much easier with this in play.
6. Neurotoxic breath is awsome with a /poison MM, but it's not really necessary on a controller that has far more effective controlling tools. Like Hindenberg, I have it on my controller but haven't slotted it. I intend on respec'ing out of it someday.
7. I've found no need for antidote on teams really.
8. Poison trap works, but I understand it's buggy. As is, it's still very useful, fun and you'll likely use it often.
Malakim
-Playing since COH beta and still love the game!
One more thing....
With enough defense, and with all the -ToHit from weaken and venomous gas, EBs become really feasible to solo. You might need a single purple to cover a defense gap, and a green to offset the damage that gets through. However, a plant/poisons debuffs can rival the debuffs a /rad!
Personally, I also prefer the clickiness of /poison over the toggles or /rad any day- and twice on weekends. Toggles just fall to quickly and are slow to come back. Being able to click envenom and weaken (comming sooner than all the debuffs for rad) means you can spread the love around. Also, when you target a boss with your debuffs, they'll splash over to leitenents and minions staying on them after the team has taken out the boss (or whatever your target).
Malakim
-Playing since COH beta and still love the game!
Ok so I am thinking of making one of these. Does anyone have any experience? A build? Is it a good combo? I have very little experience with either power.