Plant/Emp For Team Support


AJ EU

 

Posted

Building this just for team support .. will most likely NEVER go solo ... Good? Bad? Too Much?



Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Controller
Primary Power Set: Plant Control
Secondary Power Set: Empathy
Power Pool: Flight
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), Dmg-I(5)
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9)
Level 2: Heal Other -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/EndRdx(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15)
Level 4: Roots -- GravAnch-Immob/EndRdx(A), GravAnch-Immob/Rchg(15), GravAnch-Immob(17), Dmg-I(17), GravAnch-Acc/Immob/Rchg(19), GravAnch-Hold%(19)
Level 6: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21)
Level 8: Fly -- Flight-I(A)
Level 10: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(21), CoPers-Conf/EndRdx(23), CoPers-Conf%(23), CoPers-Acc/Conf/Rchg(25), CoPers-Acc/Rchg(27)
Level 12: Resurrect -- RechRdx-I(A), RechRdx-I(13)
Level 14: Spirit Tree -- Numna-Heal/EndRdx(A), Numna-Heal(46), Numna-Heal/Rchg(46), Numna-EndRdx/Rchg(46)
Level 16: Clear Mind -- EndRdx-I(A)
Level 18: Vines -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Hold/Rchg(29), UbrkCons-EndRdx/Hold(29), UbrkCons-Acc/Rchg(31)
Level 20: Fortitude -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), Rec'dRet-ToHit(31), Rec'dRet-Pcptn(33)
Level 22: Kick -- FrcFbk-Rechg%(A)
Level 24: Spore Burst -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Sleep(25), FtnHyp-Sleep/Rchg(48), FtnHyp-Acc/Sleep/Rchg(48), FtnHyp-Acc/Rchg(48)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34)
Level 28: Recovery Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(34), Efficacy-EndMod/EndRdx(36), Efficacy-EndMod/Acc/Rchg(36), RechRdx-I(50)
Level 30: Recall Friend -- Jnt-Rng(A)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-+Res(Pets)(37), ExRmnt-Dmg/EndRdx(37)
Level 35: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(37), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(39)
Level 38: Adrenalin Boost -- Numna-Heal(A), Numna-Heal/Rchg(40), Efficacy-EndMod(40), Efficacy-EndMod/Rchg(40)
Level 41: Fissure -- Amaze-Stun(A), Amaze-Stun/Rchg(42), Amaze-EndRdx/Stun(42), Amaze-Acc/Stun/Rchg(42), Amaze-ToHitDeb%(43)
Level 44: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 47: Tough -- S'fstPrt-ResDam/Def+(A)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(43), EndMod-I(43)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run


 

Posted

You don't have hasten, which is strongly recommended for controllers. Unlike some melees that can still eke out decent DPS without hasten (e.g. DB, FM), the support power of emps is much more closely tied to how often they can use their buffs.

Fort is underslotted. It needs to be ED capped on def and rech. Try 3x Membranes and 1 LotG, or frankenslot 3 Def/Rech pieces and 1 LotG.

If you have to chose between leadership and fighting, take leadership; fully slotted maneuvers only gives 3 less def than weave, costs only 1 power choice, and also benefits the team. You should also consider earth's embrace to cap your HP.

AB should be ED capped on regen and be perma on 1 person.

I don't see any alpha, but spiritual is recommended for emps.

Finally, just a word of advice: If I were you, I would think twice before giving up soloability. Solo ability is relevant even if you only play in teams, because other players don't always play intelligently and sometimes you need to get things done yourself. Remember, there is no buff that gives +IQ.


 

Posted

I'll second that recommendation for Hasten. It's generally a good idea for controllers, but very important for Empathy. You'll be able to shave 20+ seconds off of AB and 30-40 seconds on your auras.

I also agree with the recommendations for Fort. Defense and recharge are the most important aspects to enhance in it. It gives the same defense as FF's or Ice Domination's shields with the often overlooked benefit of psi defense.

I would consider dropping Spirit Tree also, at least in the place of Hasten.


 

Posted

Now? Oh, and do get it wrong, I do play solo ... Just want something to support team most of the time

Alpha ... Spiritual or Agility?



Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Empathy
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(9)
Level 1: Healing Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7)
Level 2: Heal Other -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13)
Level 4: Roots -- GravAnch-Immob(A), GravAnch-Immob/Rchg(15), GravAnch-Immob/EndRdx(15), GravAnch-Acc/Immob/Rchg(17), GravAnch-Hold%(17)
Level 6: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(19), FtnHyp-Sleep/EndRdx(19), FtnHyp-Acc/Sleep/Rchg(21), FtnHyp-Acc/Rchg(21)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(23), CoPers-Conf/EndRdx(23), CoPers-Conf%(25), CoPers-Acc/Conf/Rchg(25), CoPers-Acc/Rchg(27)
Level 10: Resurrect -- RechRdx-I(A), RechRdx-I(27)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 14: Super Jump -- Jump-I(A)
Level 16: Clear Mind -- EndRdx-I(A)
Level 18: Vines -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(29), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(31)
Level 20: Fortitude -- HO:Membr(A), HO:Membr(33), HO:Membr(33), LkGmblr-Rchg+(33)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
Level 24: Recall Friend -- Jnt-Rng(A)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36)
Level 28: Recovery Aura -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-EndMod/Acc/Rchg(37), Efficacy-EndMod/Acc(37), RechRdx-I(39)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(46), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-+Res(Pets)(48)
Level 35: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(43), Dct'dW-Rchg(45), Dct'dW-Heal/Rchg(46), Dct'dW-Heal/EndRdx/Rchg(46)
Level 38: Adrenalin Boost -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(40), Mrcl-Heal/Rchg(40), Efficacy-EndMod/Rchg(43)
Level 41: Fissure -- Amaze-Stun(A), Amaze-Stun/Rchg(42), Amaze-ToHitDeb%(42), Amaze-EndRdx/Stun(42), Amaze-Acc/Stun/Rchg(43)
Level 44: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 47: Earth's Embrace -- Dct'dW-Heal(A), Dct'dW-Rchg(48), Dct'dW-Heal/EndRdx(50), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(39), P'Shift-EndMod(39)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run


 

Posted

Took a crack at the build from the floor up, I apologize for not using all of the sets or powers you used. Now, this is meerly a suggestion and you can adjust it to your needs:

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

AJ EU Plant_Emp: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Empathy
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), HO:Endo(5)
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13)
Level 4: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(15), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(19)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(19), CoPers-Acc/Conf/Rchg(21), CoPers-Acc/Rchg(21), CoPers-Conf/EndRdx(23)
Level 10: Resurrect -- RechRdx-I(A)
Level 12: Spirit Tree -- HO:Golgi(A), HO:Golgi(23)
Level 14: Super Speed -- EndRdx-I(A)
Level 16: Clear Mind -- EndRdx-I(A)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(27)
Level 20: Fortitude -- LkGmblr-Rchg+(A), HO:Membr(27), HO:Membr(29), HO:Membr(29)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 24: Recall Friend -- Range-I(A)
Level 26: Carrion Creepers -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(33), Posi-Dmg/EndRdx(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
Level 28: Recovery Aura -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 30: Tactics -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit(36), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(37)
Level 32: Fly Trap -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-Acc/Dmg(37), ExRmnt-Dmg/EndRdx(39)
Level 35: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Rchg(39), Dct'dW-Heal/EndRdx(39), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40)
Level 38: Adrenalin Boost -- Dct'dW-Rchg(A), Dct'dW-Heal(40), Dct'dW-Heal/EndRdx(42), Dct'dW-Heal/Rchg(42), Dct'dW-Heal/EndRdx/Rchg(42), EndMod-I(43)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45)
Level 44: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(46), HO:Cyto(46)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Vengeance -- LkGmblr-Rchg+(A), HO:Cyto(50)
Level 50: Vigor Radial Paragon
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc(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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Here are some key notes:

Pros:
You have more than enough tohit and accuracy so that your AoE mezzes will hit most +4 enemies.

AB is perma for one target

Hasten is perma

Fortitude is up ever 16 seconds. If you stay on top of it you can keep an entire team with fort on.

AB is slotted with enough extra endmod to allow it to break the end crash of some ones nuke.

Carrion Creepers are perma in the sense that they recharge faster than they last

With Vigor Radial Paragon you get an bonus to your confuse duration which is nice as well as your accuracy, healing, and endurance reduction. With this alpha you will heal for more, hit more accurately (part of the reason you can hit +4 reliably), confuse longer, and your attacks wont feel as end intensive.

Only used 1 purple set but it was a cheepy.

Cons:
Not at S/L def softcap

Hasten needs to be set on auto

Again, if you like the build then go for it, if not then feel free to pick out things here and there. Enjoy


Dreaded Wail hits things freakin' hard.. i like to hit things freakin' hard... so.. id go Wail... SAVE THE WAILS!!!! - Solar_Lunata

 

Posted

I'll stick to commenting on the Empathy side of things, far more playtime with Empaths than Plant Control.

Haven't been getting the play time of late ... so not familiar enough with Agility but it would have to really boost recharge to be of more value than Spiritual and Spiritual also boosts Heal a very hard to beat combo for an Empath.

Resurrect should only need the base slot. More recharge won't really prevent needing to pass a wakie (or rez some other way) should 2+ folks drop from one battle. I'd personally go with an end reduction in the base slot and let global recharge take care of the recharge rate of the power. If folks are really dying that fast that often to need more recharge something tactically etc., needs to change. The 26 End the power costs is a big chunk which might be problematic during or right after a tough hard fight.

Drop that slot into Hasten for another recharge better for exemplar work or other times outside of Spiritual's boost. (Can't view with Mids at the moment).

I have grown quite fond of frankenslotting 2 Endmod/Rech and a Rech into Recovery Aura. ED caps the recharge and yields a bit more Endmod than simply 3 slotting 3 Recharge. With plenty of other places for the +5% recharge bonus I wouldn't chase it here and I doubt any of the remaining set bonuses would be worth the slots here either.

I may have missed it but if you haven't got knockback protection somewhere I'd add a bit somewhere. My preferred place to drop it in is with a BotZ -kb in one of my travel powers or Recall Friend, but a Karma in CJ, Fort or Manuevers works well also.

Adrenaline Boost - I'd aim for 5 Doctored Wounds here as well ... unless I missed a +5% recharge set bonus somewhere (only seeing 4). And really like to keep a 6th slot for an Endmod/Rech to boost the +recovery over 1000% to help counter Nuke crashes and other -1000% crashes. The frankenslotting you have works though if I did miss a +5% set bonus somewhere (though I'd probably use a Doctored Wounds Heal/Rech rather than a Miracle). Seeing the set bonus in HA, HO, RegenA and EE.

A stealth IO + Super Speed + Recall Friend is a very nice combo for getting the team by foes to the ones that really need slapping. Add in the Confusion from Seeds and you're really golden for stealthing missions to get to yourself and teammates to objectives.

And one non-Empathy thought: Spirit Tree could get the same treatment as Recovery Aura (in this case 2 Heal/Rech and a Rech) to max out its benefit for minimal slot usage.

EDIT: comments refer to AJ EU's last posted build ... Sonic posted while I was typing


 

Posted

Roots is a key source of damage for a Plant controller. If you plan on contributing to the AoE damage, you should slot Roots for damage. If you want a place for that Gravitational Anchor set, you can always take Entangle.

Slotting Creepers has been an interesting debate for a long time on these boards. It does a whole bunch of things part-time. From all those discussions, the most commonly recommended slottong for Creepers is: 2 Acc/Dam Hami-Os, 2 common Recharge, and the damage procs from Posi-blast and Impeded Swiftness. But to get that good slotting, you give up set bonuses. On the other hand, there are plenty of other powers that can be slotted to get 6.25% Recharge.

Recall Friend is a great place for a Zephyr -Knockback. It only needs Range in a very few zones (the length of IP or in the Shadow Shard, and you can use Team Teleport instead). It recharges quickly and the endurance cost is not important most of the time.

Personally, I would prefer the Ice APP over Earth. Plant is weak with single target damage, and Ice Blast fills that hole. You get two good RANGED AoE damage powers, Frost Breath (faster recharge) or Ice Storm (Large AoE DoT), an S/L defense armor that looks a lot better than Rock Armor, and Hibernate -- a wonderful "panic button" power. Earth's single target ranged attack is too slow, and Siesmic Smash and Fissure both require you to go into (or near) melee. I went with Earth for my Plant/Kin (who has to be in melee anyway), but chose Ice for my Plant/Storm and my Plant/Rad.


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

Doomguide and Local Man both make very good points, I would highly suggest to heed their suggestions. Now, that I look at the build I did forget to give you some KB protection. Unfortunately the build would have to be retooled for ice but again it was more of a suggestion guide than a replacement build. As for the -KB since that build runs on Vigor you could drop the +Accuracy proc from CJ and add the Karma proc there as well as putting one in Recall Friend. +8 Mag to KB is freaking tasty.

Also, out of curiosity, is there a reason you took Super Jump over Super Speed? Is it purely out of preference and concept? If so cool and the next thing I have to say is a moot point. However, with Super Speed and the Celerity proc you gain at or near invisibility when your zipping around so that you can confuse, sleep, buff, and heal heal in relative safety. Additionally if you don't mind running sprint and that then you can slot the +stealth proc in sprint and put a end/run speed io or an additional -KB proc from BotZ.


Dreaded Wail hits things freakin' hard.. i like to hit things freakin' hard... so.. id go Wail... SAVE THE WAILS!!!! - Solar_Lunata

 

Posted

Quote:
Originally Posted by SonicRemedy View Post
+8 Mag to KB is freaking tasty.
One tiny nitpick based on my personal experience. I, personally, think 8 points of KB protection is useless. Most enemy abilities in the game, if they KB you with 4 points, they're going to KB you with 8 too. 12 seems to be the "magic number" that protects against (almost) everything. On most of my toons, 4 points works fine enough of the time that I never really want/need more.


 

Posted

Quote:
Originally Posted by Kazz View Post
One tiny nitpick based on my personal experience. I, personally, think 8 points of KB protection is useless. Most enemy abilities in the game, if they KB you with 4 points, they're going to KB you with 8 too. 12 seems to be the "magic number" that protects against (almost) everything. On most of my toons, 4 points works fine enough of the time that I never really want/need more.
If I am not mistaken +4 from CJ, +4 From SS, +4 from Recall (Not one I have though about before) would be +4 if I am not mistaken. Heck, you can get +8 from CJ just by moving some slots around. That is with the changes suggested, my apologies if I misstated it.


Dreaded Wail hits things freakin' hard.. i like to hit things freakin' hard... so.. id go Wail... SAVE THE WAILS!!!! - Solar_Lunata

 

Posted

Do not understand the love for Recall Friend. It's a travel power, not a support power. Used effectively, it's for stealthing missions if you have invisibility, which you don't, or if you're the first to a mission door, which, as a flier without afterburner, you're not. More often, it tricks newbies into abandoning tough fights and wasting time hiding around a corner instead of digging deep and pushing through.

If you must have an oh-no-someone-died power, #1 choice is Vengeance, #2 choice is Resurrect. Both is great. But Recall Friend doesn't make the list because it doesn't help in that situation.

If you're on Virtue, look me up. I have a level 29 Plant/Emp concept build I'd be happy to show you. His build contains a lot of mistakes to learn from! Including the cardinal sin of not having Hasten, which I unfortunately put off until 30.


 

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Originally Posted by Rigel_Kent View Post
Do not understand the love for Recall Friend. It's a travel power, not a support power. Used effectively, it's for stealthing missions if you have invisibility, which you don't, or if you're the first to a mission door, which, as a flier without afterburner, you're not. More often, it tricks newbies into abandoning tough fights and wasting time hiding around a corner instead of digging deep and pushing through.

If you must have an oh-no-someone-died power, #1 choice is Vengeance, #2 choice is Resurrect. Both is great. But Recall Friend doesn't make the list because it doesn't help in that situation.
Recall Friend can act as a kind of support power for anyone with a Rez power. It lets you pull teammates out of a bad situation to let them get back on their feet away from the action.

And it is even better for a Dark Miasma character . . . you need to get the dead teammate near a foe to use Howling Twilight. I have stacked up seven teammates in one place before using HT to rez them all.


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.)
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