Everything Look OK? Plant/Storm


ketch

 

Posted

I've spent about three days looking over the controller forums checking out builds. I was going to do Plant/Time at first, but then I remembered I don't like helping people like Time helps people. So I chose Plant/Storm because it seems down right fun on paper and in game.

This build will be used for locking down mobs in Mo TFs, hard TFs, and of course beating the tar out of iTrials. Most of this build is thanks to DeathHarvester who's build I cannibalized to create my own. This Build relies on an AoE/Debuff focus to help with the large mobs in TFs and to help dig up and tear down AVs. Thanks also go out to Local_Man and Draggyn for their comments on suggestions on all the Plant/Storm threads I have read.

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

Click this DataLink to open the build!

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

  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 5% Defense(Energy)
  • 5% Defense(Negative)
  • 6.25% Defense(Ranged)
  • 2.25% Max End
  • 4% Enhancement(Heal)
  • 4% Enhancement(Confused)
  • 57% Enhancement(Accuracy)
  • 102.5% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 38.15 HP (3.75%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 7.75%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 7.2%
  • 24% (0.4 End/sec) Recovery
  • 20% (0.85 HP/sec) Regeneration
  • 11.03% Resistance(Fire)
  • 11.03% Resistance(Cold)
  • 5% RunSpeed



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Posted

Personally, I'd shift slotting from Spirit Tree to O2 Boost. The tree is alright for prolonged fights, but I've found more use in topping off teammates in a fight or giving them a little boost from the brink with O2. Also, O2 is handy for anyone that has just used an awaken to break the stun and heal them up.

I'm also not sure why you didn't complete some of the bonuses from Positron's Blast. You currently only have 3 of the 6.25% recharge bonuses. A little shifting of slots could easily grant the others.


 

Posted

Focus on recharge: check
Lots of procs: check
damage in pets: check
extra regen for lack of self-heal: check
end-redux and +recovery to deal with horridly expansive pet casts: check

Looks pretty good.

I'd put a Blessing of the zephyr KB protection in superspeed

Get perma Clarion Destiny since you have very little mezz protection against anything you miss.

What alpha are you going for? extra rchg or extra recovery?

You might consider Earth epic if you truly intend to use thunderclap so that it can stack with Fissure, but I suspect you mostly took it for its mule potential.

Consider swapping O2Boost for Recall friend for faster TF stealthing since Mist+SS=invisible and you don't want to spend your time O2 boosting people, especially with a single slot it in.


 

Posted

Quote:
Originally Posted by ketch View Post
Personally, I'd shift slotting from Spirit Tree to O2 Boost. The tree is alright for prolonged fights, but I've found more use in topping off teammates in a fight or giving them a little boost from the brink with O2. Also, O2 is handy for anyone that has just used an awaken to break the stun and heal them up.
I personally like neither.

I would have gotten rid of O2 boost and Spirit Tree, ditch maneuvers, take fighting pool, slot Tough with 5 Imperviousskins so you keep your +5% rechg and slot Weave as you have Maneuvers.

This gives you 29% S/L defense (up from 23%) and 20% S/L resistance (up from 0) for the same recharge boost.

Your team no longer benefits from your small Maneuvers boost, but you are personally a little more survivable. Still no hugely, if your controls fail, you're still going to be in trouble.

all a matter of choices.

With regard to completing the sets, you'd get mostly +rhcg, but not sure that extra few % is worth it.


 

Posted

I'll probably go with Ageless and work on getting Incandescence as well for getting people around. I was thinking of doing Intuition as Ageless easily offsets any end problems. And more damage is always welcome for a troller. I'll throw around some stuff for the rest of the Posi bonuses. I'll probably throw the slots from Spirit Tree into O2 boost because that seems like a better idea.


 

Posted

I've planned about 3+ builds for this combo.

Skip Thunderclap unless you're going to back it up with Earth Mastery.

Snowstorm is a toss-up; keep it if you can manage your Endurance well AND you can get someone to take Alpha/hold aggro for you.

Don't worry about O2; you're not a healer by any stretch of the imagination... you're a Control and Damage beast! Spirit Tree may get in the way sometimes but a 275% Regen buff is great for a high HP-based team (or League)

Maneuvers is a good LoTG mule.

I'm still undecided about Hurricane (nice debuffs... except when the targets keep getting Repelled or KBed out of your (and everyone else's) 'zones'.



Here's one of my planned builds:

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

Click this DataLink to open the build!

i21 Eden 50: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Entangle -- Enf'dOp-Acc/Immob:50(A), Enf'dOp-Acc/Immob/Rchg:50(3), Enf'dOp-Acc/EndRdx:50(7), Enf'dOp-Acc/Rchg:50(37), Enf'dOp-EndRdx/Immob:50(40), Enf'dOp-Immob/Rng:50(45)
Level 1: Gale -- Acc-I:50(A), FrcFbk-Rechg%:50(43)
Level 2: Strangler -- BasGaze-Acc/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(3), Thundr-Acc/Dmg:50(7), Thundr-Dmg/EndRdx:50(23), Thundr-Acc/Dmg/Rchg:50(23)
Level 4: Roots -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(5), Enf'dOp-Acc/EndRdx:50(5), Enf'dOp-Immob/Rng:50(11), Enf'dOp-Acc/Immob/Rchg:50(34), Enf'dOp-Acc/Immob:50(34)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(46)
Level 8: Seeds of Confusion -- Acc-I:50(A), Acc-I:50(9), Conf-I:50(9), Conf-I:50(13), CoPers-Conf%:50(46)
Level 10: Steamy Mist -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(11), S'fstPrt-ResDam/Def+:30(13), ResDam-I:50(40), ResDam-I:50(40)
Level 12: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(46), KntkC'bat-Dmg/Rchg:35(48), KntkC'bat-Dmg/EndRdx/Rchg:35(50)
Level 14: Tough -- EndRdx-I:50(A), ResDam-I:50(15), ResDam-I:50(15)
Level 16: Freezing Rain -- RechRdx-I:50(A), RechRdx-I:50(17), Achilles-ResDeb%:20(17)
Level 18: Vines -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(19), BasGaze-Rchg/Hold:30(19), BasGaze-EndRdx/Rchg/Hold:30(25)
Level 20: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(21)
Level 22: Hover -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(34)
Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 26: Carrion Creepers -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(27), Enf'dOp-Acc/EndRdx:50(27), Enf'dOp-Immob/Rng:50(29), Enf'dOp-Acc/Immob/Rchg:50(29), Enf'dOp-Acc/Immob:50(31)
Level 28: Spirit Tree -- Numna-Heal:50(A), Numna-Heal/Rchg:50(31), Numna-Heal/EndRdx:50(42)
Level 30: Hurricane -- DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(31), DarkWD-ToHitDeb/Rchg:50(37), DarkWD-ToHitDeb:50(37)
Level 32: Fly Trap -- ExRmnt-EndRdx/Dmg/Rchg:50(A), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg:50(33)
Level 35: Tornado -- ExRmnt-EndRdx/Dmg/Rchg:50(A), ExRmnt-Acc/Dmg/Rchg:50(36), ExRmnt-Dmg/EndRdx:50(36), ExRmnt-Acc/Dmg:50(36)
Level 38: Lightning Storm -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(39), Thundr-Acc/Dmg/Rchg:50(39), Dev'n-Hold%:50(39)
Level 41: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Dmg/EndRdx:50(42), Decim-Build%:40(43)
Level 44: Rise of the Phoenix -- Erad-Acc/Dmg/Rchg:30(A), Erad-Dmg:30(45), Erad-Dmg/Rchg:30(45)
Level 47: Consume -- Erad-Acc/Dmg/Rchg:30(A), Erad-Dmg/Rchg:30(48), Erad-Acc/Rchg:30(48)
Level 49: Fire Shield -- EndRdx-I:50(A), ResDam-I:50(50), ResDam-I:50(50)
Level 50: Void Radial Judgement
Level 50: Cognitive Core Flawless Interface
Level 50: Storm Elemental Total Radial Improved Ally
Level 50: Ageless Core Epiphany
Level 50: Musculature Partial Core Revamp
Level 0: Demonic Aura
Level 0: Force of Nature
Level 0: Frenzy
------------
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Panac-Heal/+End:50(A), Numna-Regen/Rcvry+:50(25), Numna-Heal:50(43)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(21)
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:

  • 6% DamageBuff(Smashing)
  • 6% DamageBuff(Lethal)
  • 6% DamageBuff(Fire)
  • 6% DamageBuff(Cold)
  • 6% DamageBuff(Energy)
  • 6% DamageBuff(Negative)
  • 6% DamageBuff(Toxic)
  • 6% DamageBuff(Psionic)
  • 18.94% Defense(Smashing)
  • 18.94% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 21.75% Defense(Energy)
  • 21.75% Defense(Negative)
  • 3% Defense(Psionic)
  • 18% Defense(Melee)
  • 12.38% Defense(Ranged)
  • 3% Defense(AoE)
  • 3.6% Max End
  • 66.25% Enhancement(RechargeTime)
  • 9% Enhancement(Immobilize)
  • 49.6 HP (4.88%) HitPoints
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 7.75%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 5%
  • 10.5% (0.18 End/sec) Recovery
  • 54% (2.29 HP/sec) Regeneration
  • 5.63% Resistance(Negative)
------------
Set Bonuses:
Enfeebled Operation
(Entangle)
  • 3% Enhancement(Immobilize)
  • 1.88% Resistance(Negative)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.75% Enhancement(RechargeTime)
  • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Basilisk's Gaze
(Strangler)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
Thunderstrike
(Strangler)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
Enfeebled Operation
(Roots)
  • 3% Enhancement(Immobilize)
  • 1.88% Resistance(Negative)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.75% Enhancement(RechargeTime)
  • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Luck of the Gambler
(Steamy Mist)
  • 10% (0.42 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Steadfast Protection
(Steamy Mist)
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Kinetic Combat
(Boxing)
  • MezResist(Immobilize) 2.75%
  • 15.26 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Basilisk's Gaze
(Vines)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Weave)
  • 10% (0.42 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Hover)
  • 10% (0.42 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)
Enfeebled Operation
(Carrion Creepers)
  • 3% Enhancement(Immobilize)
  • 1.88% Resistance(Negative)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.75% Enhancement(RechargeTime)
  • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Numina's Convalescence
(Spirit Tree)
  • 12% (0.51 HP/sec) Regeneration
  • 19.08 HP (1.88%) HitPoints
Dark Watcher's Despair
(Hurricane)
  • 15.26 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
Expedient Reinforcement
(Fly Trap)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Expedient Reinforcement
(Tornado)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
Thunderstrike
(Lightning Storm)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
Thunderstrike
(Fire Blast)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
Eradication
(Rise of the Phoenix)
  • 1.8% Max End
  • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
Eradication
(Consume)
  • 1.8% Max End
  • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
Numina's Convalescence
(Health)
  • 12% (0.51 HP/sec) Regeneration



[Edited; hopefully to more accurately reflect activations of Accolades and other items that may not have been represented because I forgot to 'activate' it in the planner. ]


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

This build takes a very different approach, more def/res and a lot less recharge.
both approaches are valid (and your is a lot cheaper) but the Plant/Storm combo benefits a lot from +rechg: you want seeds of confusion on every spawn, even when the team is steamrolling, stack your thunderstorms, etc...

If you can afford it, Spell's build is probably best, especially since you'll get some def, resists and healing from the rest of your team.

I hate to be disabled as a controller (I'm supposed to disable you, not the other way around) so I always slot for at least on KB reduction (in superspeed, in tough, in weave, in mist, ... lots of possibilities to pick from ). That's also one reason I care for defense more than some (although at 50 I take clarion and forget about mezzers)


 

Posted

Your build looks very solid, and should be fun to run on TFs and trials.

Here's my current Plant/Storm build on live. Fumi brings a ton of damage, control, and debuffing to TFs and trials. I tend to use Tornado only for AVs and other large immovable objects. Against large spawns I usually spam seeds, freezing rain, roots, lightning storm, ice storm, as they recharge.

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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Entangle -- GravAnch-Immob(A), GravAnch-Immob/Rchg(3), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(5)
Level 1: Gale -- Acc-I(A)
Level 2: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(9)
Level 4: Roots -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(15), TotHntr-Dam%(15)
Level 6: Spore Burst -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(17), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(19), FtnHyp-Sleep/EndRdx(19)
Level 8: Seeds of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(21), CoPers-Acc/Rchg(21), CoPers-Conf/EndRdx(23), CoPers-Conf%(23)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(25), ResDam-I(25)
Level 12: Boxing -- Amaze-Stun(A), Amaze-Stun/Rchg(27), Amaze-Acc/Rchg(27), Amaze-EndRdx/Stun(29), Amaze-ToHitDeb%(29)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), ImpSwft-Dam%(31), LdyGrey-%Dam(31), Posi-Dam%(31), RechRdx-I(33), RechRdx-I(33)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(34), ULeap-Stlth(34)
Level 24: Vines -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(36), BasGaze-EndRdx/Rchg/Hold(36), BasGaze-Slow%(36)
Level 26: Carrion Creepers -- JavVoll-Dam%(A), Posi-Dam%(37), Posi-Dmg/Rchg(37), TotHntr-Dam%(37), ImpSwft-Dam%(39), ExStrk-Dam%(39)
Level 28: Super Jump -- Zephyr-ResKB(A)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 32: Fly Trap -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(40), C'Arms-Acc/Dmg/Rchg(40), C'Arms-EndRdx/Dmg/Rchg(40)
Level 35: Tornado -- C'Arms-Acc/Rchg(A), C'Arms-Dmg/EndRdx(42), C'Arms-Acc/Dmg/Rchg(42), C'Arms-EndRdx/Dmg/Rchg(42)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(45)
Level 41: Ice Blast -- Apoc-Dmg(A), Apoc-Dmg/EndRdx(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(46), Apoc-Dam%(46)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(46), ResDam-I(50)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), RechRdx-I(50), Posi-Dam%(50)
Level 49: Assault -- EndRdx-I(A)
Level 50: Cardiac Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(9)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(11)
Level 1: Containment
Level 4: Ninja Run



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I think I've squeezed almost all possible +recharge into my build. I skipped 02 Boost, Spirit Tree, Hurricane, and Snow Storm, but have near-capped S/L defense and 200% global recharge. A little fiddling could probably get the S/L defense to 45%.


Hazel Black - Mind/Psi D
Stephanie Winters - Nightwidow
Jacqui Frost - Cold/Ice D
Jacqui Embers - Fire/Kin C
Simone Templar - Fire/MM B
Mallory Woods - Kin/Rad D
Sanguine Melody - Grav/Sonic C
Fumina Hara - Plant/Storm C
Nutmeg - Warshade
Lauren Wu
- SS/WP B

 

Posted

Looking at the original build, I agree with Ketch's comments that I would use the Doctored Wounds set in O2 Boost and drop Spirit Tree . . . Hibernate takes care of your emergency healing needs. I find that I don't use Spirit Tree all that often. I also agree that you need to finish out the Posi Blast sets. You could probably pull the Recharge out of Fly Trap for one extra slot in Frost Breath. In Ice Storm, using the Dam/End or Dam/Range in place of the Impeded Swiftness proc results in more damage.

I would never consider dropping Hurricane. It is a great positioning tool as well as a huge ToHit Debuff. (It also makes melee defense unnecessary.) Learning to Herdicane and learning how to use the "Debuff kiss" makes the power far more useful. (The debuff extends out farther than the Repel, so it is possible to use the debuff without pushing foes all over the place.)

Speaking of Hibernate, I would slot it with a Recharge instead of a Heal. Hibernate has three uses: Regen, Recovery and Panic-button-time-out power. I really like it on */Storm controllers.

If you are not going for Ranged Defense, there really is no need to use that 6th slot in Seeds. I would drop either the Conf/End or the pure Confuse. Your duration drops from 76 sec to 74 or 72, which shouldn't make much of a difference. Put that slot in Stamina for a common EndMod -- that will increase your Recovery from 35% to 45%.

In Health, the Regen Tissue proc should be dropped for a Numina Heal. With the boost in Health and the Regen bonus from Numina, you actually get more Regen.

There are various things you could add if you drop Spirit Tree. If you decide to replace Spirit Tree with Recall Friend, you can slot a Zephyr -Knockback in Recall Friend, which lets you keep EndRdx in Super Speed. I like EndRdx in Super Speed, as it lets me keep the power on most of the time.

I agree that Thunderclap on its own is pretty unimpressive. Plant, due to the cone for Seeds, is a short range controller where the best position is near the edge of groups. Thunderclap is only Mag 2 (minions only) and it is PB AoE. I like it for my Earth/Storm and Grav/Storm since they have other Stun powers to stack with Thunderclap. However, I can understand keeping it as a set holder, and can be useful to take out minions while you focus on the tougher foes.


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 Papaschtroumpf View Post
This build takes a very different approach, more def/res and a lot less recharge.
both approaches are valid (and your is a lot cheaper) but the Plant/Storm combo benefits a lot from +rechg: you want seeds of confusion on every spawn, even when the team is steamrolling, stack your thunderstorms, etc...

If you can afford it, Spell's build is probably best, especially since you'll get some def, resists and healing from the rest of your team.

I hate to be disabled as a controller (I'm supposed to disable you, not the other way around) so I always slot for at least on KB reduction (in superspeed, in tough, in weave, in mist, ... lots of possibilities to pick from ). That's also one reason I care for defense more than some (although at 50 I take clarion and forget about mezzers)
The FF proc in Gale is very reliable for me; AoE check for proccing. Even if I can only get it up once a minute; that still averages out to around +20% recharge when broken down over time (but I never have that much of a drought ). [Also, I know that many think Gale is a meh power but certain procs are gold and Interface selection makes it somewhat more viable for constant use.]

I also use Force of Nature and alternate in and out of Ageless Destiny; debating on whether to go Agility on the Alpha or not (currently Cardiac).

I can get up to 3 Thunderstorms out on a good roll and I have the option of alternating Creepers, Vines and Seeds as openers. [Plus I went the Cognitive route for Interface.]

I rarely try to factor in Purples too much on builds but if one can afford it... go for it.


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

Ok, poked around here and there and shifted some stuff around. Pulled out the purp set in vines for now after double checking that prices for low end Purp sets are still sky high because of the enh converters coming out. I didn't shift another slot to frost breath because I already have 5 6.25 bonuses, 5 is max right?, though I would gladly shift a slot from one of the other places I have a 6.25 bonus if Frost Breath is worth it.

*Edit: Forgot to poke around at Seeds' six slots relocated to Frost Breath
**Edit: Not going to change it here again but I swapped out Regen Flesh for the Numina Heal like LM said to

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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(13), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), HO:Nucle(42)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(7), RechRdx-I(34)
Level 4: Snow Storm -- EndRdx-I(A)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Seeds of Confusion -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(15), CoPers-Conf%(15)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(11), LkGmblr-Def/EndRdx/Rchg(11)
Level 12: O2 Boost -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(43), Numna-Heal/EndRdx/Rchg(43), Numna-Heal(45)
Level 14: Recall Friend -- Zephyr-ResKB(A)
Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(17), Achilles-ResDeb%(17), Posi-Dam%(19), ImpSwft-Dam%(19), LdyGrey-%Dam(25)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(43), UbrkCons-Dam%(45)
Level 20: Hurricane -- DarkWD-ToHitdeb/Rchg/EndRdx(A), DarkWD-ToHitDeb/EndRdx(21), DarkWD-Rchg/EndRdx(21), DarkWD-ToHitDeb(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Super Speed -- EndRdx-I(A)
Level 26: Carrion Creepers -- RechRdx-I(A), RechRdx-I(27), HO:Nucle(27), HO:Nucle(31), Posi-Dam%(31), ImpSwft-Dam%(33)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29)
Level 30: Thunder Clap -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(36), Amaze-ToHitDeb%(37)
Level 32: Fly Trap -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), RechRdx-I(34)
Level 35: Tornado -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg(37), ExRmnt-Acc/Rchg(39), S'bndAl-Dmg/Rchg(39)
Level 38: Lightning Storm -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(40), Decim-Acc/Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(40)
Level 41: Hibernate -- RechRdx-I(A)
Level 44: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46), Posi-Dmg/EndRdx(46)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
Level 49: Frozen Armor -- LkGmblr-Rchg+(A)
Level 50: Intuition Radial Paragon
Level 50: Ageless Core Epiphany
Level 50: Ion Radial Final Judgement
Level 50: Reactive Core Flawless Interface
Level 50: Storm Elemental Core Superior Ally
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3), RgnTis-Regen+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), EndMod-I(9)
Level 1: Brawl -- Acc-I(A)
Level 1: Containment
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 5% Defense(Energy)
  • 5% Defense(Negative)
  • 2.5% Defense(Ranged)
  • 2.25% Max End
  • 4% Enhancement(Confused)
  • 101.3% Enhancement(RechargeTime)
  • 42% Enhancement(Accuracy)
  • 6% Enhancement(Heal)
  • 5% FlySpeed
  • 57.23 HP (5.63%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 7.75%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 5%
  • 22% (0.37 End/sec) Recovery
  • 32% (1.36 HP/sec) Regeneration
  • 7.25% Resistance(Fire)
  • 7.25% Resistance(Cold)
  • 5% RunSpeed



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Posted

Wellp, should you happen to be interested, here's my Plant/Stormie as he is on live for comparison; bear in mind, of course, that this is what works for me. Well, aside from the last three powers, which are pretty much just mules. I had initially taken World of Confusion to back up Seeds and take out Bosses faster, but given that it appears to do pretty much nothing, I ignore it now. Thinking about swapping out Stealth for Psionic Tornado and switching the slots over, but not sure, since I'd lose a bit of recharge that way.

Your latest build looks pretty solid, although I'm not sure I'd bother with the proc in Thunderclap- the animation is so long that there are a lot of more profitable things you could be doing with your time, and I suspect that the proc might be more expensive than just the vanilla stun enhancement.

Anywho, best of luck with your walking wrath of nature- mine has been non-stop good times

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), Posi-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-Acc/Rchg(A), Mlais-EndRdx/Conf(48), Mlais-Acc/EndRdx(50), Mlais-Acc/Conf/Rchg(50), Mlais-Dam%(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 50: Pyronic Partial Core Judgement
Level 50: Storm Elemental Radial Superior Ally
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
------------
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"

 

Posted

For a power as seemingly simple as O2 Boost, its slotting can be surprisingly varied, depending on playstyle.

For instance, for me, I love it for its mez/sapper protection. So my O2 Boost would probably be 2-slotted for endredux, or something similar like Golgis. The green numbers are usually wasted when I cast it, and I don't need faster recharge, but the endredux means I can keep spamming it for mez/sapper protection all mission long if we're facing certain problematic enemy groups. (Ahem, Malta.)