Plant/Dark/Stone


Alef_infinity

 

Posted

I was playing around with Mids (again) and came up with what I can only call a regen Deftroller. Highlights include the standard love that you expect from plant and dark, softcapped S/L Def, resists around 37% for S/L/E/N, capped HP, recovery that can get to 8.24/s, and regen that can get to 1346% (with dbl ST).

I really didn't know how to approach Fade as it's different in game than on mids, so you can see how i left it.

How do you think this guy would do at end game content?
Have a look. Any advice is welcome.

Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Darkness Affinity
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Strangler -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3)
Level 1: Twilight Grasp -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Nictus-Heal(11)
Level 2: Roots -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Dmg/EndRdx(5), Ragnrk-Dmg(5), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/Rchg(48)
Level 4: Boxing -- Acc-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(11), CoPers-Conf/EndRdx(34), CoPers-Conf%(39)
Level 10: Tar Patch -- RechRdx-I(A)
Level 12: Spirit Tree -- Dct'dW-Rchg(A), Dct'dW-Heal(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal/EndRdx(23)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(15), Aegis-ResDam/EndRdx(15)
Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17), Aegis-ResDam(19), Aegis-ResDam/EndRdx(19), Aegis-ResDam/Rchg(21)
Level 18: Darkest Night -- DefEgo-ToHitDeb/Rchg(A), DefEgo-ToHitDeb(46)
Level 20: Fade -- LkGmblr-Rchg+(A), RechRdx-I(21), LkGmblr-Def(25), LkGmblr-Def/Rchg(25), LkGmblr-Def/EndRdx/Rchg(40), RechRdx-I(40)
Level 22: Howling Twilight -- RechRdx-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 26: Carrion Creepers -- Posi-Dam%(A), ExStrk-Dam%(27), ImpSwft-Dam%(27), TotHntr-Dam%(34), Posi-Dmg/Rchg(34), Posi-Acc/Dmg(36)
Level 28: Soul Absorption -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal(31), Dct'dW-Heal/EndRdx/Rchg(31), EndMod-I(31)
Level 30: Vines -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(33), SWotController-EndRdx/Rchg(33), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(33), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(40), SWotController-Rchg/Dmg%(48)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(37), C'Arms-Dmg/EndRdx(39), C'Arms-Acc/Dmg/Rchg(39)
Level 35: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(37)
Level 38: Dark Servant -- Cloud-Acc/ToHitDeb(A), Cloud-ToHitDeb(43), Cloud-Acc/EndRdx/Rchg(43), Cloud-ToHitDeb/EndRdx/Rchg(43)
Level 41: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), SW-ResDam/Re TP(42), Krma-ResKB(50)
Level 44: Seismic Smash -- Hectmb-Dmg/EndRdx(A), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Acc/Rchg(45), Hectmb-Dam%(45), Hectmb-Dmg(46)
Level 47: Earth's Embrace -- RechRdx-I(A)
Level 49: Entangle -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(50), Thundr-Dmg/Rchg(50)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Agility Radial Paragon
Level 50: Reactive Radial Flawless Interface
Level 50: Clarion Partial Core Invocation
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 8% DamageBuff(Smashing)
  • 8% DamageBuff(Lethal)
  • 8% DamageBuff(Fire)
  • 8% DamageBuff(Cold)
  • 8% DamageBuff(Energy)
  • 8% DamageBuff(Negative)
  • 8% DamageBuff(Toxic)
  • 8% DamageBuff(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 6.13% Defense(Fire)
  • 6.13% Defense(Cold)
  • 13% Defense(Energy)
  • 13% Defense(Negative)
  • 3% Defense(Psionic)
  • 15.5% Defense(Ranged)
  • 4.56% Defense(AoE)
  • 2.25% Max End
  • 4% Enhancement(Held)
  • 4% Enhancement(Stun)
  • 4.4% Enhancement(Terrorized)
  • 8% Enhancement(Sleep)
  • 8% Enhancement(Immobilize)
  • 13% Enhancement(Heal)
  • 8% Enhancement(Confused)
  • 75% Enhancement(Accuracy)
  • 98.75% Enhancement(RechargeTime)
  • 68.67 HP (6.75%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 6.9%
  • 23.5% (0.39 End/sec) Recovery
  • 30% (1.27 HP/sec) Regeneration
  • 3% Resistance(Smashing)
  • 13.71% Resistance(Fire)
  • 13.71% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)
  • 3% Resistance(Toxic)
  • 3% Resistance(Psionic)
  • 3% Resistance(Lethal)
  • 10% RunSpeed



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Posted

Mostly looks pretty decent, though it does underslot a few powers.

Viewing this with my edited database, Fade with that slotting will be permanent and grant 14% defense to all, putting you 3% above the S/L softcap. If you want to save a couple of slots, I suggest using 3 Membranes and 1 LotG. It would allow you to slot up some of your other powers better. I suggest sticking those two slots into Stranger and Entangle to add Accuracy/Damage/Recharge Thunderstrikes, so that they at least become more decent attacks (right now they're rather underslotted). You get more global accuracy back than you lost from ditching the LotG set, so all you lose out on is that Max HP bonus (you're already capped anyway with Earth's Embrace) and a little bit of regen that won't matter with how much you have already.

Darkest Night is so underslotted that if you're going to use just one or two slots, I suggest just sticking two Enzymes in it and calling it a day. At least then you could use it for damage and tohit debuffing without burning quite so much endurance. As is, what you're set muling it for isn't particularly worth investing a second slot.

I don't think you really need that Shield Wall proc. It's not like 3% resistance will make much of a difference with how little resistance you have. The proc's more for those with already high resistances who want to squeeze a little more out (in other works, melee types with resistance sets).

Fly Trap could use a little more damage, but it's somewhat passable since you likely aren't counting on it as a major component of your damage. You can use the slot you freed up by ditching the Shield Wall proc to add in a damage IO here, though.

You might want to slot Soul Absorption with an Accurate Healing set, or at least replace that enmod IO with an accuracy IO (the latter is likely better if you want to keep that 5% recharge bonus). It does require a to-hit check against living targets now.

Carrion Creeper is sorta a weird power with its complex mechanisms. Some more info on how procs affect it (so you can make your own decisions on what to slot) can be found at this link. At any rate, you almost certainly want a little more accuracy than you currently have slotted in it. Try replacing the two Positron's with an Accuracy IO and a Recharge IO. That makes it permanent and gives it more overall accuracy.

Replace the Accuracy/Endurance/Recharge in Dark Servant with the Accuracy/Recharge from the same set. That'll make it miss a little less often.


 

Posted

You can take the ExStrk-Dam%(27) and TotHntr-Dam%(34) out of Creepers. The other two go off on average 10 times more than these two in the tests I ran, the impact of these two is actually pretty marginal.

The link above detailing how procs work in creepers is a bit off. Creepers use Targetted AOE Damage in all their attacks, even though the Vine Smash and Thorns are single target (this was the fix Castle made). So both types of Vine Attacks have a chance to trigger Posi and the Slow (as do things like the Immob briars etc)

The immob one actually is the bottom of the pile if I remember rightly, so even removing that and getting an IO with Acc or Recharge (doesn't seem to be any non-purple which would affect both and be of use for all Vine attacks) but the knockback one also doesn't proc that much.

Fly Trap can use Achilles Heels by the way. It'll check for 3 of its 4 attacks (his immob won't trigger it). It's not an amazing bonus but it's not bad.

I always like Forced Feedback in Fissure, but if slots are tight don't bother.


 

Posted

Yeah, listen to what Carnifex says. Finding up-to-date information on Creepers isn't exactly the easiest thing. I did my best, but it looks like I found a post with obsolete information. Some good advice in general there.


 

Posted

Thanks Alef and Carnifax, great ideas both.

Alef, my thoughts on using the Shield Wall was that with it and fade slotted for some resist, I could push the resist numbers up about 7% for a s/l/e/n which make them close to 39% and that's not too bad. Still, I see your point and have taken them out for the slots. With those slots available now, I went Basilisk on my hold cuz my most effective single target chain looks to be simply Entangle (ad nauseum)/Seismic Smash/repeat.

Carnifax, I really like FF proc too. I use it whenever I can on chars with multiple kb. Slots are getting pretty short though.

I still have to play pretend time on Soul Absorption with Mids due to the update to that power. But other than that new build looks something like this.

Any more pearls of wisdom thrown my way are as always appreciated.

Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Darkness Affinity
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Slow%(40)
Level 1: Twilight Grasp -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Nictus-Heal(11)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/Rchg(48), Posi-Dam%(48)
Level 4: Boxing -- Acc-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(11), CoPers-Conf/EndRdx(34), CoPers-Conf%(39)
Level 10: Tar Patch -- RechRdx-I(A)
Level 12: Spirit Tree -- Dct'dW-Rchg(A), Dct'dW-Heal(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal/EndRdx(23)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(15), Aegis-ResDam/EndRdx(15)
Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17), Aegis-ResDam(19), Aegis-ResDam/EndRdx(19), Aegis-ResDam/Rchg(21)
Level 18: Darkest Night -- HO:Enzym(A), HO:Enzym(46)
Level 20: Fade -- LkGmblr-Rchg+(A), HO:Membr(21), HO:Membr(25), HO:Membr(25)
Level 22: Howling Twilight -- RechRdx-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 26: Carrion Creepers -- Posi-Dam%(A), Ragnrk-Acc/Dmg/Rchg(27), ImpSwft-Dam%(27), Ragnrk-Dmg/Rchg(34), Ragnrk-Dmg(34), Ragnrk-Acc/Rchg(36)
Level 28: Soul Absorption -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal(31), Efficacy-EndMod/Acc/Rchg(31), Efficacy-EndMod/Acc(31)
Level 30: Vines -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(33), SWotController-EndRdx/Rchg(33), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(33), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(40), SWotController-Rchg/Dmg%(48)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(37), C'Arms-Dmg/EndRdx(39), C'Arms-Acc/Dmg/Rchg(39), Dmg-I(42)
Level 35: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(37), Posi-Dam%(37)
Level 38: Dark Servant -- Cloud-Acc/ToHitDeb(A), Cloud-ToHitDeb/EndRdx/Rchg(40), Cloud-ToHitDeb(43), Cloud-Acc/EndRdx/Rchg(43)
Level 41: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), Krma-ResKB(43)
Level 44: Seismic Smash -- Hectmb-Dmg/EndRdx(A), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Acc/Rchg(45), Hectmb-Dam%(45), Hectmb-Dmg(46)
Level 47: Earth's Embrace -- Dct'dW-Heal/Rchg(A)
Level 49: Entangle -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(50), Thundr-Dmg/Rchg(50), Thundr-Acc/Dmg/EndRdx(50)
Level 0: Freedom Phalanx Reserve
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 50: Agility Radial Paragon
Level 50: Reactive Radial Flawless Interface
Level 50: Clarion Partial Core Invocation
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 8% DamageBuff(Smashing)
  • 8% DamageBuff(Lethal)
  • 8% DamageBuff(Fire)
  • 8% DamageBuff(Cold)
  • 8% DamageBuff(Energy)
  • 8% DamageBuff(Negative)
  • 8% DamageBuff(Toxic)
  • 8% DamageBuff(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 6.13% Defense(Fire)
  • 6.13% Defense(Cold)
  • 13% Defense(Energy)
  • 13% Defense(Negative)
  • 3% Defense(Psionic)
  • 15.5% Defense(Ranged)
  • 4.56% Defense(AoE)
  • 2.25% Max End
  • 4% Enhancement(Stun)
  • 4% Enhancement(Held)
  • 4.4% Enhancement(Terrorized)
  • 8% Enhancement(Sleep)
  • 8% Enhancement(Immobilize)
  • 13% Enhancement(Heal)
  • 97.5% Enhancement(RechargeTime)
  • 79% Enhancement(Accuracy)
  • 8% Enhancement(Confused)
  • 68.67 HP (6.75%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 2.5%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 6.9%
  • 23.5% (0.39 End/sec) Recovery
  • 20% (0.85 HP/sec) Regeneration
  • 10.71% Resistance(Fire)
  • 10.71% Resistance(Cold)
  • 10% RunSpeed



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