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Plant/Rad headaches


Damoklese

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So ive been sitting here trying to make a plant/rad build for about 3 hours now.  Im starting to think maybe I should just scrap the radiation part and reroll my character with a different secondary.

 

Essentially..im trying to make a build that has reasonable defense, and enough recharge to perma hasten, accelerate metabolism, and carrion creepers.  I am also dipping my toes in the proc monster builds a little bit. I dont want to fully commit to a proc monster build because im not rich and if I spend millions equipping this guy and procs get nerfed, im gonna be screwed.  But a couple proc monster powers to make him own a little more...i figure thats doable.

 

Anyway...the issue im running up against is that this build just doesnt seem to have enough of the "right kind of powers".  I dont have enough defensive abilities to give myself reasonable defenses, or to equip enough LOTG.  At this point im six slotting maneuvers and weave, and putting in 1 LOTG and 5 Red fortune.. and even doing that im still not quite to the perma build I want, and my defenses are still hovering around 17-22%.

 

Does anyone have any advice or a build I could benefit from?  Even if that advice is "give up on plant rad and play plant/* instead".

 

For context.. im creating this character to be a solo/duo AV killer. As well as just an all around fun character to play.  I thought radiation would be a good choice for this and now I fear I may have to start over.

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Unfortunately I can't currently look at or use Mids' (phone is my only source of internet) but I'm thinking post what you've been working no matter how horrid you think it might be and I'm fairly sure suggestions and potential builds will roll in.

Edited by Doomguide2005
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12 hours ago, Damoklese said:

So ive been sitting here trying to make a plant/rad build for about 3 hours now.  Im starting to think maybe I should just scrap the radiation part and reroll my character with a different secondary.

 

Essentially..im trying to make a build that has reasonable defense, and enough recharge to perma hasten, accelerate metabolism, and carrion creepers.  I am also dipping my toes in the proc monster builds a little bit. I dont want to fully commit to a proc monster build because im not rich and if I spend millions equipping this guy and procs get nerfed, im gonna be screwed.  But a couple proc monster powers to make him own a little more...i figure thats doable.

 

Anyway...the issue im running up against is that this build just doesnt seem to have enough of the "right kind of powers".  I dont have enough defensive abilities to give myself reasonable defenses, or to equip enough LOTG.  At this point im six slotting maneuvers and weave, and putting in 1 LOTG and 5 Red fortune.. and even doing that im still not quite to the perma build I want, and my defenses are still hovering around 17-22%.

 

Does anyone have any advice or a build I could benefit from?  Even if that advice is "give up on plant rad and play plant/* instead".

 

For context.. im creating this character to be a solo/duo AV killer. As well as just an all around fun character to play.  I thought radiation would be a good choice for this and now I fear I may have to start over.

The new end mod set has a ranged defence bonus on its 6th slot set bonus. Use the whole set on AM, I find it works really well and has nice bonuses.

 

Don't forget to do 50+5 recharge IOs in hasten. 
The epic confuse set has +5% ranged def and recharge, so 6 slot Seeds. 

You should be able to get some nice set bonuses form EMP Pulse too. 5 slot entomb (use the proc elsewhere) works quite well.
 

Depending on your epic power pool there is artillery set for the AoE, which has no procs. It gives 4% ranged def. 

 

Rad Infection - try 5 slots of dampening spirits..

 

2 slots of zephyr in your travel. 
 

Hope these random suggestions help!

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Retired, October 2022.

Fallout Engineer Rad/AR Defender || Peacemoon Empathy/Psi Defender || Svarteir Dark/Dark Controller

Everlasting || UK Timezone

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What do you consider sufficient defense?  

33% puts you one small 'Luck' (+12.5%) from the soft cap

20% puts you one medium 'Good Luck' (+25%) from the soft cap.  

 

That's without considering Radiation Infection debuff or Seeds

 

You said for solo or duo vs AV's.  Which is going to be the more common?

Edited by Doomguide2005
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Give Plant/Dark a look. Here is my build to give you some ideas. Perma hasten, fade and carrion creepers. Capped defenses, capped S/L resist, almost capped E resist. Similar debuffs to rad. I use keybind macros to keep Hasten, Fade and Clarion on auto.

 

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Darkness Affinity
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Strangler -- Lck-%Hold(A), GhsWdwEmb-Dam%(3), NrnSht-Dam%(3), HO:Perox(5), HO:Perox(5)
Level 1: Twilight Grasp -- TchoftheN-Heal(A), TchoftheN-Heal/HP/Regen/Rchg(7), TchoftheN-Acc/Heal(7), TchoftheN-Acc/EndRdx/Heal/HP/Regen(9), TchoftheN-%Dam(9), TchoftheN-Acc/EndRdx/Rchg(11)
Level 2: Roots -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(11), PstBls-Dmg/Rchg(13), PstBls-Acc/Dmg/EndRdx(13), PstBls-Dam%(15)
Level 4: Tar Patch -- RechRdx-I(A)
Level 6: Darkest Night -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(17), DarWtcDsp-ToHitDeb/EndRdx(19), DarWtcDsp-ToHitDeb/Rchg(19)
Level 8: Seeds of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(21), CrcPrs-Acc/Conf/Rchg(21), CrcPrs-Acc/Rchg(23), CrcPrs-Conf/EndRdx(23), CrcPrs-Conf%(25)
Level 10: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(25)
Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(27), Rct-ResDam%(27)
Level 14: Howling Twilight -- RechRdx-I(A)
Level 16: Shadow Fall -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(29), LucoftheG-Def/EndRdx(29), GldArm-3defTpProc(31), StdPrt-ResDam/Def+(31)
Level 18: Vines -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(31), SprWiloft-EndRdx/Rchg(33), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(33), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(33), SprWiloft-Rchg/Dmg%(34)
Level 20: Fade -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/Rchg(34), UnbGrd-Rchg/ResDam(36), UnbGrd-ResDam/EndRdx/Rchg(36)
Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(37)
Level 24: Tactics -- AdjTrg-ToHit/EndRdx(A)
Level 26: Carrion Creepers -- PstBls-Dam%(A), Bmbdmt-+FireDmg(37), ImpSwf-Dam%(37), ExpStr-Dam%(39), GrvAnc-Acc/Rchg(39), Ann-ResDeb%(39)
Level 28: Soul Absorption -- DctWnd-Heal/Rchg(A), DctWnd-Heal(40), EffAdp-EndMod(40), EffAdp-EndMod/Rchg(40)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 32: Fly Trap -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg(42), ExpRnf-Dmg/EndRdx(42), ExpRnf-Acc/Dmg/Rchg(43), AchHee-ResDeb%(43), TchofLadG-%Dam(43)
Level 35: Boxing -- Empty(A)
Level 38: Dark Servant -- CldSns-Acc/ToHitDeb(A), CldSns-Acc/EndRdx/Rchg(45), CldSns-Acc/Rchg(45), CldSns-%Dam(45)
Level 41: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(46), UnbGrd-ResDam/EndRdx/Rchg(46), UnbGrd-Max HP%(46)
Level 44: Ball Lightning -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(48), PstBls-Dmg/Rchg(48), PstBls-Acc/Dmg/EndRdx(48), PstBls-Dam%(50)
Level 47: Tough -- HO:Ribo(A)
Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50)
Level 1: Brawl -- Empty(A)
Level 1: Containment 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 50: Agility Core Paragon 
Level 50: Ion Core Final Judgement 
Level 50: Degenerative Core Flawless Interface 
Level 50: Banished Pantheon Core Superior Ally 
Level 50: Clarion Core Epiphany 
Level 50: Support Core Embodiment 
------------

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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Hmm..thanks for the suggestions everyone.   Im gonna use some of that info to rework my build and see if that works.  Then ill compare it side by side to that plant/dark build and see if I need to reroll my character 😄

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I had a plant/rad back on live and this has reminded me how much fun it was. The pairing has a certain synergy because plant loves recharge and end management and both sets mature early. I generally really like rad as a controller secondary as everything after level 20 is basically optional. This frees up space for getting the epic attacks in early which completely change how a controller plays. Rad is also slot light which is generally helpful. Chasing softcaps is probably going to be difficult with this combo but you have controls and debuffs doing much the same job.

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I will mimic what @rmancu said if you are unsatisfied with /Rad. Plant/Dark is a beast. I can farm +4/+8 with mine no problem. The /Rad toggle debuffs are useless on anything but AVs because everything else dies so quickly. 

 

My build looks drastically different than his but Plant/Dark will do the dmg AND make your teammates unstoppable with Shadow Fall, perma Fade and perma Soul Absorption. If you decide to go that route then I would be happy to share my build.

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A bunch of toons. Global DocRanger

All on Excelsior. 

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I have in fact rerolled him as a Plant/Dark.  Only level 20 so far but already I'm liking it.  Id love to see your build.  I made my own using rmancu's as a guide.  Seeing yours would be a great way to refine my build..and maybe give me some different tricks to squeeze every ounce of effectiveness out of my guy.

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Here you go. 

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Strangler

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (3) Basilisk's Gaze - Accuracy/Recharge
  • (3) Basilisk's Gaze - Recharge/Hold
  • (13) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold

Level 1: Twilight Grasp

  • (A) Touch of the Nictus - Chance for Negative Energy Damage
  • (5) Touch of the Nictus - Accuracy/Healing/Absorb
  • (5) Cloud Senses - Chance for Negative Energy Damage
  • (11) Cloud Senses - Accuracy/ToHitDebuff
  • (11) Cloud Senses - Accuracy/Recharge
  • (13) Cloud Senses - ToHit Debuff

Level 2: Tar Patch

  • (A) Recharge Reduction IO
  • (7) Recharge Reduction IO

Level 4: Roots

  • (A) Ragnarok - Damage
  • (9) Ragnarok - Damage/Recharge
  • (15) Ragnarok - Accuracy/Damage/Recharge
  • (15) Ragnarok - Accuracy/Recharge
  • (34) Ragnarok - Damage/Endurance

Level 6: Mystic Flight

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 8: Seeds of Confusion

  • (A) Coercive Persuasion  - Confused
  • (17) Coercive Persuasion  - Confused/Recharge
  • (17) Coercive Persuasion  - Accuracy/Confused/Recharge
  • (36) Coercive Persuasion  - Accuracy/Recharge
  • (36) Coercive Persuasion  - Confused/Endurance
  • (36) Coercive Persuasion  - Contagious Confusion

Level 10: Darkest Night

  • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (37) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (37) Dark Watcher's Despair - Recharge/Endurance
  • (37) Dark Watcher's Despair - To Hit Debuff

Level 12: Howling Twilight

  • (A) Recharge Reduction IO

Level 14: Hasten

  • (A) Recharge Reduction IO
  • (19) Recharge Reduction IO

Level 16: Shadow Fall

  • (A) Reactive Defenses - Defense
  • (19) Reactive Defenses - Defense/Endurance
  • (21) Reactive Defenses - Defense/RechargeTime
  • (21) Reactive Defenses - Defense/Endurance/RechargeTime
  • (23) Reactive Defenses - Endurance/RechargeTime
  • (23) Reactive Defenses - Scaling Resist Damage

Level 18: Boxing

  • (A) Accuracy IO

Level 20: Fade

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (25) Luck of the Gambler - Defense
  • (25) Luck of the Gambler - Defense/Recharge
  • (27) Luck of the Gambler - Defense/Endurance/Recharge
  • (27) Red Fortune - Defense/Recharge
  • (46) Red Fortune - Defense

Level 22: Tough

  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (29) Steadfast Protection - Resistance/+Def 3%
  • (43) Reactive Armor - Resistance/Endurance

Level 24: Spirit Ward

  • (A) Preventive Medicine - Chance for +Absorb

Level 26: Carrion Creepers

  • (A) Positron's Blast - Chance of Damage(Energy)
  • (29) Bombardment - Chance for Fire Damage
  • (31) Positron's Blast - Damage/Recharge
  • (39) Impeded Swiftness - Chance of Damage(Smashing)
  • (39) Bombardment - Damage/Recharge

Level 28: Soul Absorption

  • (A) Efficacy Adaptor - EndMod/Recharge
  • (31) Performance Shifter - EndMod/Recharge
  • (31) Preventive Medicine - Heal/RechargeTime
  • (34) Preventive Medicine - Heal
  • (50) Performance Shifter - EndMod

Level 30: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (33) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (40) Luck of the Gambler - Defense/Endurance
  • (46) Luck of the Gambler - Defense
  • (48) Kismet - Accuracy +6%

Level 32: Fly Trap

  • (A) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (33) Expedient Reinforcement - Accuracy/Recharge
  • (33) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (34) Expedient Reinforcement - Accuracy/Damage
  • (39) Expedient Reinforcement - Endurance/Damage/Recharge
  • (40) Expedient Reinforcement - Damage/Endurance

Level 35: Rune of Protection

  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO

Level 38: Dark Servant

  • (A) Cloud Senses - Chance for Negative Energy Damage
  • (40) Cloud Senses - Accuracy/ToHitDebuff
  • (42) Cloud Senses - Accuracy/Recharge
  • (42) Cloud Senses - ToHit Debuff/Endurance/Recharge

Level 41: Dark Embrace

  • (A) Unbreakable Guard - Resistance
  • (42) Unbreakable Guard - Resistance/Endurance
  • (43) Unbreakable Guard - Endurance/RechargeTime
  • (43) Unbreakable Guard - RechargeTime/Resistance

Level 44: Dark Obliteration

  • (A) Positron's Blast - Chance of Damage(Energy)
  • (45) Positron's Blast - Accuracy/Damage
  • (45) Positron's Blast - Damage/Recharge
  • (45) Positron's Blast - Damage/Range
  • (48) Positron's Blast - Accuracy/Damage/Endurance

Level 47: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 49: Soul Drain

  • (A) Obliteration - Chance for Smashing Damage
  • (50) Scirocco's Dervish - Chance of Damage(Lethal)
  • (50) Eradication - Chance for Energy Damage

Level 1: Brawl

  • (A) Empty

Level 1: Containment 


Level 1: Prestige Power Dash

A bunch of toons. Global DocRanger

All on Excelsior. 

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  • 2 months later

Gonna Necro this thread because I'm on a rad binder.

 

Plant/rad is super strong for a couple simple facts.

 

  • It has complimentary clickie (plant) /set and forget (rad) powersets.  So you're not losing potential on un-used abilities.
  • Rad is cheap on slots, letting you to invest more  robustly between sets and proc opportunities. This also is complimented by AM's +recharge letting you go lighter on recharge in slotting thus increasing proc probability.
  • Depending on your build's playstyle your aiming for, many rad abilities can be skipped.  This let's you spend more power choices on epic (or patron)/power pools ie. fighting/leadership/leaping/speed (optimal imo, some could argue flight for hover tanking KB and lotg mule slots) 
  • Plant's bread and butter seeds of confusion meshes with Rad's choking cloud if you're against tough mobs.

Plant/rad is very synergistic in several facets, it's arguably top tier for most of not all content short of pvp.

 

Plant/dark is also top tier so you can go wrong either way.  Rad will simply offer a slightly stronger ability to neuter mobs.

 

Also rad infection with 2 or 3 of the Hami-o's with the def/to-hit/end redux is forever super meta in my eyes and one of my favorite things from the olden days.

Edited by Bronana16969
Gram/sp
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"Rad will simply offer a slightly stronger ability to neuter mobs."

 

I would put my Plant/Dark vs any Plant/Rad in mob neutering capabilities, speed and destruction. In most teams by the time Rad is all setup the team has moved on to the next mob. 

 

 

A bunch of toons. Global DocRanger

All on Excelsior. 

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