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Plant Savage "have it all build" . Smash/Lethal/range soft capped permadom with decent damage


noogens2

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Overview

This guide is not meant to be and end-all-be-all guide to plant/savage builds but it should give you an idea of what's possible.  I whole-heartedly believe that people should try out every power in the primary and secondary to see what powers you like and don't like and work your build around that.  With this build, the goals were to 1) softcap smash/lethal/range defense,  2) perma-dom, 3) squeeze as much damage and recharge after the first two goals were met.    At the end is a mini-guide for Savage Assault.

 

End Game Build

  • Smash/lethal defense at 44.96 (close enough), ranged defense capped
  • Boosted +5 IOs in the following powers: Call Swarm, Unkindness, Hasten, Combat Jumping, Weave, Frozen Armor, Maneuvers, Sleet, Spot Prey.  You're not giving up any game-changing set bonuses by not attuning the IOs in these powers.  All the IO's are set to +5 in Mids for simplicity.  
  • Comfortable perma-dom doesn't occur until 40's but the build exemps fairly well since you have all your attacks.   Call Hawk slotted with force-feedback can help get perma-dom earlier if engaged in combat. 
  • Several powers may have been sub-optimally slotted to chase certain set bonuses or because of a lack of slots
  • I took most of the attacks to maximize the blood frenzy system and to make the low level exemplar attack chain tolerable.  
  • Ice APP for Sleet which is one of the best debuffs in the game.  It gives the build versatility since you can CC, DPS and debuff. 
  • Incarnates (What I like):
    • Alpha: Intuition Radial -  Improves damage, range, defense debuffs, slows, and hold duration
    • Destiny: Ageless - recharge buff and end refill/discount which can help supercharge random PUGS with lots of lowbies.  Rebirth, Barrier, and Incandescent are situationally good as well.  
    • Interface: Degenerative, Reactive
    • Hybrid: Melee Core for Status protection before you get domination going.  Assault Radial for moar damage.  

 

Spoiler

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Mutation Dominator
Primary Power Set: Plant Control
Secondary Power Set: Savage Assault
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(5)
Level 1: Call Swarm -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(7), Thn-Dmg/EndRdx/Rchg(7), Thn-Dmg/EndRdx(9), Thn-Dmg/Rchg(9)
Level 2: Roots -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(11), SprAscoft-Rchg/+Dmg%(11), SprAscoft-EndRdx/Rchg(13), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(13), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15)
Level 4: Vicious Slash -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(17), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(19)
Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 8: Seeds of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(21), CrcPrs-Acc/Conf/Rchg(21), CrcPrs-Conf%(23), CrcPrs-Acc/Rchg(23), CrcPrs-Conf/EndRdx(25)
Level 10: Unkindness -- Rgn-Dmg(A), AchHee-ResDeb%(25), PstBls-Acc/Dmg/EndRdx(27), Ann-ResDeb%(27)
Level 12: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(29)
Level 14: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(29)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 18: Boxing -- Empty(A)
Level 20: Rending Flurry -- Arm-Dmg(A), Arm-Dmg/Rchg(31), Arm-Acc/Dmg/Rchg(31), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(33)
Level 22: Vines -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(33), BslGaz-Rchg/Hold(34), BslGaz-EndRdx/Rchg/Hold(34)
Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(34)
Level 26: Carrion Creepers -- ExpStr-Dam%(A), ExpStr-Dmg/KB(36), ExpStr-Acc/KB(36), Bmbdmt-+FireDmg(36), JvlVll-Dam%(37), PstBls-Dam%(46)
Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(37)
Level 30: Spot Prey -- GssSynFr--Build%(A)
Level 32: Fly Trap -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(40)
Level 35: Call Hawk -- Apc-Dmg(A), Apc-Dam%(40), Thn-Acc/Dmg/EndRdx(42), CldSns-%Dam(42), FrcFdb-Rechg%(42)
Level 38: Feral Charge -- Hct-Dmg(A), Hct-Dam%(43), TchofDth-Dam%(43), ExpStr-Dam%(43), GldStr-%Dam(45), CrsImp-Acc/Dmg/EndRdx(45)
Level 41: Sleet -- RechRdx-I(A), RechRdx-I(45)
Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), LucoftheG-Def/EndRdx(46)
Level 47: Ice Storm -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50)
Level 49: Tactics -- RctRtc-Pcptn(A), RctRtc-ToHit(50)
Level 1: Brawl -- Empty(A)
Level 1: Domination 
Level 1: Quick Form 
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 -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)
Level 1: Blood Frenzy 
Level 50: Intuition Radial Paragon 
------------
------------
Set Bonus Totals:

  • 14.5% DamageBuff(Smashing)
  • 14.5% DamageBuff(Lethal)
  • 14.5% DamageBuff(Fire)
  • 14.5% DamageBuff(Cold)
  • 14.5% DamageBuff(Energy)
  • 14.5% DamageBuff(Negative)
  • 14.5% DamageBuff(Toxic)
  • 14.5% DamageBuff(Psionic)
  • 11.63% Defense(Smashing)
  • 11.63% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 26.31% Defense(Energy)
  • 26.31% Defense(Negative)
  • 6% Defense(Psionic)
  • 8.81% Defense(Melee)
  • 32.56% Defense(Ranged)
  • 6% Defense(AoE)
  • 4% Enhancement(Stunned)
  • 4% Enhancement(Held)
  • 4.4% Enhancement(Terrorized)
  • 8% Enhancement(Sleep)
  • 8% Enhancement(Immobilized)
  • 81.25% Enhancement(RechargeTime)
  • 46% Enhancement(Accuracy)
  • 8% Enhancement(Confused)
  • 13.5% SpeedFlying
  • 38.15 HP (3.75%) HitPoints
  • 13.5% JumpHeight
  • 13.5% SpeedJumping
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 15%
  • MezResist(Held) 15%
  • MezResist(Immobilized) 15%
  • MezResist(Sleep) 15%
  • MezResist(Stunned) 15%
  • MezResist(Terrorized) 15%
  • MezResist(Teleport) 100% (20% chance)
  • 20% PerceptionRadius
  • 18% (0.3 End/sec) Recovery
  • 66% (2.8 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 17.5% Resistance(Fire)
  • 17.5% Resistance(Cold)
  • 11.5% Resistance(Energy)
  • 11.5% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 13.5% SpeedRunning

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Cheapish Level-up Build Example

 

Focus on recharge to get perma-dom.  Then figure out what you like and don't like for the final build.

 

Spoiler

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Mutation Dominator
Primary Power Set: Plant Control
Secondary Power Set: Savage Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(5)
Level 1: Call Swarm -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(29), Dcm-Dmg/Rchg(31), Dcm-Acc/EndRdx/Rchg(31), Dcm-Acc/Dmg/Rchg(45)
Level 2: Maiming Slash -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(5), CrsImp-Dmg/Rchg(7), CrsImp-Acc/Dmg/Rchg(7), CrsImp-Acc/Dmg/EndRdx(15)
Level 4: Vicious Slash -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(11), CrsImp-Dmg/Rchg(11), CrsImp-Acc/Dmg/Rchg(13), CrsImp-Acc/Dmg/EndRdx(13)
Level 6: Roots -- AscoftheD-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), AscoftheD-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(15), AscoftheD-Rchg/+Dmg%(17), AscoftheD-EndRdx/Rchg(17), AscoftheD-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(19), AscoftheD-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(19)
Level 8: Seeds of Confusion -- MlsIll-Acc/Rchg(A), MlsIll-Dam%(21), MlsIll-EndRdx/Conf(21), MlsIll-Acc/Conf/Rchg(23), MlsIll-Acc/EndRdx(23), MlsIll-Conf/Rng(25)
Level 10: Unkindness -- PstBls-Acc/Dmg(A), PstBls-Dam%(25), PstBls-Acc/Dmg/EndRdx(27), PstBls-Dmg/EndRdx(27), PstBls-Dmg/Rng(29)
Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 14: Super Speed -- BlsoftheZ-ResKB(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(40)
Level 18: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 20: Rending Flurry -- Obl-Dmg(A), Obl-Acc/Rchg(33), Obl-Dmg/Rchg(33), Obl-Acc/Dmg/Rchg(34), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(50)
Level 22: Vines -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(34), BslGaz-Rchg/Hold(36), BslGaz-EndRdx/Rchg/Hold(36)
Level 24: Assault -- EndRdx-I(A)
Level 26: Carrion Creepers -- PstBls-Acc/Dmg(A), PstBls-Dam%(36), Bmbdmt-+FireDmg(37), Ann-ResDeb%(37), RechRdx-I(37)
Level 28: Blood Craze -- Heal-I(A), Heal-I(31), RechRdx-I(40), RechRdx-I(50)
Level 30: Spot Prey -- RechRdx-I(A), RechRdx-I(39)
Level 32: Fly Trap -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(39), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(40)
Level 35: Call Hawk -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(42), Dcm-Dmg/Rchg(42), Dcm-Acc/Dmg/Rchg(42), Dcm-Acc/EndRdx/Rchg(43)
Level 38: Feral Charge -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(43), CrsImp-Dmg/Rchg(43), CrsImp-Acc/Dmg/Rchg(45), CrsImp-Dmg/EndRdx/Rchg(45)
Level 41: Sleet -- RechRdx-I(A), RechRdx-I(46)
Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46), LucoftheG-Def/EndRdx(46)
Level 47: Ice Storm -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(48), Bmbdmt-Dam/Rech(48), Bmbdmt-Acc/Dam/Rech(48), Bmbdmt-Acc/Dam/Rech/End(50)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Domination 
Level 1: Quick Form 
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 -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(9)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(9)
Level 1: Blood Frenzy 
Level 50: Intuition Radial Paragon 
------------
------------
Set Bonus Totals:

  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 1.88% Defense(Smashing)
  • 1.88% Defense(Lethal)
  • 8.13% Defense(Energy)
  • 8.13% Defense(Negative)
  • 3.75% Defense(Melee)
  • 8.75% Defense(Ranged)
  • 4.5% Max End
  • 3% Enhancement(Stunned)
  • 3% Enhancement(Held)
  • 5.5% Enhancement(Confused)
  • 6% Enhancement(Sleep)
  • 55% Enhancement(Accuracy)
  • 3.3% Enhancement(Terrorized)
  • 6% Enhancement(Immobilized)
  • 5% Enhancement(Range)
  • 110% Enhancement(RechargeTime)
  • 7.5% SpeedFlying
  • 57.23 HP (5.63%) HitPoints
  • 7.5% JumpHeight
  • 7.5% SpeedJumping
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 26.25%
  • MezResist(Held) 26.25%
  • MezResist(Immobilized) 26.25%
  • MezResist(Sleep) 26.25%
  • MezResist(Stunned) 26.25%
  • MezResist(Terrorized) 26.25%
  • 11.5% (0.19 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
  • 9% Resistance(Smashing)
  • 9% Resistance(Lethal)
  • 2.25% Resistance(Fire)
  • 2.25% Resistance(Cold)
  • 4.5% Resistance(Energy)
  • 4.5% Resistance(Negative)
  • 7.5% SpeedRunning

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Slotting Rationale

This build sacrifices a bit of recharge and some sub-optimal slotting for procs and defense bonuses but it is worth the tradeoff for me. For your playstyle, you may opt to slot more sets with recharge bonuses instead or use some of the slots to fit in any of the other powerful unique IOs. 

 

  • Strangler: 1.25% ranged defense , 7.5% recharge 
  • Call Swarm: 3.75% ranged defense
  • Maiming slash: 3.75% smash/lethal defense , you may opt to boost rather than attune this set for optimal accuracy/damage
  • Vicious Slash: 3.75 Ranged defense 
  • Roots:  10% recharge, 5% ranged defense.  This would optimally be slotted for damage but the +Damage IO fires often to even out the loss.  
  • Seeds of Confusion: 10% recharge , 5% ranged defense 
  • Unkindness: 2 IOs boosted to +5 to get accuracy and damage to decent level and 2 -res procs.   Alt Slotting: 5 Positron's blast with another proc or Bombardment
  • Super speed: 1.25 Ranged defense , knockback protection
  • Rending Flurry: 10% Recharge 
  • Vines: 1.25% ranged defense, 7.5% recharge
  • Carrion Creepers: 1.88% s/l defense,  optimally this would be 6 slotted with all procs, or acc/dam/recharge IO and 5 procs
  • Spot Prey:  Gaussian chance for build up 
  • Fly Trap: 6.25% Recharge, 3.13% ranged defense
  • Call Hawk: 2 IOs boosted to +5 to get accurage and damage to decent level, the rest procs to maximize burst damage.  Force feedback proc can be slotted here.  Alt Slotting: 5 Apocalypse with proc and another proc.
  • Feral Charge: 2 IOs boosted to +5 to get accurage and damage to decent level, the rest procs to maximize burst damage. Force Feedback proc can be slotted here as well. The splash damage from this power also procs but at a lower rate than the main target.  Alt Slotting: 5 Hecatomb with proc.   
  • Sleet: +5 boosted level 50 recharge to get power to recharge as quickly as possible
  • Ice Storm: 4% ranged defense
  • Tactics: 1.88% S/L defense

 

Savage Assault mini guide

  • Blood Frenzy System
    • Each attack either builds or consumes blood frenzy stacks
    • 5 stacks maximum
    • Each stack provides 4% recharge bonus discount and 5.65% endurance discount 
    • Rending Flurry (PBAOE) and Call Hawk (Ranged) consume all blood frenzy stacks
    • Rending Flurry AOE improves from 8ft to around 15ft range at max stacks and has damage boost.  Call Hawk has very modest damage boost
    • If you consume 5 stacks all at once, you become "Exhausted" where you can't gain more stacks for 10 seconds.  
  • Feral Charge
    • Slotted as single target melee even though it does PBAOE damage with a 5 target limit.
    • Teleports to target 
    • Builds 1 blood stack and increases damage for every 20 ft away from the enemy. Max 3 blood stacks and 3x damage bonus. It's best to initially use this power at max range
    • The initial target procs at a rate for a single target attack whereas the aoe damage portion procs at the rate for AOE damage. 
  • Attack Chains
    • Ranged single target: Call Hawk, Unkindness, Call Swarm
    • Melee single targe: Call Hawk, Feral Charge (Ideally from max range), Vicious Slash, Maiming Slash (if chain has gaps)
    • Single target non stack consuming: Feral Charge, Vicious Slash, Maiming Slash, Call Swarm
    • 1,2,3 AOE chain: 
      • Unkindness (then walk/jump/fly backwards during animation since you are not rooted) for +2 blood stacks
      • Feral Charge at max range for +3 blood stacks.  If you don't have 5 stacks yet, use some other attacks until you get 5
      • Rending Flurry to consume stacks which gives you a larger AOE with more damage.  

 

 

 

Edited by noogens2
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1 hour ago, oedipus_tex said:

This is an excellent build and advice. Thanks for sharing.

 

One question/note. Do you feel like you're missing out on damage by not taking Gaussian's Chance for Build Up in Spot Prey? Savage Assault is one of the few Assault sets that can slot it. 

I think the build up buff is a "nice to have" type of thing rather than essential since the buff only last 5 seconds and savage powers cast a bit on slowish side.  With that said, I may rearrange some slots to fit it a future build.  It's all tradeoffs.  

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Savage assault is a bit mediocre damage-wise

😏

 

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  • Feral Charge: 2 IOs boosted to +5 to get accurage and damage to decent level, the rest procs to maximize burst damage. The splash damage from this power also procs but at a lower rate than the main target.  Alt Slotting: 5 Hecatomb with proc.   The force feedback proc didn't occur often enough in this power for me to slot it here

 

I find this insane. Like, completely.  It's got like a base 38% chance to proc FF, and I don't think the AoE uses the area factor at all but even if it does it's like 12%. Call Hawk is 52%... so at 2 targets it is the same % chance to proc (you know, basic math wise). And at 3+ targets it's higher.  

 

 

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  • Carrion Creepers:  There weren't slots to spare for this build but optimally this would be 5 slotted with procs and acc/dam/recharge IO  

This is also a major shortfall. Not sure why you would want a build without this being slotted for procs.

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It's all tradeoffs.  

 

Originally I had FF slotted in both Call Hawk and Feral Charge.   From my playing time, I noticed that Call hawk was procing FF much more reliably for me so I switched to another damage proc in Feral Charge.  Feral Charge only has a 5 target limit and a smallish AOE so you're not going to trigger a low PPM proc that well.  From personal experimentation, it appears that the the initial target of feral charge doesn't take account the area factor but the AOE portion does take it into account hence why less procs occur on the AOE portion.  I didn't say that FF doesn't proc in that power.  It just doesn't proc enough for me to give up a slot to something more reliable and slots are very tight in the build.  

 

As far as not slotting Creepers, again it's tradeoffs.  For my playstyle, I would rather focus procs on powers I use all the time rather than on something I pop out occasionally.   I have creepers six slotted on my Plant/Fire but on this build I preferred to focus on the Savage powers.  When you have a whole secondary dedicated to damage, I don't see it as a major loss.  Everyone's build should be tailored to his or her playstyle so you do you.  

Edited by noogens2
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Nice build, though, it doesn't seem good for exemplaring due to many boosters. I have plant/savage, but I'm torn between working on ranged or s/l defenses. Plus, I can't give up my pretty green colored fire mastery xD

Edited by Heliodorus
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9 hours ago, noogens2 said:

It's all tradeoffs.  

 

Originally I had FF slotted in both Call Hawk and Feral Charge.   From my playing time, I noticed that Call hawk was procing FF much more reliably for me so I switched to another damage proc in Feral Charge.  Feral Charge only has a 5 target limit and a smallish AOE so you're not going to trigger a low PPM proc that well.  From personal experimentation, it appears that the the initial target of feral charge doesn't take account the area factor but the AOE portion does take it into account hence why less procs occur on the AOE portion.  I didn't say that FF doesn't proc in that power.  It just doesn't proc enough for me to give up a slot to something more reliable and slots are very tight in the build.  

 

As far as not slotting Creepers, again it's tradeoffs.  For my playstyle, I would rather focus procs on powers I use all the time rather than on something I pop out occasionally.   I have creepers six slotted on my Plant/Fire but on this build I preferred to focus on the Savage powers.  When you have a whole secondary dedicated to damage, I don't see it as a major loss.  Everyone's build should be tailored to his or her playstyle so you do you.  


When do you not have creeper up? Itcan have 100% up time... 

 

And well agree to disagree on Feral charge, but I do think math wise fetal charge works out to be better with 2+ targets. 

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@noogens2 You are free to build it the way you want, I just want you to understand what you're missing out on with Creepers: The thing about Creepers is that it's damage separate of your rotation like all pets. With procs its worth a lot more than say Fly Trap or Ice Storm and doesn't get in the way of your rotation. It's about 30 (no procs) - 110 (4 damage procs) DPS per vine for 2 minutes for the cost of 1 cast and 26 endurance, additionally to what you're doing with your Savage rotation, where Fly Trap with 95% damage enhancement for example is around only 60 DPS, which is already pretty good for a pet.

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Ok I'll eat a little crow and say that @kiramon was totally correct on the proc chances of FF in Feral Charge.  I'm not sure why my initial observations didn't match the reality of how often it fired in the power.  I don't know the exact radius of the AOE portion of the power, but if it's 10 ft, it would mathematically have a greater chance to fire than unkindness at 2 enemies or above (like @kiramon said).  So I readded FF back to that power in last iteration of the build.  

 

So I put up what will probably be the "final" version of the build.  I did manage to six slot creepers, keep Ice storm, keep unkindness procced out (with less procs), but had to drop the first melee power (RIP low level attack chain).  I was also able to fit in Gaussian in Spot Prey.   The recharge is much better now with FF in both call hawk and feral charge.  The build lacks some of the great unique IOs like preventative medicine or shield wall but those can be added if you drop procs from attacks or chase less bonuses for defense

 

Thanks to the community for the feedback.  

Edited by noogens2
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