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Plant/Storm - Controlled Chaos


Ringo

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Here's my Plant/Storm Controller build.  I love the amount of pure chaos and destruction she spreads wherever she goes!

 

No attempt to cap defense -- I went heavy on recharge and procs.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.1
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Sequoia: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Sorcery
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Entangle -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(3), Dcm-Acc/EndRdx/Rchg(5), Dcm-Acc/Dmg/Rchg(5)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(7), PstBls-Dmg/Rchg(7), PstBls-Dmg/Rng(9), PstBls-Dam%(9), SprWiloft-Rchg/Dmg%(11)
Level 4: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(17), BslGaz-Rchg/Hold(17), BslGaz-EndRdx/Rchg/Hold(19)
Level 6: Mystic Flight -- Frb-Stlth(A), Frb-Fly(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: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), ShlWal-ResDam/Re TP(27), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(29)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 14: Spore Burst -- WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), WiloftheC-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(31), WiloftheC-EndRdx/Rchg(31), WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(31), WiloftheC-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(33)
Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(33)
Level 18: Stealth -- LucoftheG-Def/Rchg+(A)
Level 20: Arcane Bolt -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(33), Dcm-Dmg/Rchg(34), Dcm-Acc/EndRdx/Rchg(34), Dcm-Build%(34), FrcFdb-Rechg%(36)
Level 22: Vines -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(36), BslGaz-Rchg/Hold(36), BslGaz-EndRdx/Rchg/Hold(37)
Level 24: Rune of Protection -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(37), UnbGrd-ResDam/EndRdx(37), StdPrt-ResKB(39)
Level 26: Carrion Creepers -- JvlVll-Acc/Dmg(A), JvlVll-Dam%(39), JvlVll-Dam/Rech(39), PstBls-Dmg/Rchg(40), PstBls-Dam%(40), SprOvrPrs-Rchg/Energy Font(40)
Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42), Rct-ResDam%(42)
Level 30: Tactics -- GssSynFr--Build%(A)
Level 32: Fly Trap -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(42), ExpRnf-Dmg/EndRdx(43), ExpRnf-Acc/Dmg/Rchg(43)
Level 35: Tornado -- FrcFdb-Rechg%(A), AchHee-ResDeb%(43), ExpRnf-Dmg/EndRdx(45), ExpRnf-Acc/Dmg(45), ExpRnf-Acc/Dmg/Rchg(45), ExpRnf-EndRdx/Dmg/Rchg(46)
Level 38: Lightning Storm -- Apc-Dam%(A), GldJvl-Dam%(46), Apc-Dmg/Rchg(46), Dvs-Dmg/Rchg(48), Thn-Dmg/Rchg(48), FrcFdb-Rechg%(48)
Level 41: Indomitable Will -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/Rchg(50)
Level 44: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(50)
Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 49: Victory Rush -- EndMod-I(A)
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 -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(11), Prv-Absorb%(13), Pnc-Heal/+End(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), EndMod-I(15)
Level 50: Ion Core Final Judgement 
Level 50: Polar Lights Core Superior Ally 
Level 50: Ageless Core Epiphany 
Level 50: Agility Core Paragon 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 50: Cognitive Radial Flawless Interface 
Level 50: Control Radial Embodiment 
------------

Edited by mezzosoprano
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Here's the data block:

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Edited by mezzosoprano
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Most controllers can be slow till the 30s, and this is no exception. Decent crowd control for but low damage earlyU.

Use the P2W prestige attacks (Sands of Mu, Black Wand, Nemesis staff...) For damage. The sorcery pool gets you another decent ranged attack.

Use the prestige enhancements that have a proc component to 20 to help increase your damage, as well as any proc you can slot early. 

Get Seeds if Confusion as early as you can and slot for Acc.

Slot stamina early and slot powers for end redux, this is an endurance hungry build.

 

Seeds, roots, and strangler are great control early on so that you can do damage safely. Early on everything else recharges kinda slow. I am also a huge fan of hurricane for crowd placement and melee defense. I also use Gale for placement and tossing them back early on, so I wouldn't want the KB->KD IO in Game too early.

 

Superspeed+Mist make you invisible without IOs which is also great for speeding glowie missions 

 

I did some solo which was slowish and some teaming which really helped me home my stormie skills for crowd placement and my contribution to the tram was neutering the baddies do that damage types could do their job safely.

 

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FYI, this is my build, inspired by Ringo's Jenny's (thanks for a great starting point!) but I don't like Spore Burst and I wanted the Spirit Tree. mezzosoprano''s build is an interesting take and I'm a fan of Sorcery and rune of Protection, but I like the numbers better on my build, even if it has less recharge:

Softcapped Ranged and AoE defense

Within 1/2% of capped  S&L resist, high Energy and some Fire/Cold, With Surge Of Power as an Oh Sh!t button for capped almost everything, but I have yet to use it for real.  Psionic is my cryptonite but that's only for what gets through the positional defense, so it's actually not a big deal, and then Spirit Tree has my back.

Spirit Tree provides huge recovery (almost 500%) as needed, it has a few drawbacks because it's fixed and no huge radius, but drop it and stay by it with hurricane on, and it creates a hell of a safety zone.

Hasten is Perma (I leave it on auto), I took Alpha Agility to get additional recharge because I always want more. Creepers is perma, but they don't seem to move from group to group the way I thought they were supposed to.

Mist+the IO in Power Dash gets me invisibility, and I have Assemble The Team if I want to TP the team to the end of the mission, but I usually only do so if it's an AV, if it's a glowie, between confuse and my defense, I can take care of the glowie by myself, even if there is a mob on top of it, and I handle "defeat the leader" by myself or with whoever else may have stealth in the group.

 

I almost never use Vines. I leveled without them so I never really relied on them, and at over a minute of recharge, it's still not available for every group, as opposed to Seeds which gives me my minion crowd control opener. I just couldn't figure out what to take instead and still slot the Will Of The Controller set which I need for the defense and recharge. I'd love to replace Vines with a reasonably slotted Ball Lightning but have not been able to do it without compromises. 

 

Endurance can sometimes be a problem, as great as Hurricane is, it's an endurance pig. I keep forgetting to use Power Sink, otherwise it's a great Endurance tool. Once you get Ageless Destiny, it's a moot point anyway, you have more endurance on tap that you know what to do with 🙂

 

 

The build is safe for soloing at x8+4 and renders the tank obsolete in teams, but it doesn't have Corruptor or Brute level damage, so I avoid soloing at +4 so it goes faster.

 

It examplars quite well (I use all Attuned enhancements except for the non set IOs, a few of which are +5).

 

If you have ideas on how to improve it, I'm all ears!

 

EDIT: I had posted a slightly earlier version of my build, now corrected below. I think the main difference is that I moved a slot from Mist to Freezing Rain to add a proc to it, and Root is slotted to get a few Endurance set advantages. very minute differences form the previous build.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

I Am Root: Level 50 Science Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Strangler -- Lck-%Hold(A), Lck-Acc/EndRdx/Rchg/Hold(3), Lck-Acc/Hold(3), Lck-Acc/Rchg(5), Lck-Rchg/Hold(5), Lck-EndRdx/Rchg/Hold(7)
Level 1: Gale -- SuddAcc--KB/+KD(A)
Level 2: Roots -- EnfOpr-Acc/EndRdx(A), PstBls-Acc/Dmg/EndRdx(7), PstBls-Dam%(9), JvlVll-Dam%(9), Ann-ResDeb%(11), Ann-Acc/Dmg/EndRdx(11)
Level 4: Fly -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(29), BlsoftheZ-Travel(37)
Level 6: Hover -- LucoftheG-Def/Rchg+(A)
Level 8: Seeds of Confusion -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(15), CrcPrs-Conf(15), CrcPrs-Conf/Rchg(17), CrcPrs-Acc/Conf/Rchg(17), CrcPrs-Acc/Rchg(19)
Level 10: Steamy Mist -- Rct-ResDam%(A), LucoftheG-Def/Rchg+(19), Rct-Def/EndRdx(21), LucoftheG-Def/EndRdx(21), GldArm-3defTpProc(23)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 14: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 16: Freezing Rain -- JvlVll-Dam%(A), AchHee-DefDeb/Rchg(23), AchHee-DefDeb(25), AchHee-ResDeb%(27), PstBls-Dam%(27), TchofLadG-%Dam(29)
Level 18: Spirit Tree -- NmnCnv-Heal/EndRdx(A), NmnCnv-Regen/Rcvry+(31), NmnCnv-EndRdx/Rchg(31), NmnCnv-Heal/Rchg(31), NmnCnv-Heal/EndRdx/Rchg(33), NmnCnv-Heal(33)
Level 20: Hurricane -- EndRdx-I(A)
Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def/EndRdx/Rchg(46)
Level 24: Boxing -- CrsImp-Acc/Dmg(A)
Level 26: Carrion Creepers -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Acc/Dmg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/EndRdx(34), SprFrzBls-Acc/Dmg/Rchg(36)
Level 28: Tough -- StdPrt-ResDam/Def+(A), HO:Ribo(36)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(36), RedFrt-Def/EndRdx(37)
Level 32: Fly Trap -- BldMnd-Dmg(A), BldMnd-Acc(39), BldMnd-Acc/Dmg(39), BldMnd-Dmg/EndRdx(39), BldMnd-Acc/EndRdx(40), BldMnd-Acc/Dmg/EndRdx(40)
Level 35: Tornado -- AchHee-ResDeb%(A), TchofLadG-%Dam(40), ExpStr-Dam%(42), SuddAcc--KB/+KD(42), ShlBrk-%Dam(42), EndRdx-I(43)
Level 38: Lightning Storm -- SuddAcc--KB/+KD(A), Thn-Dmg/EndRdx(43), Thn-Acc/Dmg/Rchg(43), Thn-Dmg/EndRdx/Rchg(50)
Level 41: Power Sink -- PrfShf-EndMod/Rchg(A), EffAdp-EndMod/Rchg(45)
Level 44: Charged Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(45), Ags-EndRdx/Rchg(45), Ags-ResDam/EndRdx/Rchg(46), Ags-ResDam(46)
Level 47: Vines -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(48), SprWiloft-EndRdx/Rchg(48), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(48), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(50), SprWiloft-Rchg/Dmg%(50)
Level 49: Surge of Power -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13), EndMod-I(13)
Level 1: Brawl -- Acc-I(A)
Level 1: Containment 
Level 1: Prestige Power Dash -- UnbLea-Stlth(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 -- Empty(A)
Level 4: Ninja Run 
Level 50: Agility Core Paragon 
Level 50: Degenerative Core Flawless Interface 
Level 50: Ageless Core Epiphany 
Level 50: Pyronic Core Final Judgement 
------------

Edited by Papaschtroumpf
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Your build looks great as well, Papaschtroumpf.  It is amazing how many options Plant/Storm has for causing chaos.  Capped ranged/aoe defense is a very nice thing.  I've got a few alternative builds I've tried on the test server with capped S/L using Ice or Earth epics.  In both of those builds, I gave up Entangle and slotted Strangler with procs.  I had enough recharge to alternate strangler and arcane bolt seamlessly.  But in the end, neither build felt as smooth against groups and both were much slower defeating Rikti Pylons. 

 

With the build posted above I've soloed a pylon in just under 2 minutes, can solo radios at +4/x8, and can farm at a fairly decent pace.  Definitely a fun character to play!

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Yes my build probably trades some damage for survivability. Yep, great thing about CoH is how you can truly make some choices.

I'll check yours out in more details to see what you did with procs. I do have several in roots, tornado and freezing rain,  it I have not learned yet how best to max the use of procs.

 

I noticed the other controller origin set has an enhancement that provides "energy font" (I think that's what it was, I don't have it in front of me). Does anyone know what that does?

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Yeah it makes a glowing ball that supposedly does damage.  I never really noticed much in the way of damage, but that's what it does.  I had it in an AOE and I could get out a couple of them in every fight.  Not sure how useful they are or are not.

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I think I mentioned it in a previous post. Vines is not up often enough, even with perma hasten it's only up every 74 seconds, 69 with Agility Core,  so I tend not to rely on it. Seeds of Confusion plus the knockdown from Freezing Rain is all the crowd control I need, Creepers is a bonus. Vines is mostly a mule for the controller IOs that give me the defense bonuses I need. I could see using Spore Burst instead, Sleep is a pretty useless crowd control, especially with storm and creepers, but at least it would be up every 14s so you'd get a chance to exercise its Psi damage proc more often. Thunderclap is another choice and the disorient is more useful than the sleep, but it's PBAoE and I tend to play ranged with this build. Snow Storm and Ball Lighting will not slot the set.

Instead I chose to take Vines and if it's up I may use it to stack on a boss with Strangler, at least it's got a decent duration, but to be honest I rarely think about it.

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  • 3 years later

The long awaited 2022 update!

 

  

Okay, here's my most recently updated build for my main, Jenny Chaos:

 

Spoiler

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		|-------------------------------------------------------------------|

 

 

Pros:

Positional Defenses - Ranged 44.9%, AoE 45.5%, Melee 23.65% (if you're getting melee'd, turn on Hurricane for a -30% to hit debuff on your attackers + repel)

Resistances - S/L 75%, Energy 74%, Fire/Cold 44.9% (Surge of Power can boost everything but Psionic if you need it)

Max HP: +179, Regen: 188%

Recharge Debuff Resist: 35%

Global Recharge: 227%  Global Accuracy: +15%  Global Damage: +14%

Sprint (with Celerity Stealth) + Steamy Mist = True Stealth.  Just remember to "/release_pets all" to drop Fly Trap and Creepers before you start running for that blinky/boss room

 

Cons:

Hasten is 20 seconds short of Perma

No real Negative/Toxic/Psi damage resists

End Hungry Build is End Hungry

No Def Debuff resistances, Cascade Failures will happen (if you don't Hurricane)

 

How it plays:

Seeds->Roots->Freezing Rain->Tornado->Lightning Storm->Roots->Strangler

Alternate Roots and Strangler on anything not Confused (Bosses and higher usually) and throw down parts of your original chain when they recharge if the mobs haven't melted.  This combo generally eliminates minions/lts with ease, but struggles to really pour it on for hard targets. 

 

Tornado and Lightning Storm are your big hitters, but both Roots and Freezing Rain have -res procs (that will stack with each other) so don't forget to reapply.  Lightning Storm, Roots, and Freezing Rain all benefit greatly from Procs, while I find that Tornado gets the most out of actually slotting damage.  You *can* slot a KB/KD Proc in Lightning Storm, but basically if anything isn't already Rooted, you don't want it to close the distance with you anyway, so KB is hardly a problem. 

 

Spore Burst is an autohit (and I didn't want to slot it, but it was necessary) that can buy you some time, but you have to position the sleeping group away from your pets.  Vines will also buy you time, but less of it, and on a longer recharge.  Handy for stacking Holds though.

 

Gale and Hurricane are excellent damage mitigation.  Gale doesn't have the accuracy slotted to be a true lockdown power, but with a 50ft range and 80 degree cone, you're going to knock enough mobs on their butt to help.  Hurricane gives that sweet -range and -30% Tohit debuff that combos with your sub-par melee defense to rise above the normal defensive Softcap.  Ranged and AoE attackers within the Debuff will be having an even worse time.  I believe the debuff range is slightly bigger than the hurricane animation?  Don't quote me on that.  Hurricane's Repel is also great as it can herd baddies into a corner for your tank or Tornado.  Both the debuff and repel work together to help you create safe zones for your ranged teammates.  Any mobs attempting to get through you to the blaster will have their tohit debuffed and their range shortened - meaning they will have to close the distance to even fire, which will then hit them with the repel and make them repeat the process.  KB/KD resistant foes will ignore the repel, but then your ranged buddies just need to make sure that any melee attacks are still standing in your hurricane when they start swinging.  Hug the Hurricane!  Love the Hurricane!

 

Of course, the Hurricane eats all your endurance - which is why you need Power Sink (and some choice Incarnate picks).  Of all the Epic pools, Mu's Power Sink has 1) the quickest recharge and 2) No Accuracy Check.  Between Power Sink and Lightning Storm you could potential sap your targets, but what you really want is to fill up your blue bar - and this will do that for you.  Eat early, Eat often

 

Seeds of Confusion is the bedrock on which the Plant/Storm is built.  So it needs to be said - against Confuse resistant foes, all your normal plans go out the window.  Gale, Hurricane, and Spore Burst suddenly become keys to survival, and you'll actually need to pay attention to killing the minions/lts instead of just assuming they're gonna melt.  Be Wary of Longbow!

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