Jello Posted May 26, 2019 Posted May 26, 2019 I'm starting a plant/nature controller and don't have a ton of experience in this game. Does anyone have a build out there that I could use for guidance? Thanks.
csr Posted May 27, 2019 Posted May 27, 2019 I haven't played Nature enough to give advice on it. But here's a quick run down of my opinion regarding Plant. Rating powers from 'F' to 'A', where F is a power you should try to skip, D is a mediocre power that you can take as a filler, C is an average power, B is a good power you should try to make a key part of your build and A is a must have core power to take and slot ASAP. I'll throw a '+' or '-' on for additional shading, meaning that the power could be considered one grade higher or lower based upon person preference. Entangle (F+) - Only take this if you must have some extra single target damage early. The vet reward attacks, how easy it is to level up quickly in Homecoming, and the need to slot this to make it worthwhile combine to make Entangle a dubious choice. Strangler (A) - This is your bread-and-butter single target Hold. Needs EndRed and some Acc before adding Dam early on and Hold later. Roots (C+) - AoE Immob that does good damage but has no extra effects. Some like to slot it for damage, but it needs 2 Accs and 2 EndReds before anything else. Don't take it until you are ready to get those extra slots in it, but fit it into the build early on to keep those Confused foes from running around too much. Spore Burst (D+) - AoE Sleep. A decent "filler" choice as it can be useful with just a single Acc in it. Seeds of Confusion (A) - This is your core power, an AoE Cone Confuse with a relatively short cycle time. Get it and slot it ASAP. It also lacks the base Acc penalty of most AoE controls and has a very long effect time, so you can get away with just 1 Acc and 2 Rech in it if you want. Spirit Tree (D+/C-) - A very large (40' radius) AoE team Regen buff. Nearly +300% fully slotted. Iirc it can be moved with Recall Friend (I don't have Recall on my current Plant build), making it's static nature less of a drawback. In the right build it is worth having and moves up a grade. This is true for any Dom and sets such as FF, Sonic, Cold, TA or even Storm or Traps. ***** EDIT: I tested and you CANNOT tp the tree. ***** Vines (B+) - Your AoE Hold; the Controllers signature power, though usually not the best in set. Take it immediately, get a 2nd Acc in it ASAP and then add Rech as you can. Carrion Creepers (B+) - Location targeted AoE -Spd with damage, immob and knockdown. Creates 1 creeper per foe (living or dead) on cast and then adds one each time a foe dies. Very handy if not overwhelming. Get it and slot it like an attack. Can be a proc monster as it can take so many different classes of sets (AoE Dam, Immob, Slow and KB as well as AT and Uni). Fly Trap (A) - A pretty good pet with ranged and melee attacks. Sometimes it will refuse to enter melee, and at others it will sit there doing nothing, but when it does act it's better than most Controller pets, and the AI sucks on most of them too. Take it and slot it ASAP. I like to put an Achilles' Heel -Res proc in it. To recap I've put Seeds of Confusion, Strangler and Fly Trap as the core powers with Vines and Carrion Creepers as other "musts" and Roots as a power you probably want. Spore Burst and Spirit Tree are decent "filler" powers. While Entangle is something you'll probably want to skip. So, I think you should probably rely heavily on Strangler and Seeds of Confusion early in the build and otherwise concentrate on Nature unless you intend to solo most of the time. In which case you'll need to come up with some additional damage. In any case, fit in Roots where you can and get it 4-slotted.
csr Posted May 28, 2019 Posted May 28, 2019 Here's a quick build I did. I avoided too many highly expensive IOs, but it is a medium cost build. I went for +Rech and S/L Res in the build. I slotted to accentuate Carrion Creeper's debuff and control with -Rech, -Res and Stun procs rather than slot it with damage procs. With Spiritual and Clarion you are nearly perma-Hasten and will run most of the time with mez protection. You'll also have capped S/L Res (that's 75% for a Controller). It's not a refined build, nor likely well suited to your particular wants, but it's a starting point. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Planat: Level 50 Magic Controller Primary Power Set: Plant Control Secondary Power Set: Nature Affinity Power Pool: Speed Power Pool: Leaping Power Pool: Teleportation Ancillary Pool: Primal Forces Mastery Hero Profile: Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(23), NrnSht-Acc/Hold/Rchg(25), NrnSht-Acc/EndRdx(43) Level 1: Corrosive Enzymes -- Acc-I(A), Acc-I(50), EndRdx-I(50) Level 2: Regrowth -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(7), DctWnd-Heal/EndRdx/Rchg(25), DctWnd-Heal(31), DctWnd-Rchg(31), Range-I(34) Level 4: Roots -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(5), PstBls-Acc/Dmg/EndRdx(5), PstBls-Dam%(13), PstBls-Dmg/Rng(50) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7) Level 8: Seeds of Confusion -- MlsIll-Acc/Rchg(A), MlsIll-EndRdx/Conf(9), MlsIll-Acc/EndRdx(9), MlsIll-Conf/Rng(11), MlsIll-Acc/Conf/Rchg(11), Range-I(31) Level 10: Spore Cloud -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(13), DarWtcDsp-ToHitDeb(36), DarWtcDsp-Slow%(36) Level 12: Super Jump -- BlsoftheZ-ResKB(A) Level 14: Combat Jumping -- LucoftheG-Rchg+(A) Level 16: Lifegiving Spores -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(17), DctWnd-Heal/EndRdx/Rchg(17), DctWnd-Heal(21), DctWnd-EndRdx/Rchg(48) Level 18: Vines -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-Acc/Hold(19), BslGaz-Rchg/Hold(21), EssofCrr-Acc/Hold/Rchg(36), GhsWdwEmb-Acc/Hold/Rchg(37) Level 20: Wild Bastion -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(29), DctWnd-Heal/EndRdx/Rchg(40), DctWnd-Heal(40), DctWnd-Rchg(43) Level 22: Wild Growth -- TtnCtn-ResDam/Rchg(A), TtnCtn-EndRdx/Rchg(23), TtnCtn-ResDam/EndRdx/Rchg(43), TtnCtn-ResDam(45), RctArm-ResDam/Rchg(45) Level 24: Spirit Tree -- DctWnd-Heal(A), DctWnd-Rchg(40), DctWnd-Heal/Rchg(46), DctWnd-Heal/EndRdx/Rchg(46), DctWnd-Heal/EndRdx(46) Level 26: Carrion Creepers -- PcnoftheT--Rchg%(A), Ann-ResDeb%(27), DblAct-Stun%(27), DblAct-Acc/Rchg(29), DblAct-Acc/Immob/Rchg(37), EnfOpr-Acc/Rchg(37) Level 28: Rebirth -- RechRdx-I(A) Level 30: Spore Burst -- Acc-I(A) Level 32: Fly Trap -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-+Res(Pets)(33), SvrRgh-Acc/Dmg(34), SvrRgh-PetResDam(34) Level 35: Conserve Power -- RechRdx-I(A) Level 38: Entangling Aura -- BslGaz-EndRdx/Rchg/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(39), BslGaz-Acc/Hold(39), BslGaz-Rchg/Hold(39), EndRdx-I(48) Level 41: Temp Invulnerability -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/EndRdx/Rchg(42), TtnCtn-ResDam(42), TtnCtn-EndRdx/Rchg(42) Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(45) Level 47: Overgrowth -- RechRdx-I(A), RechRdx-I(48) Level 49: Recall Friend -- EndRdx-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 -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), PrfShf-EndMod/Acc(15) Level 50: Spiritual Core Paragon Level 50: Clarion Core Epiphany ------------
XsorrowerX Posted May 28, 2019 Posted May 28, 2019 I mostly agree with this, as someone who is leveling a plant/dark atm, except for a couple points. Entangle is probably my most used damage ability at low levels when solo'ing or just keeping mobs out of melee range. Prestige powers are good at supplementing damage, but they miss like crazy because you can't put accuracy in them. At higher levels or with a group, sure you can avoid this power, but while leveling I see no reason not to have it. I certainly wouldn't rate it as low as you did. And the other one.... Spirit Tree. I found it absolutely terrible. I respec'd out of it as soon as I could. The cooldown is way too long and the healing too minimal compared to other options. You have to waste a bunch of slots to make it decent at best. If you have a healing power in your secondary, you are way better off going with it.
Jello Posted May 28, 2019 Author Posted May 28, 2019 This is great, I really appreciate the help CSR. It's definitely a start, I'm around level 35 now and I'm really enjoying the character. I also have to agree with sorrower that spirit tree has turned out to be awful, but as you said in your post, it could be useful in the right build but it doesn't fit my playstyle. I'm really starting to get a feel for the build now, I appreciate the help!
csr Posted May 30, 2019 Posted May 30, 2019 I mostly agree with this, as someone who is leveling a plant/dark atm, except for a couple points. Entangle is probably my most used damage ability at low levels when solo'ing or just keeping mobs out of melee range. Prestige powers are good at supplementing damage, but they miss like crazy because you can't put accuracy in them. At higher levels or with a group, sure you can avoid this power, but while leveling I see no reason not to have it. I certainly wouldn't rate it as low as you did. And the other one.... Spirit Tree. I found it absolutely terrible. I respec'd out of it as soon as I could. The cooldown is way too long and the healing too minimal compared to other options. You have to waste a bunch of slots to make it decent at best. If you have a healing power in your secondary, you are way better off going with it. They've change the tree from what I remember (probably ca I19 or perhaps even before). It no longer has any special uses such as blocking doors. It's just a static +Regen power which only has significant value in sustained fights (it works well at the end of the Yin TF, for example, or any AV fight). Whereas Entangle really only has use soloing at lower levels. Both are filler powers that take up slots to make them useful, so neither is particularly valuable. Adding Entangle in place of Spirit Tree to the posted build would just require moving some powers down in the build (which is why I didn't do it). You can bump Roots and Hasten down and then either travel or your minor mez prot (that's what CJ is... with two critical cone powers, being able to move is essential... and you can put a -KB in it too).
XsorrowerX Posted May 30, 2019 Posted May 30, 2019 I mostly agree with this, as someone who is leveling a plant/dark atm, except for a couple points. Entangle is probably my most used damage ability at low levels when solo'ing or just keeping mobs out of melee range. Prestige powers are good at supplementing damage, but they miss like crazy because you can't put accuracy in them. At higher levels or with a group, sure you can avoid this power, but while leveling I see no reason not to have it. I certainly wouldn't rate it as low as you did. And the other one.... Spirit Tree. I found it absolutely terrible. I respec'd out of it as soon as I could. The cooldown is way too long and the healing too minimal compared to other options. You have to waste a bunch of slots to make it decent at best. If you have a healing power in your secondary, you are way better off going with it. They've change the tree from what I remember (probably ca I19 or perhaps even before). It no longer has any special uses such as blocking doors. It's just a static +Regen power which only has significant value in sustained fights (it works well at the end of the Yin TF, for example, or any AV fight). Whereas Entangle really only has use soloing at lower levels. Both are filler powers that take up slots to make them useful, so neither is particularly valuable. Adding Entangle in place of Spirit Tree to the posted build would just require moving some powers down in the build (which is why I didn't do it). You can bump Roots and Hasten down and then either travel or your minor mez prot (that's what CJ is... with two critical cone powers, being able to move is essential... and you can put a -KB in it too). Yeah, it just doesn't seem that great outside of a few select circumstances and the investment into it seems like it could be better spent elsewhere. I don't remember it blocking doors, haha. Granted, I came and went with this game a few times. (I hate you WoW, look what you did! =P) A question though, how is Force Feedback recharge proc in creepers? Anyone try this? Thought about sticking it in there while leveling before I invest into all the sets to get some more uptime on it. Creepers have so many set options, it's hard to decide.
csr Posted May 31, 2019 Posted May 31, 2019 A question though, how is Force Feedback recharge proc in creepers? Anyone try this? Thought about sticking it in there while leveling before I invest into all the sets to get some more uptime on it. Creepers have so many set options, it's hard to decide. Well I haven't tried it, but Carrion Creepers is a pet power (it calls Creeper Patch, which then summons Creeper Vines). So I wouldn't expect it to do anything; it would proc for individual Creeper Vines, and as pets their powers should be unaffected by +Rech.
XsorrowerX Posted June 1, 2019 Posted June 1, 2019 A question though, how is Force Feedback recharge proc in creepers? Anyone try this? Thought about sticking it in there while leveling before I invest into all the sets to get some more uptime on it. Creepers have so many set options, it's hard to decide. Well I haven't tried it, but Carrion Creepers is a pet power (it calls Creeper Patch, which then summons Creeper Vines). So I wouldn't expect it to do anything; it would proc for individual Creeper Vines, and as pets their powers should be unaffected by +Rech. Ah yes, thank you. I completely forgot about the +Rech and pets. I wasn't really thinking of them as true pets for whatever reason.
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