Jump to content

Rate my Plant/fire build

Mr. Apocalypse

Recommended Posts

As a result of the  Mapserver event, I now have another lvl 50.  Unfortunately, I didn't really learn to play the Plant/fire combo, since I leveled the toon faster than I could decide on powers and see how they worked together. I cobbled together this build, from a few different ones floating around forums, and made a few changes here and there.  I did what looked good in Mids, but I'm not sure how my IO choices will synergize . Any advice would be appreciated. This will be primarily for Team play, and I have no real intention to use it for any king of farming or anything like that.






Link to comment
Share on other sites

If you are gearing primarily for team play, consider dropping any pretense of defense focus. My own Plant/fire/Fire does so, and still solos really well! Better than any of my other "defenseless" characters, even in tough content. This is honestly my favorite character these days, and overall most effective. Things burn burn burn, and I don't often die!


Doing so, you can juice a ton of extra damage across the board. I still have pretty hardy resist and some baseline defense.


I don't see anything majorly wrong with your current build - it will serve you well enough. 


Note that optimal proccing for Carrion Creepers is Ranged aoe first > then aoe immobs > Slow procs waay behind. @Carnifax did some excellent testing to see what works best.


Personally, I run with:

  • Bombard Acc/dam/rech, bombard fire proc
  • Artillery acc/dam/recharge +5/50
  • Positron proc
  • Javelin proc
  • Trap of the hunter proc.
  • Note that Carrion Creepers do need accuracy to hit, and you have slotted none. Their powers are normal 1.0 base accuracy. You'll want at least some local accuracy slotted in them.


I took my own build rather to the extreme, ignoring even pretty low-hanging fruit for big +defense bonuses. Honestly I don't regret it at all! With domination up (this build is perma dom), Seeds and carrion keeps everything fully occupied, and I can pop vines if things get out of hand. Meanwhile all of my powers, even Seeds itself, contribute good damage, and my actual attacks really burn things down. Slow resist is also a very underrated stat, especially for doms. No getting kicked out of my permadom cycle with errant slows. If I do get hit, my epic resist shield makes me hardier, and I also absorb team defensive buffs better than someone who is self-softcapping. +res is rarer on teams.  I also have Rune for even more beef when needed, and it requires minimal slotting to make a big difference. Even if I die, I just pop back up in a ball of flame. 😄 


My build:


This Villain build was built using Mids Reborn 3.2.17

Click this DataLink to open the build!

Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Fiery Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Sorcery
Power Pool: Flight
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Strangler -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(23), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(23), SprAscoft-EndRdx/Rchg(25), SprAscoft-Rchg/+Dmg%(29)
Level 1: Flares -- Empty(A)
Level 2: Roots -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(3), Rgn-Acc/Rchg(3), Rgn-Dmg/EndRdx(17), Rgn-Knock%(25), SprDmnGrs-Rchg/Fiery Orb(29)
Level 4: Fire Breath -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(5), PstBls-Dmg/Rng(5), PstBls-Acc/Dmg/EndRdx(46), PstBls-Dam%(46), Bmbdmt-+FireDmg(48)
Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(7), Rct-ResDam%(7), Ksm-ToHit+(15)
Level 8: Seeds of Confusion -- MlsIll-Acc/Rchg(A), MlsIll-Acc/EndRdx(9), MlsIll-Conf/Rng(9), MlsIll-Acc/Conf/Rchg(17), MlsIll-Dam%(45), Ccp-Dam%(46)
Level 10: Fire Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(11), Dcm-Acc/Dmg/Rchg(11), Dcm-Acc/EndRdx/Rchg(13), Dcm-Dmg/Rchg(15), GldJvl-Dam%(50)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Mystic Flight -- WntGif-ResSlow(A)
Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(50)
Level 18: Vines -- UnbCns-EndRdx/Hold(A), UnbCns-Hold/Rchg(19), UnbCns-Acc/Hold/Rchg(19), UnbCns-Acc/Rchg(21), UnbCns-Dam%(21)
Level 20: Spirit Ward -- Prv-Absorb%(A)
Level 22: Spore Burst -- CaloftheS-Heal%(A)
Level 24: Hover -- LucoftheG-Def/Rchg+(A)
Level 26: Carrion Creepers -- Bmbdmt-Acc/Dam/Rech(A), Bmbdmt-+FireDmg(27), Artl-Acc/Dam/Rech(27), PstBls-Dam%(34), JvlVll-Dam%(37), TraoftheH-Dam%(40)
Level 28: Consume -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(31), Arm-Acc/Rchg(31), Arm-Dmg/EndRdx(43), Arm-Dam%(45)
Level 30: Rune of Protection -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31)
Level 32: Fly Trap -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-EndRdx/Dmg/Rchg(33), SlbAll-Build%(34), TchofLadG-%Dam(34)
Level 35: Blazing Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Dmg/EndRdx/Acc/Rchg(36), GldJvl-Dam%(36), StnoftheM-Dam%(37), Apc-Dam%(37)
Level 38: Blaze -- Apc-Dmg(A), Apc-Dmg/Rchg(39), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(40), GldJvl-Dam%(40)
Level 41: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(42), PstBls-Dmg/EndRdx(42), PstBls-Dam%(42), JvlVll-Dam%(43), Bmbdmt-+FireDmg(43)
Level 44: Fire Shield -- ResDam-I(A), HO:Ribo(45)
Level 47: Rain of Fire -- SprFrzBls-Acc/Dmg/Rchg(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(48), SprFrzBls-Dmg/EndRdx(48)
Level 49: Rise of the Phoenix -- OvrFrc-Dam/KB(A)
Level 1: Domination 
Level 1: Brawl -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(50)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 49: Quick Form 
Level 50: Musculature Radial Paragon 


If you are perma-dom, the contagious confusion proc isn't really useful, as bosses are hit in one go anyhow. The set is itself still useful if you are keeping your defense focus of course.


The only thing that stands out a bit in your slotting is the placement of the Ascendancy set, most especially the +damage proc. You won't get any mileage out of the proc here in a long cooldown power. I would prefer to see the set in strangler if you're keeping it all together. 


Also, muleing a purple set in Boxing seems like a waste. If you just want the bonuses, consider at least the sleep set in spore burst. Personally I would drop the dominating grasp set in Strangler entirely and make it Ascendancy, and swap Vines to Unbreakable Restraint. Redistribute extra boxing slots for extra fun elsewhere. The extra 6% S/L resist is not so meaningful at such low resist totals. This would be more attractive if you had an resist epic instead.


If considering against +4's, your build is really relying on Sleet for max hit chance in several powers (Roots, Seeds, Vines, Consume, Blazing Bolt, Blaze). That might be okay depending on your priority! 







Edited by Onlyasandwich
  • Thumbs Up 2
Link to comment
Share on other sites


  • Create New...