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Dionysus Eleutherios (Plant/Dark) a Chronology


Argentae

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So after the great suggestions from my fellow Controller afficionados, I went with Plant/Dark for my new alt and Dionysus Eleutherios was born! 

 

I'll update the Chronology with more details as I move forward, but I soloed from 1 - 18 today with no real issues. The combo of Darkest Night + Tarpit + Roots + a couple purple insps works great to get rolling on the spawns in Perez.  Once you pick up SoC at lvl 8, it just becomes so much faster. 

 

I broke my usual pattern and picked up Howling Twilight early and have it 5 slotted by lvl 18 with 4 dmg Procs + the starting Dmg+Rech + Proc .

Nice. It's not up every spawn yet, but when it is, it hits hard, and adding a good AOE dmg power (Slotted with Procs Howling Twilight is 25' radius autohit mini-nuke) to the AOE attack chain works GREAT. Don't even have Creepers yet, and I'm running at X8 +2 on Troll missions.

 

Working very well, and as I know both sets well, it's easy to prioritize powers. I haven't really noodled the build all the way through, but my current work in progress is:

 

Spoiler

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Dionysus: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Darkness Affinity
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Strangler

  • (A) Unbreakable Constraint - Chance for Smashing Damage
  • (3) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (3) Gladiator's Javelin - Chance of Damage(Toxic)
  • (5) Gladiator's Net - Chance of Damage(Lethal)
  • (5) Neuronic Shutdown - Chance of Damage(Psionic)

Level 1: Twilight Grasp

  • (A) Numina's Convalesence - Heal/Endurance
  • (7) Numina's Convalesence - +Regeneration/+Recovery
  • (7) Numina's Convalesence - Heal

Level 2: Roots

  • (A) Superior Will of the Controller - Accuracy/Control Duration
  • (9) Superior Will of the Controller - Control Duration/Recharge
  • (9) Superior Will of the Controller - Endurance/Recharge
  • (11) Superior Will of the Controller - Accuracy/Control Duration/Endurance
  • (11) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
  • (13) Superior Will of the Controller - Recharge/Chance for Psionic Damage

Level 4: Darkest Night

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

Level 6: Tar Patch

  • (A) Recharge Reduction IO

Level 8: Seeds of Confusion

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

Level 10: Hover

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

Level 12: Fly

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

Level 14: Hasten

  • (A) Recharge Reduction IO
  • (21) Recharge Reduction IO

Level 16: Shadow Fall

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (21) Gladiator's Armor - TP Protection +3% Def (All)
  • (23) Luck of the Gambler - Defense
  • (23) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 18: Entangle

  • (A) Gladiator's Javelin - Chance of Damage(Toxic)
  • (25) Trap of the Hunter - Chance of Damage(Lethal)
  • (25) Apocalypse - Chance of Damage(Negative)

Level 20: Fade

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

Level 22: Carrion Creepers

  • (A) Bombardment - Accuracy/Damage/Recharge
  • (29) Bombardment - Chance for Fire Damage
  • (31) Trap of the Hunter - Chance of Damage(Lethal)
  • (31) Positron's Blast - Chance of Damage(Energy)
  • (31) Javelin Volley - Chance of Damage(Lethal)
  • (33) Artillery - Accuracy/Damage/Recharge

Level 24: Soul Absorption

  • (A) Preventive Medicine - Heal
  • (33) Preventive Medicine - Heal/Endurance
  • (33) Preventive Medicine - Endurance/RechargeTime
  • (34) Preventive Medicine - Heal/RechargeTime
  • (34) Preventive Medicine - Heal/RechargeTime/Endurance
  • (34) Preventive Medicine - Chance for +Absorb

Level 26: Fly Trap

  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (36) Expedient Reinforcement - Accuracy/Damage
  • (36) Expedient Reinforcement - Damage/Endurance
  • (36) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (37) Expedient Reinforcement - Endurance/Damage/Recharge
  • (37) Expedient Reinforcement - Resist Bonus Aura for Pets

Level 28: Howling Twilight

  • (A) Positron's Blast - Chance of Damage(Energy)
  • (37) Javelin Volley - Chance of Damage(Lethal)
  • (39) Bombardment - Chance for Fire Damage
  • (39) Ice Mistral's Torment - Chance for Cold Damage
  • (39) Recharge Reduction IO

Level 30: Dark Servant

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

Level 32: Spirit Tree

  • (A) Panacea - Endurance/Recharge
  • (42) Panacea - Heal
  • (43) Panacea - Heal/Recharge
  • (43) Panacea - Heal/Endurance/Recharge
  • (43) Panacea - +Hit Points/Endurance

Level 35: Dark Embrace

  • (A) Unbreakable Guard - +Max HP
  • (48) Resist Damage IO

Level 38: Dark Obliteration

  • (A) Ragnarok - Damage
  • (45) Ragnarok - Damage/Recharge
  • (45) Ragnarok - Damage/Recharge/Accuracy
  • (45) Ragnarok - Damage/Endurance
  • (46) Ragnarok - Recharge/Accuracy

Level 41: Maneuvers

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

Level 44: Soul Drain

  • (A) Armageddon - Damage
  • (46) Armageddon - Damage/Recharge
  • (46) Armageddon - Damage/Recharge/Accuracy
  • (48) Armageddon - Recharge/Accuracy
  • (48) Armageddon - Chance for Fire Damage

Level 47: Evasive Maneuvers

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

Level 49: Summon Seer

  • (A) Call to Arms - Endurance/Damage/Recharge
  • (50) Call to Arms - Accuracy/Damage/Recharge
  • (50) Call to Arms - Defense Bonus Aura for Pets
  • (50) Call to Arms - Accuracy/Damage

Level 1: Containment 


Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Swift
  • (A) Empty
Level 1: Hurdle
  • (A) Empty
Level 1: Health
  • (A) Empty
Level 1: Stamina
  • (A) Empty
Level 12: Afterburner 

------------

 

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Looks like a really solid build!

 

I like your plan of using Entangle with minimal slotting on a proc focus. The build has a really healthy recharge total as well, while still reaching range defense softcap, and also devoting good attention to a few proccable powers.

 

The only slight question I'd have is end. With fly off, you're running a 1.93/s surplus, which is on the line of sustainability. It will be hard to go all out without outside support from inspirations, team buffs, or incarnates, though you can certainly pace yourself and manage.

 

Since you're a bit over softcap, and not really meaningful close to incarnate softcap, I'd consider stealing a couple slots from one of the 6 slot ranged defense IO sets (probably the one in Fly Trap).  Good targets for these slots being: Health Uniques, a bit of extra stamina slotting, another recharge in HT, a ribo in Dark Embrace, Darkest Night extra slot for the Recharge bonus, Kismet (Soul drain is not perma, and +3's are not at capped hit chance without it up), Soulbound buildup proc in either Fly trap or Seer, Proc in Dark oblit, or resistance enhancement in Shadow fall.

 

Personally I'm not huge on Spirit tree, and would rather have my Panacea in health so its effect isn't so conditional. If it were my own build, I'd swap it for Vines and drop a 5 slot of the purple hold set. You're still only at 4 10% rech bonuses, so would benefit, and Vines is a nice button to have in your back pocket.

 

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Some great feedback, thanks!

 

I should have specified that I’m currently thinking Vigor for the alpha, so that’s what this build is based on.
 

What makes Plant/Dark different in my thoughts from my prior characters is having  LAYERS of mitigation rather than having a single perfect area or two. Strong Ranged Def + Good -ToHit. Really quite decent Damage resistance for several common damage types   + strong Regen. Both Spirit Tree and Soul Absorption together should be very effective. 

Alm of which is just backup to the “Wine of Madness” tm  (SoC) with Cognitive and Contagious Confusion. And a bunch of -Rech if I remember correctly.
 

I think I’m going to miss Rune of protection. I’ll probably lean on Clarity in the Destiny slot and carry a lot of Breakfrees until then. High Ranged Def should help there. 

 

If I do go Vigor for the Alpha the focus on healing will pay off (Spirit tree would generate +330ish% Regen added to Soul Absorption and Twilight Grasp on Dio and Fluffy.

 

That’s a lot of healing.
 

Vigor also largely solves the end use issue, especially with Soul Absorption on tap, and solves the Acc question as well.

 

I normally run with Panacea, Numina, and Miracle in Health for just that reason. But putting them in sets lets me get the set bonuses at the same time, which are considerable.

 

I never generally focus on healing as a goal, but here it’s one of the synergies. Soul Absorption is already amazing in a good team, add in the “Tree of Life” tm and it just gets BETTER. Any Regen based set will become a god if it lives in the melee. 
 

Might not work in real play terms, but I saw what a difference the Tree made with long term survivability (on Plant/Storm) without impacting my chain and it would leave Twilight Grasp in reserve as needed, should be dang effective. Preventative Medicine proc firing should make a great warning trigger to hit TG. Could certainly be off base, which is why I appreciate other perspectives! 🙂

 

All that said, I think you’re probably right about dropping Fly Trap to 4 and dropping one in Health and one in Stamina. :: chews lip ::
 

Really all your suggestions are spot on. Some I wrestled a bit with in getting to this point and many of them I may well implement. 
 

examples:

1. I normally run with the four pack of Dark Watcher in Darkest Night for exactly that reason, took it out for something I thought was more important than the 5% recharge with it where it was already.  Still not totally sold on it.

2.Have a Kismet +6 in the enhancement tray looking at me. 


Did not think of some of them like the Ribo in Dark Embrace.

 

Vines is a toss up, I did almost exactly that on Plant/Storm, scrounged up the slots to put a 5 pack of the purple hold set for exactly that reason. 

Here I’d maybe be tempted to pick up Black Hole instead as it can be single slotted and still be a nigh perfect panic button, to put a sudden spawn of adds on… Ahem… Hold. 
 

I agree that Spirit Tree is the piece that could change things the most in terms of swapping something… And by itself, it is anemic. As part of a healing stack though? 
 

Would also be a great benefit for ranged combatants, here, have +330ish Regen to tide you over while I focus on the spawn. Fly Trap, Fluffy, and Fortunata also tend to hang back during the Aloha strike and for some time, so they would benefit.
 

Sooooooo many options!  🙂
 

Edited by Argentae
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<Edited to add> Not sure why the spoiler tag is interacting weirdly with the build export from Mids. I reran the whole export and wrapped it the spoiler tags twice. I'm going to leave it for now as it's readable, just annoying. I've been typing too long as it is. 😛 </Edited to add>

 

Up to 27th soloing last night.

 

Build is working well. I'll include the lvl 27 version at the bottom for reference.

 

I'm not sure on the final build as some of the suggestions Onlyasandwich mentioned are even more impactful during leveling. I anticipate changing the initial rough draft above. 
I did drop a slot in both Health and Stamina to add the Numina unique (Panacea was there from lvl 10), and Perf Shifter +end and a SO +EndMod. I'll probably pick up the Perf Shifter +EndMod to get the +7.5 movement, because why not.

 

I should be clear that this lvl 27 leveling build isn't cheap if you're starting from nothing. I'm pulling catalyzed IOs from another build, so it really just costs a few unslotters and some email juggling. You would need to adapt if using just SOs, in particular Howling Twilight doesn't make a ton of sense this early in the build and 6 slotted if not using the procs.

 

I still haven't picked up Entangle for my second single target attack, and Strangler is still under slotted as I've built this SPECIFICALLY for AOE so I can solo +2 X8 effectively.

 

Tactics: 

 

In general, I'm alternating using Creepers and Howling Twilight on full +2 X8 spawns, though no bosses at this point.
Basic attack pattern:

 

I'm always running Hover and Shadow Fall, sometimes use Fly for stealth

 

1. Drop Tar pit so that the effect area of the patch is entirely around the corner, but just barely, when possible. 

2. I pop Fade and possibly 1 Purple insp, though the insp is not really necessary.

3. Fly out with Darkest Night targeted on a mob near the back of the spawn, Lt by pref. As soon as I get close enough DN triggers

4. Fly back around corner ASAP and peek around corner so I can watch the spawn run forward and clump up in Tar Pit without exposing myself to fire.

5. Just before the first mobs clear Tar Patch, I slide sideways to line up a good cone and hit them with the Wine of Madness (SoC it to them!).

6. Roots.

7. Either Creepers or Howling Twilight near center of spawn. Both if I just want to watch the whole spawn dissolve. Which is, admittedly, fun. 🙂

8. Refresh Tar Patch, Twilight Grasp as needed for myself and/or Audrey 2

9. Spam Roots as available and start using Strangler on the least damaged Lt or any mobs that slipped through.

10. Fling some more Wine of Madness.

11. Run in for a hefty Soul Absorption hit before the first bodies begin to disappear. If Audrey is looking ragged I'll pop SA sooner.

 

Note:

If Creepers is still around it tends to pop up and short stop the pull so the spawn will clump up prematurely. This is sub-optimal as I have to wait for Tar Patch to recharge which reduces the damage everything does, but I just run in and pop SoC where the spawn is, it's fine. Same thing can happen with Audrey, luckily she's pretty tough and generally survives until I get things under control and can use TG and SA as needed.

Spoiler

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 49 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Darkness Affinity
Power Pool: Flight
Power Pool: Speed

Hero Profile:
Level 1: Strangler

  • (A) Accuracy
  • (3) Gladiator's Javelin - Chance of Damage(Toxic)
  • (5) Ghost Widow's Embrace - Chance of Damage(Psionic)

Level 1: Twilight Grasp

  • (A) Accuracy

Level 2: Roots

  • (A) Positron's Blast - Accuracy/Damage
  • (3) Positron's Blast - Damage/Endurance
  • (5) Positron's Blast - Damage/Recharge
  • (7) Positron's Blast - Accuracy/Damage/Endurance
  • (13) Positron's Blast - Chance of Damage(Energy)

Level 4: Darkest Night

  • (A) Endurance Reduction

Level 6: Tar Patch

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

Level 8: Seeds of Confusion

  • (A) Malaise's Illusions - Accuracy/Recharge
  • (9) Malaise's Illusions - Endurance/Confused
  • (9) Malaise's Illusions - Accuracy/Endurance
  • (11) Malaise's Illusions - Confused/Range
  • (11) Malaise's Illusions - Accuracy/Confused/Recharge
  • (13) Malaise's Illusions - Chance of Damage(Psionic)

Level 10: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (15) Kismet - Accuracy +6%

Level 12: Fly

  • (A) Freebird - +Stealth

Level 14: Hasten

  • (A) Recharge Reduction
  • (15) Recharge Reduction

Level 16: Shadow Fall

  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (17) Steadfast Protection - Resistance/+Def 3%
  • (17) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 18: Howling Twilight

  • (A) Positron's Blast - Chance of Damage(Energy)
  • (19) Javelin Volley - Chance of Damage(Lethal)
  • (19) Ice Mistral's Torment - Chance for Cold Damage
  • (21) Impeded Swiftness - Chance of Damage(Smashing)
  • (21) Bombardment - Chance for Fire Damage
  • (27) Recharge Reduction

Level 20: Fade

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

Level 22: Carrion Creepers

  • (A) Accuracy
  • (25) Recharge Reduction
  • (25) Recharge Reduction
  • (27) Recharge Reduction

Level 24: Soul Absorption

  • (A) Recharge Reduction

Level 26: Fly Trap

  • (A) Accuracy

Level 28: [Empty] 


Level 30: [Empty] 
Level 32: [Empty] 
Level 35: [Empty] 
Level 38: [Empty] 
Level 41: [Empty] 
Level 44: [Empty] 
Level 47: [Empty] 
Level 49: [Empty] 
Level 1: Brawl

  • (A) Empty
Level 1: Containment 

Level 1: Sprint
  • (A) Empty
Spoiler

Level 2: Rest

  • (A) Empty
Spoiler

Level 1: Swift

  • (A) Empty
Spoiler

Level 1: Health

  • (A) Panacea - +Hit Points/Endurance
  • (23) Numina's Convalesence - +Regeneration/+Recovery
Spoiler

Level 1: Hurdle

  • (A) Empty
Spoiler

Level 1: Stamina

  • (A) Performance Shifter - Chance for +End
  • (23) Endurance Modification
Spoiler

Level 12: Afterburner 


------------

 

Edited by Argentae
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  • 2 weeks later

A couple of quick notes as I hit 44 this evening. I’ll post an updated build probably tomorrow.

 

If you use a DN pull into Tar Patch, which I recommend, it’s a huge benefit to slot two + range in DN. That puts the range out to about 100’ which often lets you trigger the pull on a mob on the far side of the spawn without Audrey and Fluffy aggroing prematurely.

 

I tried out using /Earth for a few levels, but the melee focus of Seismic Smash and need to be on the ground to use Fissure it just didn’t work well with my play style which focuses on Hover + Evasive Maneuvers for high mobility. 
 

Respec into Soul Mastery as originally planned. Dark Obliteration 4 slotted with 1 Acc, 1 Dmg, and 2 Dmg procs. Working very well as a follow up to Soul Drain. 
 

I might slot Dark Consumption as a proc based attack. Soul Drain is also a decent AOE attack so it makes for a pretty good chain. 
 

SoC->Roots->(Tar patch if not a pull into TP already) -> fly into center of spawn and Soul Drain-> Dark Oblit->Howling twilight -> Carrion Creepers if it’s up->Soul Absorption then back up and renew SoC. 
 

If pulling  into TP, place Tree close to the area of TP so when you and pets are in the scrum you have the additional regen. 
 

As expected Audrey, Fluffy, and Fortunata are a very good combo. Pop Fade before starting your attack on the spawn and they will probably all live through the full spawn. Audrey and Fluffy will generally join you in the melee scrum so they will get the benefit of Soul Absorption and Spirit Tree +regen, and fluffy hits Twilight Grasp frequently. Fortunata hangs back and picks off trouble mobs, watching your back. 
 

Still a bit of growth and tweaking to do, but overall an EXCELLENT combo.

 

I changed Soul Absorption from the Healing set to an Endmod set (Preemptive Optimization I think?) that was dead cheap, and provided both Range Def and some + global Rech. It’s a good set for SA as it has a lot of +Rech to bring SA back up quickly, and it completely eliminates any end cost worries till I get to incarnate solutions. 
 

I have been quite impressed at how durable Audrey and Fluffy are as a pair. Esp if you do a DN to TP pull so your DN and Fluffy’s DN stack. Charging into the middle of the melee is counter intuitive to my general play style, but it’s surprisingly not too bad. 

 

 

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So, the promised build update:

Spoiler

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Strangler

  • (A) Accuracy IO
  • (3) Gladiator's Javelin - Chance of Damage(Toxic)
  • (3) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (46) Empty
  • (46) Empty

Level 1: Twilight Grasp

  • (A) Healing IO

Level 2: Roots

  • (A) Positron's Blast - Accuracy/Damage
  • (7) Positron's Blast - Damage/Endurance
  • (7) Positron's Blast - Damage/Recharge
  • (9) Positron's Blast - Accuracy/Damage/Endurance
  • (9) Positron's Blast - Chance of Damage(Energy)
  • (46) Empty

Level 4: Darkest Night

  • (A) Range IO
  • (11) Range IO

Level 6: Tar Patch

  • (A) Recharge Reduction IO

Level 8: Seeds of Confusion

  • (A) Malaise's Illusions - Accuracy/Recharge
  • (11) Malaise's Illusions - Endurance/Confused
  • (13) Malaise's Illusions - Accuracy/Endurance
  • (13) Malaise's Illusions - Confused/Range
  • (15) Malaise's Illusions - Accuracy/Confused/Recharge
  • (15) Malaise's Illusions - Chance of Damage(Psionic)

Level 10: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (17) Kismet - Accuracy +6%

Level 12: Fly

  • (A) Freebird - +Stealth

Level 14: Hasten

  • (A) Recharge Reduction IO
  • (17) Recharge Reduction IO

Level 16: Shadow Fall

  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (19) Steadfast Protection - Resistance/+Def 3%
  • (19) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 18: Howling Twilight

  • (A) Positron's Blast - Chance of Damage(Energy)
  • (21) Javelin Volley - Chance of Damage(Lethal)
  • (21) Ice Mistral's Torment - Chance for Cold Damage
  • (23) Impeded Swiftness - Chance of Damage(Smashing)
  • (23) Bombardment - Chance for Fire Damage

Level 20: Fade

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

Level 22: Carrion Creepers

  • (A) Positron's Blast - Accuracy/Damage
  • (27) Positron's Blast - Damage/Endurance
  • (29) Positron's Blast - Damage/Recharge
  • (29) Positron's Blast - Accuracy/Damage/Endurance
  • (31) Positron's Blast - Chance of Damage(Energy)

Level 24: Soul Absorption

  • (A) Preemptive Optimization - Accuracy/Recharge
  • (31) Preemptive Optimization - EndMod/Endurance
  • (31) Preemptive Optimization - EndMod/Recharge
  • (33) Preemptive Optimization - EndMod/Accuracy/Endurance
  • (33) Preemptive Optimization - EndMod/Accuracy/Recharge
  • (33) Preemptive Optimization - EndMod/Endurance/Recharge

Level 26: Fly Trap

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

Level 28: Evasive Maneuvers

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

Level 30: Dark Servant

  • (A) Cloud Senses - Chance for Negative Energy Damage
  • (36) Cloud Senses - Accuracy/ToHitDebuff
  • (37) Cloud Senses - Accuracy/Endurance/Recharge
  • (37) Cloud Senses - ToHit Debuff/Endurance/Recharge
  • (37) Cloud Senses - Accuracy/Recharge
  • (39) Cloud Senses - ToHit Debuff

Level 32: Spirit Tree

  • (A) Preventive Medicine - Heal
  • (39) Preventive Medicine - Heal/Endurance
  • (39) Preventive Medicine - Endurance/RechargeTime
  • (40) Preventive Medicine - Heal/RechargeTime
  • (40) Preventive Medicine - Heal/RechargeTime/Endurance
  • (40) Preventive Medicine - Chance for +Absorb

Level 35: Dark Consumption

  • (A) Accuracy IO

Level 38: Dark Obliteration

  • (A) Accuracy IO
  • (42) Damage Increase IO
  • (42) Positron's Blast - Chance of Damage(Energy)
  • (42) Bombardment - Chance for Fire Damage

Level 41: Soul Drain

  • (A) Accuracy IO
  • (43) Recharge Reduction IO
  • (43) Recharge Reduction IO
  • (43) Recharge Reduction IO

Level 44: Summon Seer

  • (A) Expedient Reinforcement - Endurance/Damage/Recharge
  • (45) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (45) Expedient Reinforcement - Accuracy/Recharge
  • (45) Expedient Reinforcement - Damage/Endurance

Level 47: Vines

  • (A) Empty
  • (48) Empty
  • (48) Empty
  • (48) Empty
  • (50) Empty

Level 49: Entangle

  • (A) Empty
  • (50) Empty
  • (50) Empty

Level 1: Containment 


Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Swift
  • (A) Empty
Level 1: Hurdle
  • (A) Empty
Level 1: Health
  • (A) Panacea - +Hit Points/Endurance
  • (5) Numina's Convalesence - +Regeneration/+Recovery
Level 1: Stamina
  • (A) Performance Shifter - Chance for +End
  • (5) Endurance Modification
Level 12: Afterburner 

------------

 

I will probably shift slots around in the final a bit, I think Onlyasandwich is right about dropping two off Fly Trap and losing the extra +Range Def set bonus. Having it there on the way up totally makes sense though, as getting to high Range Def ASAP makes a TON of difference in how a Controller build plays. I've added some empty slots in areas where they will go as things fill out for things like the 6 pack of WotC in Roots and the 5 pack of Unbreakable Constraint. Pretty sure I'll swap Dark Embrace back in for Dark Consumption as originally planned, now that I've played with SA with a 6 pack of Preemptive Optimization in it, there is just no point to another End recovery, it simply isn't needed. 

 

I used one of my bellwether test missions for Controller builds as they come of age: Carnies. 

Just ran a +3 X8 Carnie radio mission at lvl 44 in PI and it was a romp. I needed to use probably 3 break free insps, but that was it. Seemed to me like the Fortunata (don't have a name for her yet, Fly Trap is the obvious "Audrey 2", and Dark Servant in dark green is "Swamp Noun", still pondering for Fortunata. "Eraser Head" seems mean) was REALLY effective. Not sure if her AI is targeting Illusionists or what, but subjectively she was kicking some serious Carnie butt. I think part of what made it work so well was the massive Recovery boost of SA with Preemptive Optimization in it. 

 

Arachnos... Was still a PITA. Blinded is just so hard to deal with without lots of yellows. Veridicane ate Arachnos for a snack because she has sooo many pseudo pets out there that being blinded was just an inconvenience. Just keep throwing Pseudo pets and Ice storm out and wait till the spawn was dead.

 

Preemptive Optimization in SA is a real find. When I say it's dirt cheap, I mean it's DIRT CHEAP. All recipes were going for peanuts and all six used exactly the same components none of which were rare. It pretty much maxes out the slotted rech (91.78 in Mids) gives you +3.75 Ranged Def and +3.75 global Rech. Might change it in the final build, but I get plenty of regen from SA + Spirit Tree as it is. Very rarely need to worry about touching TG, Fluffy does that for me. If I go Vigor as originally planned, ALL my healing will get better anyway. Anyway, I highly recommend it as slotting for SA on the way to incarnate.

 

Just realized I'm lacking a 5th LotG mule... I could probably drop Entangle? Useful for locking down an A/V though as well as a good single target damage power with procs in it.

Hmmm... Will ponder, but welcome any suggestions! 🙂
I was using Maneuvers originally, that's probably what I'd drop in. 

 

Darkest Night: 

I have used it with two range enh slotted before, and as mentioned above it really helps it's utility as a pulling tool once you have pets hanging around. On this build I think the -30% Dmg debuff is almost worth more than the -ToHit, just never really needed to slot it with my normal 4 pack of Dark Watcher. Don't see that changing from here as Incarnate is just around the corner.

 

Twilight Grasp:

I don't think I have ever one slotted a mainline heal like that before, might take a couple slots and add them to TG and put in a 3 pack of Touch of the Nictus.

 

 

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Dio dinged 50 last night and today I went through the initial end game respec and scavenging run through alts to pull together a full set of the sets needed. 

Currently running Vigor Total Radial Revamp in Alpha (Tier 3 Heal, Acc, Endred, Confuse) slot and  Reactive Total Radial Conversion (75% Moderate Fire Proc) in Interface slot. Might change Interface to Cognitive to maximize the Confusion, but the extra damage is probably more useful.

The build below is how he's currently configured on Excelsior, this may be almost the final build, though I might tweak things if I decide he needs more damage output.
Specifically I may change Carrion Creepers from the Posi Blast set to proc heavy configuration like Veridicane runs (was recommended on the Veridicane Plant/Storm Chronology thread, and works very well). 

 

I have an overabundance of +Acc, but for now I like it, it gives me a cushion for high def to hit mobs, or if I get tagged with a -ToHit debuff.

 

So how does it work?

Spectacularly well. My strongest Controller to date, even better than Veridicane. He may not do as well with A/Vs though, as he lacks the extra single target damage that /Storm brings to the table. Spirit Tree is a huge part of what makes it work so well. a CONSTANT +330 Regen aura that overlaps for +660 is an amazing safety net when you have multiple pets. If things get dicey just keep summoning the 5 pets (including Spirit Tree and Carrion Creepers) when they are up, Darkest Night on a central mob and everyone confused. Throw some heals if you get nervous, so far I almost never need to.  

 

I'm running at +4 X8 with no strain, barely notice the difference between having bosses turned on or off. Takes a small amount more time, but the Tripple Threat Pet corps does a good job chopping remaining bosses down, and if I did a good job clumping the spawn up, they go down fast beat to death by a LOT more Vegetative tentacles. Except Carnie Master Illusionists. Their phasing is annoying. I shift to single target Strangler <-> Entangle when I see them.


Recharge and key cooldown rates:
Sitting at 191.3 global recharge which puts me at .1 second shy of perma Hasten, perma Soul Absorption, 2 seconds short of perma Fade, perma Carrion Creepers, and Soul Drain is up every 68.4 seconds, so it's generally available every spawn. Howling Twilight with 5 damage procs in it is also available in just over 60 seconds (61.8), so also part of the every spawn attack chain. Fortunata is unavailable for 10 seconds if I'm paying attention.

 

Combat Plan Alpha: The Staged Ambush

 

The Triple Threat Pet Corps really works well together, Fluffy does a great job of debuffing the spawn and healing Fly Trap and Fortunata. Spirit Tree fully slotted with a 6 pack of Preventative Medicine helps all three of them stay on their feet surprisingly well. Starting with a Fade buff for the whole crew I can generally corner pull the +4 X8 spawn into a Tar Patch using Darkest Night with  Spirit Tree next to the Tar Patch center, and the pets will go around the corner and take the full alpha strike from the spawn with little trouble. I wait until the spawn is packed as tight as they are going to get, then zip around the corner (Hover + Evasive Maneuvers ROCKS) and hit them all in the teeth with the Wine of Madness (SoC) -> Roots -> zip into as close to the center of the melee as feasible (often popping up and then down to get into the center if there is a hole), -> If the spawn is not fully in the Tar Patch drop another Tar Patch at my feet (definitely sometime  before Howling Twilight) -> Soul Drain -> CC if it's up -> Dark Obliteration -> Roots -> Howling Twilight ->  Roots -> then start hitting bosses with Strangler and Entangle.

 

I will probably add additional Combat Plans to this post over time, I think it's a nice way to illustrate just how the build plays. 

 

It's very rare that I use Twilight Grasp myself, but it's strong when I need it as it's at +118% Heal and it recharges in about 2.5 seconds.

 

Odd things I do with slotting:

 

1. I 2 slotted DN with 2 Range IOs (100 ft), try it with these pets, you need the distance to do the attack sequence the way I describe.
 

2. I slot Tar Patch with 1 Slow IO to help with the clumping of the spawn, it recharges in about 27 seconds with my base recharge, and it's one of the first things in my prep for the pull, so it's generally back before I need it again without slotting it for recharge. I've tried slotting it for recharge, but while it does stack, the increased damage during the relatively short overlap is not as important as the stronger clumping effect and scatter containment of the Slow in my opinion.

 

I only get to CAST Carrion Creepers every other spawn, but it's always there. When I'm on a tough spawn, I can wait till CC is available to cast so it gets the boost from SA to make it really chew up tightly packed spawns quickly.

 

Ther synergy of these three pets + Spirit Tree together is amazing. Fortunata is like a psychic assault rifle especially when she gets in the melee and gets the End boost from SA. She burns through end like a poorly designed blaster and when I get them all in the melee ball for a good Soul Absorption hit they become nearly unkillable. It's pretty rare that I lose any of them, but if I do, it's usually Fluffy that goes down as he generally triggers first and hits the spawn with a heal and/or debuff. I suspect he's using Darkest Night as well which does a great job of holding aggro, it's hard to tell at times. Quick resummon and he's back in action though without the Fade +def and any Soul Absorption Regen to debuff the crap out of the spawn while I keep them confused and attacking their buddies while stuck in Tar covered in roots and constantly getting blasted by waves of dark forces and giant flailing vegetative tentacles. Seriously, keeping Spirit Tree up and overlapping when possible is incredibly impactful.

 

Speaking of Regen, if I get at least 5 hits on Soul Absorption, that puts me at about +430% regen and more end than I can use, then add in the Spirit Tree's +330% Regen and my regen from sets and I've been in fights where I'm regenerating up to 70 health a second, PLUS Fluffy is popping Twilight Grasp, and Panacea unique is doing it's periodic heal in the background. What really makes Dio TOUGH is the combo of all that regen with the ~45 Ranged Def ~ 40 Smash/Lethal Resistance, 47 Negative Nrg, 26 Psionic 22-23 Nrg/Fire/Cold and 15 Toxic combined with the -30 Dmg Buff of Darkest Night + nearly the same from Fluffy and a stack of -ToHit from various sources. 

Chances are VERY good the mobs are hitting each other. Anyone NOT hitting their buddy, has a devil of a time hitting me, and even if they hit me they generally hit like a weak kitten, and I'm generally regenerating health at between 30 and 70 per second plus healing.

 

Veridicane had trouble with the first mission in Glacia's TF/Signature Arc, she did it at +4 X8, but it was somewhat rough with beholder analogs etc. 
Dio? No real sweat. As long as I follow a normal attack pattern I walked through the mission at a nice steady pace, not much harder than a normal mission.

Arachnos? Same. Getting blinded still happens a bit, but, as long as I get wine in their face before I lose sight of them I can make it through pretty well. Let the pets take the alpha strike as normal and all goes well.
Carnies? Soul Absorption take most of the sting out of their end sapping death effect, just hang back a bit if end is getting low. 

Circle of Thorns? Don't make me laugh, I breeze through those mission.

Council? Boss Warwolves are annoying, but still not a real threat unless I let a boss close to melee with me without seeing him, and even them my pets generally have my back and I recover quick. Otherwise Council is pretty easy peasy as usual.

 

In his first outing in Incarnate content, I went in at +4 X8 with only the single incarnate level shift from the Tier 3 Alpha. It was more challenging than other content, but with good play and no TERRIBLE runs of bad luck it's totally playable. I have to be paying attention, but I can definitely play Ehpram Sha's missions (both Banished Pantheon and Knives of Vengence) at those settings, +4 X8 with bosses. With two more Incarnate level shifts to go, I'm quite sure it will become substantially easier. 

 

So yes, Dio is my most effective/powerful Controller yet. Don't have Judgement, Lore, or Destiny slotted yet and Hybrid is 51% unlocked, so he'll just get better. Next up is Clarion in Destiny so I can stop carrying a 4-5 pack of Emerge/Breakfree.  

 

So this is the current build. I would appreciate any feedback or suggestions, cost is no object as you can tell from the sets in use already. 🙂
 

Spoiler

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Strangler

  • (A) Gladiator's Net - Chance of Damage(Lethal)
  • (3) Gladiator's Javelin - Chance of Damage(Toxic)
  • (3) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (5) Unbreakable Constraint - Chance for Smashing Damage
  • (5) Neuronic Shutdown - Chance of Damage(Psionic)

Level 1: Twilight Grasp

  • (A) Touch of the Nictus - Healing/Absorb
  • (17) Touch of the Nictus - Healing/Absorb/Recharge
  • (34) Touch of the Nictus - Accuracy/Healing/Absorb

Level 2: Roots

  • (A) Superior Will of the Controller - Accuracy/Control Duration
  • (7) Superior Will of the Controller - Control Duration/Recharge
  • (7) Superior Will of the Controller - Endurance/Recharge
  • (9) Superior Will of the Controller - Accuracy/Control Duration/Endurance
  • (9) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
  • (11) Superior Will of the Controller - Recharge/Chance for Psionic Damage

Level 4: Darkest Night

  • (A) Range IO
  • (11) Range IO

Level 6: Tar Patch

  • (A) Recharge Reduction IO

Level 8: Seeds of Confusion

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

Level 10: Hover

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

Level 12: Fly

  • (A) Freebird - +Stealth

Level 14: Hasten

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

Level 16: Shadow Fall

  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (19) Steadfast Protection - Resistance/+Def 3%
  • (21) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 18: Howling Twilight

  • (A) Positron's Blast - Chance of Damage(Energy)
  • (21) Javelin Volley - Chance of Damage(Lethal)
  • (23) Ice Mistral's Torment - Chance for Cold Damage
  • (23) Impeded Swiftness - Chance of Damage(Smashing)
  • (25) Bombardment - Chance for Fire Damage

Level 20: Fade

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

Level 22: Carrion Creepers

  • (A) Positron's Blast - Accuracy/Damage
  • (29) Positron's Blast - Damage/Endurance
  • (29) Positron's Blast - Damage/Recharge
  • (31) Positron's Blast - Accuracy/Damage/Endurance
  • (31) Positron's Blast - Chance of Damage(Energy)

Level 24: Soul Absorption

  • (A) Panacea - Heal/Endurance
  • (31) Panacea - Endurance/Recharge
  • (33) Panacea - Heal/Recharge
  • (33) Panacea - Heal/Endurance/Recharge
  • (33) Panacea - Heal

Level 26: Fly Trap

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

Level 28: Evasive Maneuvers

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

Level 30: Dark Servant

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

Level 32: Spirit Tree

  • (A) Preventive Medicine - Heal
  • (39) Preventive Medicine - Heal/Endurance
  • (40) Preventive Medicine - Endurance/RechargeTime
  • (40) Preventive Medicine - Heal/RechargeTime
  • (40) Preventive Medicine - Heal/RechargeTime/Endurance
  • (42) Preventive Medicine - Chance for +Absorb

Level 35: Dark Embrace

  • (A) Unbreakable Guard - +Max HP

Level 38: Dark Obliteration

  • (A) Ragnarok - Damage
  • (42) Ragnarok - Damage/Recharge
  • (42) Ragnarok - Damage/Recharge/Accuracy
  • (43) Ragnarok - Recharge/Accuracy
  • (46) Ragnarok - Damage/Endurance

Level 41: Soul Drain

  • (A) Armageddon - Damage
  • (43) Armageddon - Damage/Recharge/Accuracy
  • (43) Armageddon - Damage/Recharge
  • (45) Armageddon - Damage/Endurance
  • (46) Armageddon - Chance for Fire Damage

Level 44: Summon Seer

  • (A) Expedient Reinforcement - Endurance/Damage/Recharge
  • (45) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (45) Expedient Reinforcement - Accuracy/Recharge
  • (46) Expedient Reinforcement - Damage/Endurance

Level 47: Vines

  • (A) Unbreakable Constraint - Hold
  • (48) Unbreakable Constraint - Hold/Recharge
  • (48) Unbreakable Constraint - Hold/Recharge/Accuracy
  • (48) Unbreakable Constraint - Recharge/Accuracy
  • (50) Unbreakable Constraint - Hold/Endurance

Level 49: Entangle

  • (A) Apocalypse - Chance of Damage(Negative)
  • (50) Gladiator's Javelin - Chance of Damage(Toxic)
  • (50) Trap of the Hunter - Chance of Damage(Lethal)

Level 1: Containment 


Level 1: Brawl

  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Swift
  • (A) Empty
Level 1: Hurdle
  • (A) Empty
Level 1: Health
  • (A) Panacea - +Hit Points/Endurance
Level 1: Stamina
  • (A) Performance Shifter - Chance for +End
Level 12: Afterburner 

Level 50: Vigor Radial Paragon 
Level 50: Reactive Total Radial Conversion 
------------

 

Edited by Argentae
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