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Plant/Psi - Fire, 33% to all defenses, perma-hasten-ish, no incarnates.


Sovera

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Edit: some changes were in order.

 

So, as a newbie to the whole attuned and catalyzed gear I only now finally 'got' that attuned means the set *bonus* will keep on working even if exemplared, while catalyzed means that we can level up the IOs up to five times and their *stats* get better. An ACC/DMG IO +5 is as good as a regular ACC/DMG HAMI, for example.

 

Drain Psyche being frankenslotted and having no set bonus to worry about marries itself very well with catalyzed IOs. The new stats it boasts with +5 are a thing of beauty (-950% regen quasi or perma on AVs, and 190% endurance recovery with just one target at the tune of 6.22% per second , keeping in mind that Stamina's endurance recovery would be 50% if it was triple slotted, with a total of 408% regen, which with accolades makes 22HP per second, all with just one target. With ten targets we regen 108 HP per second) but hardly necessary, it anything they will be the last thing I will upgrade.

 

I previously had the Ascendency of the Dominator on the ST hold, but after some reading the proc is actually rather nice as long as we spam the power. It stacks and ignores PPM, and can be as high as 60% damage to all powers though a steady 40% is more common. I realized that I don't spam Strangler during regular play (where I am rather spamming AoEs). I am hardly ever doing single target damage and if I am then I am surrounded by a team, where if I am soloing or in regular play what I am usually doing is throwing AoEs, as I mentioned. With this Roots goes from 74 damage (Pines numbers, used as a metric in this case) to 37 damage, but this is made up by the proc IMO since its damage for *all* attacks.

 

This opened a gap in the defenses so I had to slot Winter's Bite to cover for it. Winter's Bite is expensive, but it's offset by no longer slotting the Coersive Persuasion purples in Seeds of Confusion for Malaise's Illusions.

 

It's not all bad, since Strangler can/should be part of the ST chain and now it has damage slotted in. Strangler has a glacial animation though, so we are not going to win prizes on our ST damage based on our three ST attacks only, on the other hand Rain of Fire will be ticking, Carrion Crawlers will be ticking, Fly Trap will be munching, Fireball can replace Stranglers when it's up, so we do not depend solely on those three attacks to perform.

 

And now back to the show!

 

 

 

After a bit of testing, who knew that something that can regenerate to full in 12 seconds would be hard to kill? *surprisedpikachumeme.jpg*

 

 

So, there is nothing ground breaking in this build but it works, and so well I ran out of mobs to test in the farm map which made me stop and consider it done (for now). If anything I would just try to pare down the cost of it since I went ham grabbing all the things without a care to the cost involved.  I am also not 100% satisfied with the ST chain (Fireball, Psi Lance, Subdue. Psi Lance in particular is waiting for the patch to become instant and until then will be of low use with the near five second activation since no high ToHit is slotted. Until that happens possibly take Mental Blast and then respec) though I feel there are usually other things to click that should keep us busy. But, it is something to work on as I gain more experience with the build.

 

This is supposed to be a good-for-all-content which is why I have some odd slotting here and there. There is no actual need to slot endurance modification in Drain Psyche if we are just farming since we tend to be saturated anyway, but, if I'm in a party and we are killing a single AV, then I would like to make my endurance something I am not even aware that it exists.

 

The damage is still mostly confused mobs hitting each other, but Roots is slotted for damage, Fireball was picked for the quick recharge so we are not twiddling our thumbs and  Rain of Fire marries itself *very* well with Roots being spammed, which is an AoE filler anyway (the CC lasts for 24 seconds (not counting domination) but the actual damage ticks only happen for the initial five ish seconds).

 

Part of the 'good for everything' tag is wanting to be extra durable, hence the 33% defense. Munch on a small purple and be softcapped (best munch on two while doing incarnate business) which goes very very well with our regen (IF we have hit 10 mobs with Drain Psyche we reach the regen cap and go from zero to full in twelve seconds at the beat of 98 HP per second) albeit with just one enemy we only regenerate 20 HP per second (one minute from zero to full). This is without +HP accolades and the character certainly deserves picking those up.

 

The character is *great* for soloing and teams. Seeds of Confusion hurry things up and keeps everyone safe both in solo and in teams, there is a lot of AoE, again good for solo and AoE, and if we are in a team and Drain Psyche slap an AV it gets a perma/near perma -890% regen on it which will be *definitely* appreciated.

 

 

Perma/near perma Drain Psyche and Hasten leaves it to Carrion Crawlers to proc Force Feedback and finish shaving the last seconds. They are lazy pseudo-pets though, but they do proc Force Feedback (tested).

 

 

I have not picked Incarnates since I have not played with that content. We do not need endurance, do not need defense (sort of, for incarnate business more is not bad), do not need mez defense since we have Domination, do not need recharge. So I guess we just want moar damage, MOAR!! Or not. More veteran dominators who wish to chime in please do so.

 

 

 

Things that help the build:

 

- How to have both Hasten and Domination fire off automatically: 

 

- Auto target Rain of Fire/Carrion Crawlers: /bind <key> "$$powexec_location target Rain of fire$$"

 

- Auto combine insps into purples (peruse the reddit link for more info): w "+forward$$pow_exec_auto hasten$$inspcombine catch_a_breath luck$$inspcombine focused_rage good_luck$$inspcombine keen_insight good_luck$$inspcombine dramatic_improvement good_luck$$inspcombine rugged good_luck$$bind_load_file_silent c:\games\CoH\binds\Forward2.txt" and w "+forward$$pow_exec_auto domination$$inspcombine take_a_breather good_luck$$inspcombine insight luck$$inspcombine enrage luck$$inspcombine respite luck$$inspcombine sturdy luck$$inspcombine break_free luck$$inspcombine awaken luck$$bind_load_file_silent c:\games\CoH\binds\Forward.txt"

 

(The combining bind can be tweaked to leave greens alone, or reds, just remove the inspirations from it you'd like to keep. OR set the bind to combine when pressed instead of having it be done automatically)

 

- Bind to eat a green, any green, no matter where it is in the tray: /bind <key> "inspexecname resurgence$$inspexecname dramatic_improvement$$inspexecname respite"

 

- Bind to eat a purple, any purple, no matter where it is in the tray also: /bind <key> "inspexecname phenomenal_luck$$inspexecname good_luck$$inspexecname luck"

 

 

 

The build:

 

 

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I love reading builds and yours looks very nice.  I have started building a plant/psi dominator and came across the following build from the archive of the old forum.  It looks like it would be a bit cheaper to build (no purple sets) but I would love your feedback as to where your build beats it out.

 

Villain Plan by Mids' Villain Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Plant Masters: Level 50 Magic Dominator

Primary Power Set: Plant Control

Secondary Power Set: Psionic Assault

Power Pool: Speed

Power Pool: Fighting

Power Pool: Leaping

Power Pool: Leadership

Ancillary Pool: Ice Mastery

 

Villain Profile:

Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5)

Level 1: Psionic Dart -- Dvs-Acc/Dmg(A), Dvs-Dmg/Rchg(7), Dvs-Acc/Dmg/Rchg(7), Dvs-Acc/Dmg/EndRdx/Rchg(9)

Level 2: Mind Probe -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(11)

Level 4: Telekinetic Thrust -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(13), KntCmb-Dmg/Rchg(13), KntCmb-Dmg/EndRdx/Rchg(15)

Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15)

Level 8: Seeds of Confusion -- MlsIll-Acc/Rchg(A), MlsIll-EndRdx/Conf(17), MlsIll-Acc/EndRdx(17), MlsIll-Acc/Conf/Rchg(19), MlsIll-Conf/Rng(19), MlsIll-Dam%(21)

Level 10: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(21), KntCmb-Dmg/Rchg(23), KntCmb-Dmg/EndRdx/Rchg(23)

Level 12: Combat Jumping -- LucoftheG-Rchg+(A)

Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(25), Empty(25), Empty(27)

Level 16: Psychic Scream -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(27), PstBls-Dmg/Rchg(29), PstBls-Dmg/Rng(29), PstBls-Acc/Dmg/EndRdx(31)

Level 18: Vines -- BslGaz-Acc/Hold(A), BslGaz-EndRdx/Rchg/Hold(31), BslGaz-Rchg/Hold(31), BslGaz-Acc/EndRdx/Rchg/Hold(33)

Level 20: Drain Psyche -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/EndRdx/Rchg(33), DctWnd-Heal/Rchg(33), DctWnd-Heal(34), DctWnd-Rchg(34), Empty(50)

Level 22: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(34), LucoftheG-Def(36)

Level 24: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36)

Level 26: Carrion Creepers -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(37), SprAscoft-EndRdx/Rchg(37), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(37), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(39), SprAscoft-Rchg/+Dmg%(39)

Level 28: Subdue -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(39), Dvs-Acc/Dmg/Rchg(40), Dvs-Acc/Dmg/EndRdx/Rchg(40)

Level 30: Assault -- EndRdx-I(A)

Level 32: Fly Trap -- CaltoArm-Acc/Dmg(A), CaltoArm-Dmg/EndRdx(40), CaltoArm-Acc/Dmg/Rchg(42), CaltoArm-EndRdx/Dmg/Rchg(42)

Level 35: Psionic Lance -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(42), StnoftheM-Dam%(43), StnoftheM-Dmg/ActRdx/Rchg(43), StnoftheM-Dmg/EndRdx/Rchg(43)

Level 38: Psychic Shockwave -- Obl-Dmg(A), Obl-%Dam(45), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(46)

Level 41: Sleet -- PstBls-Dam%(A), ImpSwf-Dam%(46), TchofLadG-%Dam(46), TchofLadG-DefDeb/EndRdx(48)

Level 44: Frozen Armor -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def(48)

Level 47: Tactics -- HO:Membr(A)

Level 49: Vengeance -- LucoftheG-Rchg+(A)

Level 1: Brawl -- Empty(A)

Level 1: Domination

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 -- Empty(A)

Level 2: Health -- Empty(A)

Level 2: Hurdle -- Empty(A)

Level 2: Stamina -- Empty(A)

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

 

 

 

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It's most definitely cheaper :D From what I am seeing as I play I can usually buy one enhance a day which means it might still be two or three weeks to get it all, but I don't need it day one of reaching level 50.

 

I feel you have underslotted yourself a fair bit though. The Positrons I usually replace damage/endurance for the proc. Damage is still overcapped and we get a bit more boom from the proc.

 

Drain psyche needs... accuracy. Yep. I had it like yours at first and realized I was missing when I used it, which was baaaaaad as I relied on it for my endurance. That's why I frankenslotted it as I did.

 

Find a slot for the -res proc of Achiles Heel in Sleet, IMO. You're missing out on Ice Storm too. To be honest I hardly ever use Psychic Shockwave myself. I have a lot to spam and don't feel the need to be in melee range to do so, so it just serves as a mule set. In your case I *might* advocate, to the cries of horror from more veteran doms, to replace it for Ice Storm.

 

You have no travel power. Which you know, I'm sure. Tactics serves little purpose being underslotted and not muling something like Vengeance does. You could take it out and replace for Super Speed or Super jump.

 

Now, the Ascendency of the Dominator proc is apparently a good power-up averaging 40% damage to all powers with brief 60% spikes as long as we keep on spamming it. Carrion Crawlers is *possibly* a good place for it since its a fire and forget pet, though it's also a bit lazy. I am loathe to let go of the +recharge and -res proc myself.

 

You have S/L overcapped. What I mean is, it's too much for PvE (too much being a relative term, we have no resistance against defense debuffs, so if we have a buffer of defense even if we are it lowered we are still at the softcap), and it's too little for incarnate stuff. Which means you will eat a small purple to cap yourself, which means you will be overcapped for incarnate stuff (again, relative term). You can remove the Kinetic Combat slots from Boxing and drop to 46%, still softcap defense for normal PvE, and with the 12.5% of a small purple you reach 58.7%... being that the softcap for incarnate missions is 59% (someone correct me if I misremember). Now with the floating slots your build currently has plus the ones you've freed from Kinetic Combat you can consolidate your other powers (psi lance, for example, has rrrreally low accuracy). You can re-check the original post above since I'm going to update it now with some refinements regarding frankenslotting powers.

 

You can remove all the slots from another Kinetic Combat mule and toss four into Tough with Unbreakable Guard and one in your psychic shockwave to complete the set. You keep your S/L softcap (45.9%), beef up Tough *and* slot a 7.5% HP unique, while also beefing up Psychic shockwave a little more at the cost of a mule set, unless you actually use the power.

 

 

The way I'm seeing as I play Strangler, Subdue and Mental Blast recharge before the animations have finished, which makes Strangler not being slotted for damage a bad thing. I'm going to wait until the patch lands and I have Psi Lance to see how the ST chain works out, but I do spend precious little time STing anything.

 

 

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