AcceptsCookies Posted yesterday at 12:40 AM Posted yesterday at 12:40 AM Looking at making a Plant Controller for a duo with my wife and I'm thinking of either /Marine or /Nature. Both fit the theme I have in mind. Which of the two of these is better, mechanically? I'm a bit out of the loop on the recent changes to Plant Control. What's worth taking/skipping these days? And just for comparison, are there other sets that might be worth considering as a better pairing? Not /Storm, though. I know it's quite strong, but it never really "clicked" with me.
Psyonico Posted yesterday at 01:15 AM Posted yesterday at 01:15 AM Marine probably edges nature out, but both are very solid. Marine has the advantage of being more offensive with White Cap, Tide Pool, and Shifting Tides 1 What this team needs is more Defenders
Uun Posted yesterday at 03:31 PM Posted yesterday at 03:31 PM The big changes to Plant Control: Duration of Seeds of Confusion reduced significantly and converted to Adaptive Recharge (recharge increases the more targets you hit). Not as good as it was but still a must take. Spirit Tree now has a taunt aura in addition to a regen aura. Dropping it in the middle of a spawn is a great opener and significantly reduces return fire. Has gone from skippable to a must take. Vines added a pulsing hold with a 60s duration in addition to the initial 15s hold. Also added minor DoT and 20% -dmg. More useful, but still on a 240s recharge. Greatly reduced Carrion Creepers ability to trigger procs. Can now trigger Containment. Not as good as it was but still a must take. Spore Burst upgraded to Deep Sleep. More useful, but doesn't play well with Carrion Creepers. Fly Trap damage resistance increased. Uuniverse
Heatstroke Posted 22 hours ago Posted 22 hours ago Ive done Plant/Dark and Plant/Storm. Going Plant/Marine this go round.
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