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Posted

Before patch it was seeds-drain-shockwave-cleanup-repeat.  Now seeds is less effective, tree and sleep more effective. Do you alternate?  Combine different powers?  Curious about strategies...

Posted

I've been using Spirit Tree as my opener, then using Seeds after the foes gather around it. Seeds has the same magnitude and target cap as before but a shorter duration so it may need to be refreshed if a fight goes on longer. The Adaptive Recharge allows it to be used effectively on small numbers of foes and have it come back quickly.

 

Carrion Creepers now procs less frequently, caused me to change to more traditional slotting. Now that I slot more recharge, it allows me to have it up all the time. The addition of the deep sleep mechanic to Spore Burst is useful, but I find that sleep still doesn't play well with Carrion Creepers. I use Spore Burst primarily to deal with adds or when a second spawn aggros. The new pulsing mechanic added to Vines (after the initial hold) makes it a useful tool for area control/denial. It's situational, but previously it wasn't in my build at all.

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  • 3 weeks later
Posted

I don't, it's easy for me, plants get nerfed, delete all my plants char and I can reuse the enhancements for another char or sell them and fund other builds. If devs undo the changes, then I'll roll more plants chars and lvl them up again. Not much more to do in game tbh and I've decided not to complain in forums, fed up (and I don't mean the OP in this very thread) of the army of nerf supporters who storm people's post saying "play it, I've played it and I don't dislike it so there's no way this is a bad change".

 

It applies for plants and any other nerfs that affect my gameplay significantly in ways I don't like it to be affected. 

Posted

Sport Burst is nice for a few free hits, but it won't last on the group you're focusing on. I was leery of opening with Spirit Tree at first, but it does a pretty good job of taking the alpha and causing mobs to clump up nicely for seeds. Seeds needs strong slotting to have a decent duration now, but once slotted, it gets the job done. They attack each other, you get more free hits, and mop up the easy quick XP. 

 

Once mobs are clumped up, AE Immob to keep them clumped up. 

 

Psychic Scream isn't my favorite power, but from 16-30, it's a serviceable AE attack to tag all the mobs you hit with Seeds. 

 

At low levels, soloing, I enjoy sending mobs flying with TK Thrust. Once I have decent number of slots in the midgame, I do tend to slap in a KB-to-KD.  Technically, I probably don't have to, because the AE immob should keep them in place, but I don't always time when the AE immob needs refreshing well.  Also, TK Thrust is smashing damage, which is nice to deal with various Psi-resistant mobs.  Mind Probe is still the bread-and-butter melee attack, though. 

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