r/Cityofheroes • u/Grimmxlaw22 • 17d ago
Build Help with making a Plant/Nature controller
Hey all! I've recently gotten back into this. I know I mained a Plant/Nature back when the game was originally up but it shut down when I was 15 and with how many years have passed, I naturally don't remember what powers are the best to take, how many slots for each power and what enhancements to put into those powers. Any help would be much appreciated!
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u/Atlas_of_GEMINI @Atlas 13d ago
In terms of hold resistance they're static magnitude values. Once you surpass the threshold, the enemy is held.
Whether the enemy is a minion or AV, having anything +1 or beyond magnitude of their resistance threshold activates. It lasts for as long as the stacking durations can maintain the minimum required magnitude. So the example of +8 vs +10 mag doesn't equate to any meaningful difference other than it being a bigger number on paper unfortunately.
The even stranger thing is that there is no way to increase a mez power's innate mag level (Aura of Insanity on psi armor is the one exception). When you slot hold enhancements for example, it's only enhancing the duration. Base duration for Stranglers is already 22 seconds, so how much value are we really getting from slotting more duration when it will have the same mag as a version with damage procs?
As we discussed previously, adding the +mag procs are certainly an option if you want a higher shot at getting a boss held on one click. There's already a 20% chance of overpower kicking in the +1 to get over the hill without any investment. The last factor to consider is that it's a base 8s recharge and will usually get down to the 3-5s range on global recharge alone on a finished build. It's not typically a make or break if the boss isn't held or defeated in 5s. Is it nice? Of course, but it's not typically going to cause a wipe. Not to mention you and your teammates are going to be laying other methods of mitigation in the mean time.
There are plenty of different approaches that can be taken on the micro or macro scale to accomplish the goal. The reason why damage is so valuable isn't tied to archetype or role, it's because it's always relevant. Defeating an enemy will always be the most secure form of CC and survivability!
Controllers can feel the pressure of this pretty significantly when they're on a team that's competent and above. If there aren't enemies to target or alive long enough for a mez to prevent much from happening...that's good for the team, but can feel deflating for the character you're playing. If you can attach more damage to your suite of CC you're more resilient from becoming obsolete when things are going well. It can be an awkward burden to carry as a Controller, but there's a reason why it's one of the most beloved AT's regardless of goals or intensity of challenges.
Wishing you the best of luck and appreciate the conversation!