Earth/Kinetics "Moving really fast rocks"
I don't think anyone should 3 slot accuracy, especially if they are IOs and are earth/. Earth/ can easily hit foes because of quicksand. I also, wouldn't suggest 2 slotting Speed Boost for end redux. It barely uses any endurance. I would slot it for end MOD and then I could skip transference and save a power. I don't understand why you are taking 6 powers related to travel (hasten, ss, IR, siphon speed, hover, fly), most of them won't do much good. You should also mention that stone cages has an accuracy penalty. Stalagmites is defnitely awesome. Earthquake and gases cannot be up all the time, so this fills in the gap. ID also gives +resistance which can be quite useful. Stone prison can be quite useful also, it is easier to immob larger targets and uses less endurance and has a higher accuracy. Slot siphon speed for some recharges also. 2 IOs is the most of any type you should put in anything unless it is the single most important power in your character.
I am not that thrilled by this guide.
First of all the slotting... The slotting suggestions for many powers are far from max efficiency even without looking at HOs and IOs (and 3-slotting for acc is only one point). I think it would be best to ignore the slotting suggestions altogether.
Concerning primary powers I would only object against the AoE immob since earth/ is not one of those sets that profit much from something like that, especially since it has this combination of Quicksand and Earthquake.
But now for the real problem: the part about kinetics.
Siphon Speed - How comes that the single most important part of this power is so often negected? It's nothing to use instead of or additional to SS, it's something you want to use every time it's up and stack it as many times as possible. Who doesn't love +20% recharge per buff? Together with Hasten this enables you to spam your best powers (and burn your endurance fast). And because you want to stack it anyway taking Hover is a good idea. Hover at the fly speed cap is probably the best combat maneuvarbility one can have.
Siphon Power - Instead of taking Fly and SS as travel powers you might probably want to keep this power for the late game. It's not only a buff, but also a debuff and -20% damage against a heavy-hitting opponent is nothing to sniff at.
And finally... Speed Boost - The OP says scrappers will bow to you. Don't believe it. In fact scrappers will be the first to reject it, because they have a tight attack chain anyway and the additional speed makes some of them (those with clumsy fingers or slow machines) overshoot their targets. Most others will love it, though. And please, don't just SB one or two team members but everybody who wants it. Use Numpad-keybinds if you like, but please do make it one of your primary objectives to keep everyone SBed. Few things are more annoying than a lackluster SB-buffer.
Your comment for IR says to 6 slot, 3 recharge, 3 jump. The slotting you show has 3 jump. Putting recharges in is, well, craziness, since it's perma out of the box. I wouldn't really advise 3-slotting IR either, unless you're going for a .75% HP bonus from an IO set.
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I am not that thrilled by this guide.
First of all the slotting... The slotting suggestions for many powers are far from max efficiency even without looking at HOs and IOs (and 3-slotting for acc is only one point). I think it would be best to ignore the slotting suggestions altogether.
Concerning primary powers I would only object against the AoE immob since earth/ is not one of those sets that profit much from something like that, especially since it has this combination of Quicksand and Earthquake.
But now for the real problem: the part about kinetics.
Siphon Speed - How comes that the single most important part of this power is so often negected? It's nothing to use instead of or additional to SS, it's something you want to use every time it's up and stack it as many times as possible. Who doesn't love +20% recharge per buff? Together with Hasten this enables you to spam your best powers (and burn your endurance fast). And because you want to stack it anyway taking Hover is a good idea. Hover at the fly speed cap is probably the best combat maneuvarbility one can have.
Siphon Power - Instead of taking Fly and SS as travel powers you might probably want to keep this power for the late game. It's not only a buff, but also a debuff and -20% damage against a heavy-hitting opponent is nothing to sniff at.
And finally... Speed Boost - The OP says scrappers will bow to you. Don't believe it. In fact scrappers will be the first to reject it, because they have a tight attack chain anyway and the additional speed makes some of them (those with clumsy fingers or slow machines) overshoot their targets. Most others will love it, though. And please, don't just SB one or two team members but everybody who wants it. Use Numpad-keybinds if you like, but please do make it one of your primary objectives to keep everyone SBed. Few things are more annoying than a lackluster SB-buffer.
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I have to disagree with hover. You can't use a lot of your powers in the air...some very important powers too. I sometimes die because I was trying to jump over a conveyor belt in the factory layout missions and couldn't activate stalagmites. Earth/ belongs on the ground.
I agree with some of the criticism of this guide. I can't agree with a lot of the slotting. Take a look in my guide to see my alternative slotting for Earth powers. For example, slotting Fossilize for 3 Acc is excessive. Fossilize already has a bonus to accuracy, and when you add the fact that you are often using Fossilize on targets who already have the defense debuffed, most of that accuracy buff is wasted in the 95% accuracy cap. Two is plenty, and even that may not be badly needed.
I have to disagree with the previous poster though, when he says:
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I have to disagree with hover. You can't use a lot of your powers in the air...some very important powers too. I sometimes die because I was trying to jump over a conveyor belt in the factory layout missions and couldn't activate stalagmites. Earth/ belongs on the ground.
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The ONLY power in the Earth set that must be set off while on the ground is Stalagmites. Every other power can be blasted from the air. I had my Earth/Rad take Air Superiority and Fly, and thought it worked great. I pretty much stayed on the ground for fights unless there was a lot of knockback . . . and then I would fire off Stalagmites before launching into the air.
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Hello, welcome to Moving Dem Rocks!". this guide is designed to provide any player (noob or experienced) to try out this fun and almost too comfortable build. I will discuss the pro's and of course the Con's. Aswell as some basic tactics with power's i like to call the "set it and forget it's" Onward!:












, great to free someone of a nice hold but really not needed per say.



+
Stone Prison:
This is you single target Immoilize - fly -def, typical rooting here. Althought the damage is pretty good giving the containment rule, I would hardly ever use it, in fact I skipped it, and still don't miss it.
Rating:
slotting: If you still got it regardless of my guide good luck cuz I wouldnt even bother slotting.
Fossilize:
This is your foe HOLD much resembling a foe captured in a peanut. Either way this will be your most clicked power along with transfusion in the entire set...get it.
Rating:
Slotting: I six slotted it (for maximum hold) and of course accuracy. three holds, three accs. simple and effective.
Stone Cages:
This is simple, imagine if you will stone prison except hitting multiple enemies... enough said. Get it amd get it fast you will be using this just as much as fossilize. (group immobile duh.)
Rating:
Slotting: it has decent accuracy even without many slots. I have it three slotted. two accs, one end redux. but feel free to make your own slotting preference just dont waste more than two slots.
Quicksand:
Now at first glance you see quicksand, and tarpatch comes to mind...well for me atleast. Either way it is no way like that tar-ry goodness we have all come to love. Yet it does provide enough slow effect to keep the mob's in your group holds. Plant this bad boy on the floor and pray the enemy doesnt have tp.
Rating:
Slotting: Although I havent really slotted it out, it honestly doesnt need that much attention. (it recharges before its used up) so you can stack sands. I would say two slot it at most.
Salt Crystals:
Ah the fabled group sleep that all trollers get and all trollers hate getting. While many may find a way to make this power useful, I don't see why one would bother with over zealous blasters and aoe based tanks. See its great to make everyone go to sleep, but if your new to this, you will soon realize that it only works IF THE MOB IS NOT ATTACKED. Useful? in my opinion no, considering pass lvl thirty-two you should be shredding through mobs. And even in early teams you will find yourself more annoyed that you took this power.
Rating:
Slotting: easily skippable. but hey if you took it, six slot it, three sleeps, three recharges.
Stalagmites:
At this point its still early into the game ( a lvl 10 power), so a group disorient doesnt seem so bad. In fact i have friends that use the power, of course I usually find a tank for my team or atleast a scrapper so teams usually eat through the mobs. I skipped it and wont bother getting. It has a nice animation but not for me
Rating:
Slotting: ---
Earthquake:
Here it is finally!. Your group aoe hold/knockdown(there is a difference from knockback), And you might aswell consider this a "set it and forget it". Plant this bad boy on the floor and watch em flop around like some good ol' fish.
Rating:
Slotting: six slot it. three recharges, three knockdowns.
Volcanic Gases:
Welcome traveler, I see you made it this far. This power is of course : a set it and forget it. Your bonafide group hold. set this bad boy down and watch em choke, like to your mild appeasement. you might consider combining this with the quake and watch em choke and flop. quite a sight.
Rating:
Slotting: six it, recharge and holds (3 of each of course)
Animate Stone:
You have lived to see this moment your own Slate Face!TM. honestly one could cry. guess what this guy does?. thats right a rocky tank. that you can even buff. Again its not the hard to understand, this guy will take the damage you instinctively put him through and he is aswell a set it and forget type himself. Unfortunately he will only get four stars as he tends like most minions to agro mobs not needed agroed. Nevertheless he is going to be your friend till the end.
Rating:
Slotting: six it. three damage, three recharges.
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Kinetics : welcome to the beautiful world of "kins". Its a wonderful place to be and to the experienced "juicer" one can buff whole teams in a simple click, and rob all endurance of a mob with a simple motion of "teh finger."
Tranfusion: This is the heal that comes with this set. Now don't worry your not a healer noones forcing you to. but if you wish you can heal your teammates and laugh at your fos as they flop around chocking on gases. Careful though this heal comes at the expense of any ONE foe in a mob. The foe hit with transfusion is made into what i like to call a healing Node. Tanks love this power as it will always be at a close target. (if you know what your doing). blaster hate it as you have to be close to said ONE foe in the mob. And you will learn to hate this power early on due the fact that it misses frequently, and yet the heal is soo powerful. Double edged sword and all that.
Rating:
Slotting: six it up, three heals, three accs.
Siphon Power:
A decent power and fun to pick up real early. Think of it as a group dmg buff. Of course yet again at the expense of ONE foe. Just stand near your teammates and hope you hit the foe. all around will be buffed with some decent dmg.
Now don't get me wrong i used this power up to lvl 38 , I respeced outta of it for Fulcrum shift.
Rating:
Slotting: maybe two slots are enough. Honestly two accs and you should be fine. Keep in mind you will be respecing outta of it.
Repel:
yeap I typed it... I almost vomited but I managed to type it. Ever since I first saw this power. (I was a tank at the time), I hate it. Heres why!. You create a forcefield around yourself pushing all those nasty foes away from you. Now its quite obvious why most people hate this power. Along with Tornado I rather have my stay right where they are locked and held. In a nice deathball. Im sure many have found this power useful I have not.
Rating:
Slotting ---
Siphon Speed:
Look what we have here junior, I make miself move faster!. Yes your very first makeshift travel power. In other words super speed. nice right?...eh maybe. see like the other mainstream powers in kinetics, it has to hit. Although you might think that sucks, be glad to know that ANY yes boy any For of ANY lvl will do. Yes you can get a speed boost from even grey's.
Rating:
Slotting: to say I never used this power would be a lie. I still use it and let it stack with SS(super speed). Keep yourself from getting angry though and three slot it for accuracy.
Increase Density:
Think Clear Mind from the Defender empathy set. Still cant figure it out?. Allow me to explain. Negates all hold, immobiles, sleep, and or enemy teleportation. Nice for PVP but it is indeed weaker than an Empathy's clear mind. And yes I skipped it. Never have a problem seeing as again I roll with a tank as much as I can. Oh it also has a minor resistance to smashing and energy dmg.. not too much.
Rating:
Slotting: ---
Speed Boost:
Ah yes, "Teh Juice". A rock tank will call you god, and scrappers will bow to you. Yes it changes battles that well. You increase you teammates, speed, recharge, and endurance recovery, with this power. and even better its recharge is very fast. and cost nothing to use. it almost feels like your cheating. Yes you will get those screams ot tells of SB, SB, SB!. but well worth it as teams will literally shred through missions.
Rating:
Slotting: honestly?, I two slotted this power and thats due to the fact that I had nothing else I really needed slotted. two end redux.
Inertial Reduction:
This power is indeed convenient. Think group Super jump. Thats right you provide your team aswell as yourself, the ability to jump great distances. While many skip this power as by this late in the game you should have a travel power. I didnt as I enjoyed using this with my super speed to provide very efficient travelling.
Rating:
Slotting: six slot it. Three Jump increases, three recharges.
Transference:
Now were playing with fire. The good kinfd of fire that makes teams smile. You drain a selected foe's end providing any near the target to be fully replenished of endurance. This power is a must. tanks and scrapper will thank you. skipping this power would be stupid.
Rating:
Slotting: Six it. three endurance mods, and of course three accs.
Fulcrum shift:
Dear god, This cant be. Think siphon power except ten times as strong (giving the stacking...yes it stacks). Target a foe and he and all his nasty friends near him will provide the team with a huge boost of Dmg. And yes it is huge. This is why you will respec out of siphon power. be happy.
Rating:
slotting: six it. three accs, three recharges.
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And now the list :
1) Transfusion - ACC (3), HEAL(3)
(01) Fossilize- HOLD (3), ACC (3)
(02) Stone Cages - ACC (2), ENDREDUX (1)
(04) Siphon Power- ACC(3) or 2
(06) Hasten - RECHARGE (3)
(08) Quicksand- ENDREDUX (2)
(10) Siphon Speed- ACC (3)
(12) Swift- ---
(14) Super Speed- Should be obvious, SPEED (3)
(16) Health- ---
(18) Earthquake- KNOCKBACK (3), RECHARGE (3)
(20) Speed Boost- ENDredux (2)
(22) Stamina- ENDMOD( 4)
(24) Hover--- ---
(26) Volcanic Gasses- HOLD (3), RECHARGE (3)
(28) Inertial Reduction- JUMP (3)
(30) Fly- FLY(3)
(32) Animate Stone- DAMAGE (3), RECHARGE ( 3)
(35) Transference - ENDMOD (3), ACC (3).
(38) Fulcrum Shift- ACC (3), RECHARGE (3)
(41) Indomitable Will
(44) Mind Over Body
(47) Psionic Tornado
Now notice How I took psionic mastery you don't have to if you don't want. Just preference really. hell you don't even need fly. I just prefer it. (sometimes you just wanna soar.).
And as for Stamina at 22, you can get it at 20 if you want, i picked it at 22 as SB made a big difference. and at the time stam wasnt needed for me. either way keep either one close.
Conclusion:
While I find it easy to control with this build some may not and maybe some will. Regardless it has been done for 50 lvls and I have enjoyed tons of deathless teams. For the new comers to speed boost. Just pace yourself and keep that tank "Sbed". if not tank is present Sb that scrapper. Kinetics is rather nice to have on a team and noone will hate you for the buffs and heals. Make sure you remember to set it and forget it. and while your fish are flopping, throw in a heal or two. With enough practice moving rocks will be as easy as shooting flopping fish.
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