Best Secondary for Earth?


armylife1124

 

Posted

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Originally Posted by Thorm View Post
Also you can use earth cages (single and group targetted) for their -KB and let loose with tornado & LS if you so want (I also find it easier to hurricane caged ennemies when they can't run due to the immob and can't be KB'd because of the -KB, just the smooth repel & -to hit for easy mode hurricane), just remember they'll also negate EQ & FR's KD.
Cages won't negate the KB from Tornado. Tornado's KB is pretty beastly. i've seen it toss around double-caged minions with ease. It does seem to minimize KB distance, tho'.

Still, Earth/Storm is a GODLIKE combo, and one of the tightest synergies you'll find among controllers.


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Posted

Quote:
Originally Posted by MaHaBone23 View Post
Cages won't negate the KB from Tornado. Tornado's KB is pretty beastly. i've seen it toss around double-caged minions with ease. It does seem to minimize KB distance, tho'.
Oh they do.
-KB only lasts 10s though (edit: actually, might be 12s, still much shorter than the immob part), and not the whole cages duration.
So reapply often enough (especially if you use long activation powers and or risk getting controlled).


 

Posted

Quote:
Originally Posted by MaHaBone23 View Post
Cages won't negate the KB from Tornado. Tornado's KB is pretty beastly. i've seen it toss around double-caged minions with ease. It does seem to minimize KB distance, tho'.

Still, Earth/Storm is a GODLIKE combo, and one of the tightest synergies you'll find among controllers.
As Thorm said, Stone Cages has -knockback only for 12 seconds, even though the Immobilize works longer. If you want to keep foes in place for Tornado, you need to keep re-applying Stone Cages in less than 12 seconds.

Knowing that the -knockback only lasts 12 sec can be useful. You can throw down Stone Cages, wait your 12 seconds and then use Freezing Rain and/or Earthquake for the knockdown effect while the foes are still immobilized. This can be effective for chaining AoE controls . . . Stalagmites + Stone Cages to start, then follow up with Earthquake when the stun runs out even if the immobilize hasn't.


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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

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Originally Posted by MentalMaden View Post
Earth/Rad- the ultimate toolbox
Earth/Storm- uber powerful
Earth/TA- uber control
(sidenote- I personally found the power mastery pool pretty "meh" on my Earth/TA)
Fully agree. Earth/Storm is very powerful, flashy and fun, but Earth/Rad is a better team support character, with an AoE heal, AoE team buff, a Rez and debuffs on an anchor and toggle rather than a targetted location.


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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

As a pure team support I'd go /Forcefields

Earth is a pretty busy primary and pulls a lot of aggro with all of the AoE.

Forcefield will turn everyone into tanks including Stoney as well as giving you some defence with Dispersion bubble.

If I had the choice of only one controller for a tough mission it would be an Earth/FF.


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Posted

I had rolled a Earth/Storm but I am thinking of waiting till Issue 16 and rerolling to have Earth/Cold Domination which seems like will be new alternative toolbox to Rad


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Posted

Quote:
Originally Posted by Tired Angel View Post
I had rolled a Earth/Storm but I am thinking of waiting till Issue 16 and rerolling to have Earth/Cold Domination which seems like will be new alternative toolbox to Rad
Earth/Cold would be quite nice. Must fight temptation.........


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Posted

Quote:
Originally Posted by MaHaBone23 View Post
Cages won't negate the KB from Tornado. Tornado's KB is pretty beastly. i've seen it toss around double-caged minions with ease. It does seem to minimize KB distance, tho'.

.
As others have said that isn't true. I wonder if they were are using KB IO sets or placing KB enhancers in the power. (which is a no no) damage and recharge are all they really need.


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Posted

Hey, just telling you what I've seen, and seen repeatedly. My tornadoes (no KB enhancements) tossing around targets with AT LEAST two cages on them from two different trollers. Usually someone's Fire cages or Ice Cages and my Earth Cages, since those are easier to spot graphically. Plant's tend to hide in the poo, so to speak, and Grav's immob (if I recall correctly?) doesn't prevent KB anyways.

And I tend to spam Cages on my Earth/Storm since once you've got so many drop powers, once everything is out and active, its all thats left to do. I ESPECIALLY spam cages when I've dropped a Tornado into the mix, since I don't want to be That Annoying Knockback Troller.

Is it possible that if a Tornado lingers/pulses on a target long enough, its +Knockback will stack higher than Cages -Knockback can control?


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Posted

Quote:
Originally Posted by MentalMaden View Post
Earth/Cold would be quite nice. Must fight temptation.........
I've been toying with an Ice/Cold and an Earth/Cold on test. Earth/Cold is yummy! Especially with the crystal Earth custom set and your ice powers set to the same color. Snowstorm becomes 'Cloud of Crystals' pretty easily


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Posted

MaHaBone23,

Quote:
Originally Posted by Local_Man View Post
As Thorm said, Stone Cages has -knockback only for 12 seconds, even though the Immobilize works longer. If you want to keep foes in place for Tornado, you need to keep re-applying Stone Cages in less than 12 seconds.

Knowing that the -knockback only lasts 12 sec can be useful. You can throw down Stone Cages, wait your 12 seconds and then use Freezing Rain and/or Earthquake for the knockdown effect while the foes are still immobilized. This can be effective for chaining AoE controls . . . Stalagmites + Stone Cages to start, then follow up with Earthquake when the stun runs out even if the immobilize hasn't.
Local_Man's answer is correct, the -knockback is for a limited number of seconds which is not increased with immobilize enhancements. If you do not spam the cages, tornado will cause them to fly away, cages and all.


 

Posted

I am definitely making Earth/Cold for i16, along with a few others. It should be a nice combo.

Lewis


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Posted

Quote:
Originally Posted by Grimlek View Post
MaHaBone23,



Local_Man's answer is correct, the -knockback is for a limited number of seconds which is not increased with immobilize enhancements. If you do not spam the cages, tornado will cause them to fly away, cages and all.
Whew, that's a relief. I guess I should update my video drivers, because I keep seeing Tornado toss around my targets no matter how hard I cage them.


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Posted

Quote:
Originally Posted by MaHaBone23 View Post
Whew, that's a relief. I guess I should update my video drivers, because I keep seeing Tornado toss around my targets no matter how hard I cage them.
There is a minimum amount of time that stone cages prevents knockback. What is it, 14 seconds? You do have to refresh it to prevent them flying around, but when it is initially placed on mobs, they will not be knocked back for 'x' amount of time.


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Posted

I really like Earth / Sonic. It's still a lowbie, but so far, I'm seeing a lot of potential with it.

Earth / Storm is awsome too. ( But I really like /Storm )


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Posted

Quote:
Originally Posted by Pans_Folley View Post
I really like Earth / Sonic. It's still a lowbie, but so far, I'm seeing a lot of potential with it.
This. Every since seeing Hot Buttered Soul's guide (awesome, a great read) I have been playing an Earth/Sonic. It offers incredibly solid team support and later in life, you and your pet become a pretty potent duo. Works rather well thematically too.


 

Posted

Quote:
Originally Posted by CelestiaCoH View Post
There is a minimum amount of time that stone cages prevents knockback. What is it, 14 seconds? You do have to refresh it to prevent them flying around, but when it is initially placed on mobs, they will not be knocked back for 'x' amount of time.
It is 12 (Twelve) seconds according to City of Data, and as shown in my Earth/Rad guide where I give all the info on the powers.


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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

If you are using Tornado, it's best to reapply stone cages as often as it comes up. You will probably miss one mob on each application, so unless you want your Tornado haring off after mobs you missed, you need to keep throwing cages to guarantee overlap within the 10 ( or 12 ) second KB suppression. I tend to only pull out Tornado on small Teams, or solo, because on large teams, you will miss a mob, and Tornado will follow that guy into the next spawn. Every. Single. Time. Well pretty much every time

Other people report different experience of this, but mine has been as stated.


 

Posted

Quote:
Originally Posted by Sweetmeat View Post
If you are using Tornado, it's best to reapply stone cages as often as it comes up. You will probably miss one mob on each application, so unless you want your Tornado haring off after mobs you missed, you need to keep throwing cages to guarantee overlap within the 10 ( or 12 ) second KB suppression. I tend to only pull out Tornado on small Teams, or solo, because on large teams, you will miss a mob, and Tornado will follow that guy into the next spawn. Every. Single. Time. Well pretty much every time

Other people report different experience of this, but mine has been as stated.
Mine is pretty much the same, that's why I pick the single target cage too and hit the one I missed, then tornado!


 

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Originally Posted by nightowl317 View Post
Go /storm. Paired with earth, you'll be a force to be reckoned with.

Edit: Something I forgot to mention. Because you have the AoE immobilize, you can use tornado without worrying about the knockback that it usually causes. And if you check on Mids, the damage that tornado inflicts is just amazing. I could be wrong, but it's at least 400 unenhanced and could be brought up to 800 with enhancements (if I'm wrong, anyone feel free to correct me).
Keep in mind tornado likes to move around. That damage will only reach that level if it sticks on one target for its entire duration. I'm not knocking storm, it's one of my favorite sets, and I think it would pair up awesome with earth.

You may want to hold out until I16 and try out earth/cold. That could be a pretty cool combo.


 

Posted

Quote:
Originally Posted by BlackBellatrix View Post
This. Every since seeing Hot Buttered Soul's guide (awesome, a great read) I have been playing an Earth/Sonic. It offers incredibly solid team support and later in life, you and your pet become a pretty potent duo. Works rather well thematically too.
I concur. Earth/Sonic is a very strong combo. Hot Buttered Soul's guide is a great place to start.

How strong? I soloed the Psi CWK with my Stone/Sonic/Power at 42. You may not be impressed, but I have never soloed an AV before. It wasn't a tricked out build, just well suited to this particular challenge.

Earth/Rad is of course an excellent choice as well. My Earth/Rad "scraptroller" was my fastest leveling toon ever, no farming involved.


 

Posted

Any Earth/Sonic builds out there? There's one in the guide section, but the link is down.


 

Posted

Have to put in my vote for /Storm too. It makes you feel powerful, can occasionally be hilarious, thematically fits, and is flexible enough to fill the gaps in Earth's/ weaknesses (IE: less damage, less immediate control)


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Posted

Okay I'm going to differ from nearly everyone on here and say Force Field. Why? Because the -defense debuffs in stone controls attacks tend to pull aggro all the way from frickin Jupiter. You want to get the attention of every baddie in the zone? Throw some stone cages out and you got it! The +defense of Force Field helps mitigate all that incoming aggro making it bounce harmlessly off of you. Not to mention you have built in mez protection from everything but sleeps from dispersion bubble. I would further recommend Earth Mastery epic for more smashing/lethal defense from rock armor (stacked with maneuvers/CJ/weave and some IOs you should hit softcap easily), a great aoe damage source in fissure (which is beautiful with posi's blast 5 slotted and sixth slot of Force Feedback +rech proc), and for a great self heal in Earths Embrace. My main is Fire/Force Field/Earth and with enough work on the build he can kill almost as fast as a fire/kin but plays like a tank. It is very very good stuff.

My second recommendation would be for a Earth/Cold Dom in issue 16. Animated Stone already has nearly capped resistances, which can be made even closer with sovereign right procs. What it lacks is defense which Cold Dom and Force Field can both provide to round out it's armors and turn it into a real beast. Cold Dom also has good -regen (Benumb) and -resist (Sleet) and aoe +recov (Heat Loss). The only thing it lacks over Rad Emissions and/or Force Field is a self heal on the second and mez protection on the first, both of which can be fixed with epics (stone for heal, psi for mez).


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