Need help with my Earth/Radiation PvP build
Well this is a little thing but you might want to craft some easy tactic since there is one glaring fault with earth controllers.
Their holds dont work on enemies that arent in contact with the ground
I mean my earth controller instead has taken fly (and also thus) air superiority. so if the enemy takes off, i kinda have to fly after them, thwack them down then they're as good as mine
That is of course unless you're quick with the quicksand, you could try and quickly hold them (e.g fossilize) but then they could use a breakfree and scarper
I have used tactics here: Stone Prison, the single Immobilize power, has -FLY. If they are flying, Teleporting around of jumping like a mad man, they WILL hit the earth at one point or another - if they are flying: -FLY. Only has 4 seconds recharge, so can just chase them around until they are down. I'm also undecided on the traveling power (super jump) i've picked, but taken it to avoid the annoying Immobilize effects with Combat Jumping. Any other ideas regarding a different traveling power for PvP are welcome.
@Double
Double Flame 50 fire/devices
Double Shade 50 tri-form warshade
Double Light 50 dwarf-human peacebringer
Double Control 50 earth/rad
Hi...a few things:
1: Get acrobatics, its a lifesaver and since you already have the leaping pool it shouldn't be a problem. Maybe consider dropping grant invis and invis? Could get stealth instead if you want though I wouldn't recommend it.
2: Animate stone (unless 1 vs 1s), Earthquake and stalagmites are pretty useless in PvP but handy in PvE so heres where you decide whether to go all PvP or PvP/E build.
Furthermore, consider dropping volcanic gasses...it can be handy when using it with QS but generally too slow animations and results but can be good.
3: Seriously consider goin with 2 or more accuracies in your attacks! Granted the minus def is good but you have to be able to hit others than your RI anchor.
4: See if you can get more slots (jumps) into combat jump and hurdle...movement is key to surviving.
5: Keep slows down to 1 or none in LR and QS as it only slows movement speed and the base slow is pretty good...better to spam QS for instance
Consider putting some end reds into some of your powers? Think this will be a fairly end heavy set.
Good luck
SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"
[ QUOTE ]
Hi...a few things:
1: Get acrobatics, its a lifesaver and since you already have the leaping pool it shouldn't be a problem. Maybe consider dropping grant invis and invis? Could get stealth instead if you want though I wouldn't recommend it.
2: Animate stone (unless 1 vs 1s), Earthquake and stalagmites are pretty useless in PvP but handy in PvE so heres where you decide whether to go all PvP or PvP/E build.
Furthermore, consider dropping volcanic gasses...it can be handy when using it with QS but generally too slow animations and results but can be good.
3: Seriously consider goin with 2 or more accuracies in your attacks! Granted the minus def is good but you have to be able to hit others than your RI anchor.
4: See if you can get more slots (jumps) into combat jump and hurdle...movement is key to surviving.
5: Keep slows down to 1 or none in LR and QS as it only slows movement speed and the base slow is pretty good...better to spam QS for instance
Consider putting some end reds into some of your powers? Think this will be a fairly end heavy set.
Good luck
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2. I mostly do 1vs1, so the pet is really usefull. I've also slotted Earthquake with 3 tohit debuff in order to up the tohit changes coming in I7, and it is pretty usefull. The gasses are also quite usefull, I use them in case i'm fighting a scrapper/tanker that can, obviously, resist the holds. The gasses gives me a good tick-based hold.
3. Point taken.
4. Any idea where I can spare some slots from?
5. Will do for QS, but Lingering Radiation also has a HUGE -recharge, and is also capped at two slows.
@Double
Double Flame 50 fire/devices
Double Shade 50 tri-form warshade
Double Light 50 dwarf-human peacebringer
Double Control 50 earth/rad
[ QUOTE ]
[ QUOTE ]
Hi...a few things:
1: Get acrobatics, its a lifesaver and since you already have the leaping pool it shouldn't be a problem. Maybe consider dropping grant invis and invis? Could get stealth instead if you want though I wouldn't recommend it.
2: Animate stone (unless 1 vs 1s), Earthquake and stalagmites are pretty useless in PvP but handy in PvE so heres where you decide whether to go all PvP or PvP/E build.
Furthermore, consider dropping volcanic gasses...it can be handy when using it with QS but generally too slow animations and results but can be good.
3: Seriously consider goin with 2 or more accuracies in your attacks! Granted the minus def is good but you have to be able to hit others than your RI anchor.
4: See if you can get more slots (jumps) into combat jump and hurdle...movement is key to surviving.
5: Keep slows down to 1 or none in LR and QS as it only slows movement speed and the base slow is pretty good...better to spam QS for instance
Consider putting some end reds into some of your powers? Think this will be a fairly end heavy set.
Good luck
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2. I mostly do 1vs1, so the pet is really usefull. I've also slotted Earthquake with 3 tohit debuff in order to up the tohit changes coming in I7, and it is pretty usefull. The gasses are also quite usefull, I use them in case i'm fighting a scrapper/tanker that can, obviously, resist the holds. The gasses gives me a good tick-based hold.
3. Point taken.
4. Any idea where I can spare some slots from?
5. Will do for QS, but Lingering Radiation also has a HUGE -recharge, and is also capped at two slows.
[/ QUOTE ]
The extra slots is a tough one if you still want to have your PvE powers and them do be good. Maybe just slot stone cage for acc and lose the dmg? I know this isnt a great solution. Maybe take 1 or 2 from earthquake since the tohit debuff isnt that big afaik.
The slows in LR only affect runspeed...not regen and recharge.
SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"
OK, so i've done a few changes in my build:
1) changed the stealth-invisibility to menuover or assault, plus tactics.
2) removed one slot from LR (will lose the last slow in case i need it), and two from QS, and another from SJ. got them on swift (1), combat jumping (1) and hurdle (2) - after all movement is key!
3) changed EM Pulse to Hasten, slotted it with 3 recharges, and the additional slots (4 total, 1 endred 3 tohit buffs) went to tactics.
so, there is still the thing with Acrobatics, but I have a question first: I'm depending on the ToHit Debuff to save me from instant death. Reading this, i'm thinking of taking Menuover for the extra defense that can stack nicely with Combat Jumping. This will give me extra defense against the anchors i'm fighting, but my question is, will the defense given from both menuover and combat jumping be significant, or should i just drop the idea and go for assault, not slotting for defense?
Plus, with tactics running, plus the debuffs, will I need more then 1 accuracy SO on every attack?
@Double
Double Flame 50 fire/devices
Double Shade 50 tri-form warshade
Double Light 50 dwarf-human peacebringer
Double Control 50 earth/rad
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will the defense given from both menuover and combat jumping be significant, or should i just drop the idea and go for assault, not slotting for defense?
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The defence bonus from both is tiny (<3% unenhanced). I would take assault (15% dmg bonus for controllers) and slot CJ for jump.
CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>
You're trying to respec your earth/rad into a hybrid PvE/PvP and NOT a PvP build. COnsidder again what you want.
Real PvP builds would prolly leave stalacmites, earthquake, EM pulse, and posibly also volcanic gasses (thou this one might be good in combination with your slows).
The damage mitigation from heal, acc debuff, ef and epic shield would make sure you can take the damage from ranged blasts unless they use reds.
What you need to do, is keep melee'ers away, and stack enough immobs or holds to get containment for damage.
AoE holds have a very high recharge. You cant really use them to stack. The AoE immob differs since the recharge is lower.
You can use it to get contaiment by stacking enough immobs. Just remember to put some recharge/end reds in.
You're plan when fighting other trollers is drain their bf's before they drain yours. Rad makes this posible since you can make them miss (Radiantion infection).
Considder getting a few lucks when fighting trollers, and considder getting a few orange insp, when fighting melees. Just to remove the threat of stacked reds at the beginning of the fight.
I think its good, you choose primal. I considder it a better choice than psionics even in 1on1's.
A Paragon Defender
Doesn't EM Pulse have a big underestimated End drian to it? If used at the right time that could put people in nasty situations.
Oh and NB learned his lesson to prevent stacked reds at the start of fights well I see...
World of Jackcraft.
Yes, but I need to test it, as the endurance drain factor for controllers is lower than the one defenders have.
@Double
Double Flame 50 fire/devices
Double Shade 50 tri-form warshade
Double Light 50 dwarf-human peacebringer
Double Control 50 earth/rad
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Doesn't EM Pulse have a big underestimated End drian to it? If used at the right time that could put people in nasty situations.
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Yep, works nicely in PvE (even with only 1 endmod enhance), but I don't think it'll do much in PvP. It's also nice that it has a wider radius than the usual troller AoE holds (and better accuracy, longer duration), but the animation is a bit long.
CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>
Just another quick question: with tactics running with 3 tohit buffs, will I need 1 or 2 acc SOs on my attacks?
@Double
Double Flame 50 fire/devices
Double Shade 50 tri-form warshade
Double Light 50 dwarf-human peacebringer
Double Control 50 earth/rad
Well you took cyberskin to peices yesterday with current build m8. Granted im a team build, but you still took me to peices.
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Just another quick question: with tactics running with 3 tohit buffs, will I need 1 or 2 acc SOs on my attacks?
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You will basically only need 1 for PvE but I would seriously recommend sticking with 2 for PvP.
SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"
Well, after last night's fun, i've decided on respecing my Earth/Radiation troller for PvP.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name:
Level: 50
Archetype: Controller
Primary: Earth Control
Secondary: Radiation Emission
---------------------------------------------
01) --> Fossilize==> Acc(1)Hold(3)Hold(7)Hold(7)Rechg(9)Rechg(9)
01) --> Radiant Aura==> Heal(1)Heal(15)Heal(15)Rechg(36)Rechg(36)Rechg(50)
02) --> Stone Prison==> Acc(2)Dmg(3)Dmg(11)Dmg(11)
04) --> Accelerate Metabolism==> Rechg(4)Rechg(5)Rechg(5)EndMod(29)EndMod(46)EndMod(48)
06) --> Radiation Infection==> EndRdx(6)TH_DeBuf(17)TH_DeBuf(17)TH_DeBuf(34)DefDeBuf(43)
08) --> Swift==> Run(8)
10) --> Combat Jumping==> EndRdx(10)
12) --> Stalagmites==> Acc(12)Acc(13)Rechg(13)DisDur(23)DisDur(37)DisDur(37)
14) --> Super Jump==> Jump(14)Jump(29)
16) --> Hurdle==> Jump(16)
18) --> Earthquake==> Rechg(18)Rechg(19)Rechg(19)TH_DeBuf(34)TH_DeBuf(36)TH_DeBuf(37)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Enervating Field==> EndRdx(22)EndRdx(23)
24) --> Lingering Radiation==> Acc(24)Rechg(25)Rechg(25)Rechg(31)Slow(31)Slow(46)
26) --> Volcanic Gasses==> Acc(26)Rechg(27)Rechg(27)Rechg(34)
28) --> Grant Invisibility==> EndRdx(28)
30) --> Quicksand==> Slow(30)Slow(31)Slow(46)
32) --> Animate Stone==> Acc(32)Rechg(33)Rechg(33)Dmg(33)Dmg(40)Dmg(43)
35) --> Invisibility==> EndRdx(35)
38) --> EM Pulse==> Acc(38)Rechg(39)Rechg(39)Rechg(39)Hold(40)Hold(40)
41) --> Power Blast==> Acc(41)Rechg(42)Dmg(42)Dmg(42)Dmg(43)
44) --> Temp Invulnerability==> DmgRes(44)DmgRes(45)DmgRes(45)EndRdx(45)
47) --> Power Boost==> Rechg(47)Rechg(48)Rechg(48)
49) --> Conserve Power==> Rechg(49)Rechg(50)Rechg(50)
---------------------------------------------
01) --> Sprint==> EndRdx(1)
01) --> Brawl==> Acc(1)
02) --> Rest==> Rechg(2)
01) --> Containment==> Empty(1)
---------------------------------------------
I was interested of getting those attacks as they can help in pretty much in PvP, as well as PvE (like Stalagmites, which i've found no use in PvP, but I think is a must for PvE).
I wanted to get Invisibility in order to get the first strike against those who can't use invisibility, so i've taken that and Grant Invisibility, so I can be a little team-proactive.
The second jump can be changed either way: Jump or Endurance Reduction, wanted to ask for your opinions first...
One last thing: Radiation Infection only has 5 slots. That's because I've got two very nice ToHit and Defense debuffs, plus accuracy. These will be slotted onto RI, and the other three will give the extra bonus to 60%, plus another endurance reduction.
You'll also note that I rarely slot for two accuracy. This is because I have RI, plus most of earth's attacks are -DEF
So, any comments, please share, even if it's a little thing.
@Double
Double Flame 50 fire/devices
Double Shade 50 tri-form warshade
Double Light 50 dwarf-human peacebringer
Double Control 50 earth/rad