Need help with earth bubles.


Archy

 

Posted

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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Earths Embrace
Level: 50
Archetype: Controller
Primary: Earth Control
Secondary: Force Field
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01) --> Fossilize==> Hold(1) Hold(3) Acc(3) Acc(5) Rechg(5) Rechg(7)
01) --> Personal Force Field==> DefBuf(1) DefBuf(36) DefBuf(37) Rechg(43) Rechg(45) Rechg(46)
02) --> Deflection Shield==> DefBuf(2) DefBuf(7) DefBuf(23)
04) --> Stone Cages==> Acc(4) Acc(11) Acc(37)
06) --> Quicksand==> Slow(6) Slow(11) Slow(13)
08) --> Hasten==> Rechg(8) Rechg(9) Rechg(9)
10) --> Insulation Shield==> DefBuf(10) DefBuf(23) DefBuf(25)
12) --> Stalagmites==> Acc(12) Acc(13) Rechg(15) Rechg(15) DisDur(17) DisDur(17)
14) --> Combat Jumping==> Jump(14) Jump(46) Jump(46)
16) --> Super Jump==> Jump(16) Jump(34)
18) --> Earthquake==> Rechg(18) Rechg(19) Rechg(19) TH_DeBuf(39) TH_DeBuf(39) TH_DeBuf(39)
20) --> Dispersion Bubble==> DefBuf(20) DefBuf(21) DefBuf(21) EndRdx(25)
22) --> Swift==> Empty(22)
24) --> Health==> Heal(24) Heal(40)
26) --> Volcanic Gasses==> Hold(26) Hold(27) Hold(27) Rechg(29) Rechg(29) Rechg(31)
28) --> Stamina==> EndMod(28) EndMod(31) EndMod(31)
30) --> Super Speed==> Run(30) Run(37)
32) --> Animate Stone==> Dmg(32) Dmg(33) Dmg(33) Acc(33) Acc(34) Acc(34)
35) --> Teleport Foe==> Acc(35) Acc(36) Acc(36)
38) --> Force Bubble==> EndRdx(38) EndRdx(40) Empty(40)
41) --> Fire Ball==> Dmg(41) Dmg(42) Dmg(42) Acc(42) Rechg(43) Rechg(43)
44) --> Fire Shield==> DmgRes(44) DmgRes(45) DmgRes(45)
47) --> Consume==> Dmg(47) Dmg(48) Acc(48) Rechg(48)
49) --> Fire Blast==> Dmg(49) Dmg(50) Dmg(50) Acc(50)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Containment==> Empty(1)
02) --> Rest==> Empty(2)
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Im already lvl 38 so don't pay attention to the travel power getting lvl thing. And for superjump slotting and such, I just didn't know where else to put the slots.


 

Posted

If you're getting stone cages, might as well 6-slot it, some end and damage. Also, put 3 rechargers in consume, will help with endurance management.


 

Posted

I never had any problems with endurance, since stamine, so it was more like a longbattle:''Oh $%!@#'' power. And i will think about stone cages 6 slotting.


 

Posted

[ QUOTE ]
If you're getting stone cages, might as well 6-slot it, some end and damage. Also, put 3 rechargers in consume, will help with endurance management.

[/ QUOTE ]

6 slotting stonecages?? what the... can you please give us the adress of the store where you buy your extra capacity of slots?


 

Posted

[ QUOTE ]
[ QUOTE ]
If you're getting stone cages, might as well 6-slot it, some end and damage. Also, put 3 rechargers in consume, will help with endurance management.

[/ QUOTE ]

6 slotting stonecages?? what the... can you please give us the adress of the store where you buy your extra capacity of slots?

[/ QUOTE ]*Points at the OP who has 3 slots in CJ and 2 in SJ*


 

Posted

Hey...

Personal Forcefield, I don't have much experience with FF but 3 recharges seems to go overboard?

[ QUOTE ]
If you're getting stone cages, might as well 6-slot it, some end and damage. Also, put 3 rechargers in consume, will help with endurance management.

[/ QUOTE ]

Never ever slot your AoE immobilise for damage!! The damage is neglible at best. You will be using it to combine with stalagmites. It basically just needs 2 accuracies. Throw in a end reducer if you have it.
MaXimillion may be thinking of Stone Prison which can be handy for damage at lowerlvls and can be used for AVs in the later lvls.

Quicksand, pretty sure you will more or less hit the slowcap with 2 slows in this one so drop the 3rd slot or use it for recharge or end red.

Combat Jumping, 3rd slot isnt really needed.

Super Jump, 1 jump is fine in here.

Earthquake, the tohit debuff isn't fantastic so if you need some slots consider taking some from here.

Swift, Health, consider taking hurdle instead? slot with 2 or 3 jumps....gives you some nice maneuverability.

Volcanic Gasses, 3 recharges is really all it needs. Not too sure about what effect the holddurations does in this since it's a pulsing hold.

Super Speed, swap 1 run speed for end red....leave it on all the time

Animate Stone, Pets have a very high base accuracy so 3 accuracies isn't needed, go with 1 or 2 depending on how many slots you have.

Teleport Foe, hmm, not a very good PvE power but has its uses in PvP. I would suggest taking either Force Bolt as a nice defensive power or Stone Prison. With a Stone Prison -> Volcanic Gasses -> Fossilize chain you can hold most AVs within 5 seconds.

Force Bubble, think 2 end reds should do it.

Fireball, you want 2 accuracies in this one.

Fireshield, get 1 or 2 end reducers in this.

Consume and Fire Blast, maybe reverse the order you took these in? and put 2 accuracies in Fire Blast and mix accuracy with recharge in consume...you want this for endurance not for damage.

Have fun


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"

 

Posted

[ QUOTE ]

Volcanic Gasses, 3 recharges is really all it needs. Not too sure about what effect the holddurations does in this since it's a pulsing hold.



[/ QUOTE ]

Adding the hold duration makes the patch lie there longer and keep pulsing it's juicy hold (Best damn AoE hold (slap a quicksand on it) in the game if you ask me)


Good thinking about the end redux in ss. I have ss running standard (almost) all the time on toons which are equipped with it and an endredux is good use to drop a surplus of slots later on. (btw really odd that sprint costs more end then ss...)

P.S. I used one of my slots at 50 to add dam to firecages, adds a lil more dam whith containment and fulcrum+siphon power. Just didn't have a better place to put that slot...


 

Posted

After reading that some teames can take up to 30sec - 1 min to clear a group. I would agree put some duration in there.

But if you team with ok players dont, there is no need.


50s
controllers: Ill rad , grav rad, fire kin, ice kin
blaster: ice em
scrapper: spines sr

 

Posted

[ QUOTE ]
[ QUOTE ]

Volcanic Gasses, 3 recharges is really all it needs. Not too sure about what effect the holddurations does in this since it's a pulsing hold.



[/ QUOTE ]

Adding the hold duration makes the patch lie there longer and keep pulsing it's juicy hold (Best damn AoE hold (slap a quicksand on it) in the game if you ask me)


[/ QUOTE ]

Hold durations doesn't affect the duration of the power itself but the length of the hold which is a bit wasted in this power...but if you have the slots go for it...and yes...its a great hold, but EM Pulse from /rad is still the best AoE hold in the game


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"

 

Posted

[ QUOTE ]
and yes...its a great hold, but EM Pulse from /rad is still the best AoE hold in the game

[/ QUOTE ]
Being pulse-based, VG still gets my vote for best AoE hold, but YMMV.


@Synaesthetix
"Here, take some more bees with you. You may need them."
Union: FU//LoUD

"that Syn is that that" - Mothers Love

 

Posted

looks good, and most points have already been covered before me.. however as said, I wouldnt put 3 rec rdx in PFF. Its a situational power at best and it always is recharged when you need it. Maybe if you pvp alot more recharges would be good, but in PvE i dont see the use.


"god, how many devs did hami have to sleep with to get ED?"

Total Cat @Stagefright

 

Posted

You're right indeed Arch. I did some actual testing with stopwatch and the holds in VG don't affect the time of it to be active, but it appears to affect the time the pulses hold the mobs. (stupidly enough, more logical and sensible would be for hold duration to prolong the power active all in all)
Still its the best AoE hold in the game. EM pulse comes in second, but VG being a pulse power AND being location based and having a shorter recharge just makes it outshine all others


 

Posted

[ QUOTE ]
You're right indeed Arch. did some actual testing with stopwatch and the holds in VG don't affect the the time of it to be active, but it appears to affect the time the pulses hold the mobs. (stupidly enough, more logical and sensible would be for hold duration to prolong the power active all in all)

[/ QUOTE ]Actually, I find the way it currently works much more logical...


 

Posted

Tsk, Tsk. You are just saying that.


 

Posted

[ QUOTE ]
looks good, and most points have already been covered before me.. however as said, I wouldnt put 3 rec rdx in PFF. Its a situational power at best and it always is recharged when you need it. Maybe if you pvp alot more recharges would be good, but in PvE i dont see the use.

[/ QUOTE ]

Well situational or not, i think it depends on ur primary tho. I also 6 slotted pff (3 defbuf 3 recred), so that i could turn it off, attack/hold and turn in on again quickly not to be wasted by a massive attack. As i see, ur /ff is illu primary, which is great to keep aggro at bay, but some other primaries might find handy 3 recred imo.


 

Posted

well actually i have less trouble maintainin aggro with my earth than with my ill. Personally i think constant swappin back n forth with PFF is even more viable for a illu troller cause there is less powerspamming compared to other troller sets. But like i said, thats my opinion, I just didnt find recrdx viable in PFF. (Defbuffs though, sure why not )


"god, how many devs did hami have to sleep with to get ED?"

Total Cat @Stagefright