Earth: Invulnerability / Super Strength Tanker
3 damage resists in unstoppable on top of any other resistant powers that stack? Pass capped i think. I personally think its worth 6 slots though but an end mod in there works well imo. Slotting tohit buffs in invincible gains you very almost next to nothing elsewhere could do a whole lot more.
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[24) --> Taunt
Finally confident enough to tank competently
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i have a little bit more confidence in finding good team players personally to be tanking confidentally long before (would be level 10 now for me as an ice tanker) but i'd say 50% of the time in PuGs they can hard to find pre level 20.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Thank you for the response.
Would just like to comment on the following...
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3 damage resists in unstoppable on top of any other resistant powers that stack? Pass capped i think. I personally think its worth 6 slots though but an end mod in there works well imo.
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If you're saying I've gone too overboard with the Dmg Res in Unstoppable when it'll stack with the other defences, was thinking that too. I'm not too certain on the official numbers, but if it is over the actual cap will most likely slot them with other enh types.
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Slotting tohit buffs in invincible gains you very almost next to nothing elsewhere could do a whole lot more.
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Again, not too sure about the numbers. Was in the thinking slot it with ToHits to help with Acc as I'd dearly would like to miss out on Energy Mastery in favour of Earth Mastery for his build.
Currently, I have Energy Mastery and hit consistantly without using Fcoused Acc...however there are Acc slotted in my attacks (see current build below).
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[ QUOTE ]
[24) --> Taunt
Finally confident enough to tank competently
[/ QUOTE ]
i have a little bit more confidence in finding good team players personally to be tanking confidentally long before (would be level 10 now for me as an ice tanker) but i'd say 50% of the time in PuGs they can hard to find pre level 20.
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Earth can easily Tank as soon as lvl10 also (having recieved Unyielding and TempInvul). Taunt is brought in Lvl24, due to my belief the other powers are more important...
...must have Stamina early to help deal with the toggle and attack's end cost, meaning obtain the other powrs in the pool before lvl20
...travel powers usually taken lvls 12 & 14.
If I were to put Taunt in earlier, I wouldn't know which to substitue it for (answers on a postcard pls). ^__^
Any suggestions to remedy this would be happily recieved.
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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: Earth (current)
Level: 50
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
Epic: Power Mastery
Pool Powers: Fitness, Leaping, Teleportation, Fighting
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01) --> Resist Physical Damage==> DmgRes(1) DmgRes(3) DmgRes(7)
01) --> Jab==> DisDur(1) DisDur(3)
02) --> Temp Invulnerability==> DmgRes(2) DmgRes(5) DmgRes(9) EndRdx(31)
04) --> Dull Pain==> Rechg(4) Rechg(5) Rechg(45) Heal(45) Heal(46)
06) --> Resist Elements==> DmgRes(6) DmgRes(7) DmgRes(15)
08) --> Unyielding==> DmgRes(8) DmgRes(9) DmgRes(15) EndRdx(23)
10) --> Haymaker==> Dmg(10) Dmg(11) Dmg(11) Rechg(34) Rechg(34) Acc(42)
12) --> Combat Jumping==> DefBuf(12) DefBuf(13) DefBuf(13)
14) --> Super Jump==> Jump(14)
16) --> Resist Energies==> DmgRes(16) DmgRes(17) DmgRes(17)
18) --> Invincibility==> DefBuf(18) DefBuf(19) DefBuf(19) EndRdx(23) TH_Buf(43) TH_Buf(43)
20) --> Knockout Blow==> Dmg(20) Dmg(21) Dmg(21) Rechg(33) Rechg(34) Acc(40)
22) --> Swift==> Run(22)
24) --> Health==> Heal(24) Heal(25) Heal(25)
26) --> Stamina==> EndMod(26) EndMod(27) EndMod(27)
28) --> Rage==> Rechg(28) Rechg(29) Rechg(29) TH_Buf(31) TH_Buf(37) TH_Buf(43)
30) --> Taunt==> Rechg(30) Rechg(31) Taunt(46) Range(46)
32) --> Unstoppable==> DmgRes(32) DmgRes(33) DmgRes(33) Rechg(36) Rechg(37) Rechg(37)
35) --> Teleport Foe==> Acc(35) IntRdx(36) Range(36)
38) --> Foot Stomp==> Dmg(38) Dmg(39) Dmg(39) Rechg(39) Rechg(40) Acc(40)
41) --> Conserve Power==> Rechg(41) Rechg(42) Rechg(42)
44) --> Boxing==> DisDur(44) DisDur(45)
47) --> Tough==> DmgRes(47) DmgRes(48) DmgRes(48) EndRdx(48)
49) --> Weave==> DefBuf(49) DefBuf(50) DefBuf(50) EndRdx(50)
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01) --> Sprint==> Run(1)
01) --> Brawl==> Dmg(1)
01) --> Gauntlet==> Empty(1)
02) --> Rest==> Rechg(2)
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@Captain Solaris
Guild of Extreme Heroes "Strength is in Unity"
my postcard
01) --> Temp Invulnerability==> DmgRes(1) DmgRes(3) DmgRes(3) EndRdx(x)
01) --> Jab==> DisDur(1) DisDur(3) 30% chance to disorient
02) --> Dull Pain==> Rechg(2) Rechg(5) Rechg(45) Heal(45) Heal(46)
04) --> Haymaker==> Dmg(04) Dmg(11) Dmg(11) Rechg(34) Rechg(34) Acc(42)
06) --> Resist Elements==> DmgRes(6) DmgRes(7) DmgRes(15)
08) --> Unyielding==> DmgRes(8) DmgRes(9) DmgRes(15) EndRdx(23)
10) --> Taunt==> Rechg(10)
Without taunt at level 10 as an invulnerability tanker you wont be happily tanking, taking alphas yes, hitting a boss and keeping him occupied yes. Keeping enemies of the team for half decent periods no. Especially with Mr Rain of Fire Blaster 2006.
later)Resist Physical Damage==>DmgRes(x) DmgRes(x) DmgRes(x) as its only 7.5%
temp invuln gives 30% anyway an ice tanker will have much less and still cope on a good team. At the end of the day its a respec build but thats where i would of fitted taunt in.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Ahh, I see.
Sounds reasonable to me
One reason for me not getting Temp Invul early was due to its end cost in earlier lvls. Out of all three Invul toggles, TI has the highest end cost. Never really noticed it being much of a defense unless I had Resist Physical Dmg and Unyielding to back it up first.
30% is pretty considerable, so will play about with it in test when respec comes.
If Temp Invul provides that good a defence, then will swap around the following...
Lvl1 Temp Invul
Lvl10 Taunt
Lvl25 Resist Physical Dmg
@Captain Solaris
Guild of Extreme Heroes "Strength is in Unity"
My Postcard
1: R.P.D
1: Jab
2: Temp Invul
4: Haymaker
6: Dull Pain
8: Unyielding
10: Taunt
You dont want to take Resist Elements that early as you will need all the "leathal/Smashing" protection you can get in the early levels! (remember Alexia's build)
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You dont want to take Resist Elements that early as you will need all the "leathal/Smashing" protection you can get in the early levels! (remember Alexia's build)
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Heh...you're right ^^ . Was a spur of the moment response whilst at work.
If gonna take Taunt early, will have to push some of the powers I wanted further down the list...
01) --> Resist Physical Damage
01) --> Jab
02) --> Dull Pain
04) --> Haymaker
06) --> Temp Invulnerability in for Hurdle
08) --> Unyielding
10) --> Taunt in for Temp Invulnerability
12) --> Air Superiority
14) --> Fly
16) --> Hurdle in for Health
18) --> Invincibility
20) --> Health in for Stamina
22) --> Stamina in for Knockout Blow
24) --> Knockout Blow in for Taunt
26) --> Resist Elements
28) --> Rage
30) --> Resist Energies
32) --> Unstoppable
35) --> Tough Hide
38) --> Foot Stomp
41) --> Salt Crystals
44) --> Fossilize
47) --> Hurl
49) --> Hand Clap
I guess not too bad as I'll at least have Knockout Blow available for respec missions I enjoy.
ps...Alouqua now lvl43 n'est p a ma cherie?
@Captain Solaris
Guild of Extreme Heroes "Strength is in Unity"
I've gone the Jumping route, but I took TI at level 1 and never took RPD. Had no real problems at all.
take temp invuln first its not as bad an end drain as people make out, your base end recovery is way higher, the greater end drain in your attacks should be priority.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
According to hero builder 1 damres in upstoppable caps and then some.
I think you've also slotted defences same as my tanker so you should end up with about:
66% smashing/lethal
27% (i think) F/C/E/N
Toxic I can't remember
No psi
With just passives + Unstoppable hero builder says:
97.9% against all (cept psi)
With all toggles + passives + Unstoppable:
153% smashing/lethal
113.6% all else (cept psi)
That's with 1 dam res in upstoppable.
As you can see, easily past the cap and still good for pvp with -res buffs. Your status protection will be off the chart as Unyielding + Upstoppable. And since unstoppable is a click you wont be toggle dropped. Just my thoughts.
cheers for the comments and numbers
will definately keep them in consideration for when free respec is upon us
@Captain Solaris
Guild of Extreme Heroes "Strength is in Unity"
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As you can see, easily past the cap and still good for pvp with -res buffs.
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However -res does not reduce res, it increases damage, so effectively res resists against -res. There is no advantage to being above the res caps.
@Unthing ... Mostly on Union.
Wait. What is this? An RP Thing, a guide, a build, a who what and when went where through that whatjemacallit?
a bit of everything fella...
could have put it in several sections (roleplaying, tankers, guides, creative...was gonna put the fraps vid i made, but didn't finish it in time), but put it in here as i was mainly looking for replies in regards to the build.
@Captain Solaris
Guild of Extreme Heroes "Strength is in Unity"
Hey Capt
Took a quick look and i hope your not relying on those tohitbuffs in invincibilty to be enough for your accuracy, It's now issue 6! Can't do that anymore and get away with half decent accuracy, especially in PvP. Stick accuracy in your attacks, 2acc 3 damage 1 endredux.
Shame your not going body mastery because tankers are one of the AT's have access to one of the most overpowering powers- focussed accuracy. Ah well concept all the way.
For your epics, get rid of salt crystals-it's [censored].
Take Stone Prison- the single target immobilze does -fly very powerful in PvP and as your lacking in range it will really help.
Get rid of Hand Clap, I'd take stalagmites instead, the power looks a LOT better, and is a cool ranged stun. 2acc 2 recharge i'd say
stupid double post >_<
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Hey Capt
Took a quick look and i hope your not relying on those tohitbuffs in invincibilty to be enough for your accuracy, It's now issue 6! Can't do that anymore and get away with half decent accuracy, especially in PvP. Stick accuracy in your attacks, 2acc 3 damage 1 endredux.
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My intentions were to rely on Invinc and Rage. However having been informed earlier of that the bonus on the two won't be that great despite the number of ToHits in there. If I find on test that I'm missing more often than expected will most likely remove one of the 2RchgRedux in favour of Acc (therefore 1Rechg, 1Acc, 1EndCost, 3Dmg).
With my current build I have 2ToHits in Invinc and 3ToHits in Rage. Even when I don't have Rage on, I find that 1Acc is good enough in PvE and competant in PvP.
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Shame your not going body mastery because tankers are one of the AT's have access to one of the most overpowering powers- focussed accuracy. Ah well concept all the way.
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I have Conserve Power on my current build also and find I don't use it as often as I'd expect. 1.I seem to be teamed with some with Endurance Buffers, 2.When Tanking, I'm not all out attack. I still PvP with Earth and despite not having FoAcc (mainly because you can't use it in PvP Zones unti i7 comes out...correct me if I'm wrong cos' unsure if they've made lvl50 PvP zones accessible yet...if they have, I haven't found em :/), I'm still racking up those PvP points quite consistantly.
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For your epics, get rid of salt crystals-it's [censored].
Take Stone Prison- the single target immobilze does -fly very powerful in PvP and as your lacking in range it will really help.
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Think of it this way. Stone Prison immobilisation 15secs (without slotting, according to hero planner), foes still able to attack you. Salt Crystals sleep 30sec (also without slotting), they can't attack you until you wake them (unless they have break fress...same said for StoPrison :P). Sure EndCost and Rchg a lot lower compared to Salt Crystals, but I don't see myself using either power that much.
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Get rid of Hand Clap, I'd take stalagmites instead, the power looks a LOT better, and is a cool ranged stun. 2acc 2 recharge i'd say
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Having used Stalagmite in the past before with Earth, the main concern was the EndCost and Rchg for a low Dmg attack. With the high EndCosts in KO Blow & Foot Stomp, I felt having another attack with such high EndCost wouldn't benefit his build). The Disorientates I admit are useful, but tend to find nowadays that mobs usually walk away from you when disorientated, meaning you'll have several mobs going off in all directions and breaking your herd...I already have FootStomp's knockback to help me break my herd :/ After saying that, Stalagmites is a power that I would still consider.
@Captain Solaris
Guild of Extreme Heroes "Strength is in Unity"
have you borked Earth again ?
Defiant's GoEH/MILITIS METUS
Fair enough with your points.
About the immobilze your missing the point, it does -fly. Which is pretty good to have in PvP. AoE sleep is complete [censored] in teams and with your tanker, AoE sleep and then wake them up with footstomp, or another memeber of your team has AoE. Its a pants power and is reason why most trollers avoid it in the high level. Single target immobilze is just for PvP, you don't even have to use it for PvE. I wouldn't take a sleep power for a tanker, but hey your choice.
Stalagmites isn't really a damage power its a control tool, its like the controller version. If your concerned about endurance cost stick redux in this power, or just give it a miss. Hand clap does disorient to but spreads mobs which can be annoying for teams. I notice you don't have hasten, why don't you just pick hasten and 3 slot it for recharge. Hasten always helps a build.
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have you borked Earth again ?
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Just on my way there
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About the immobilze your missing the point, it does -fly. Which is pretty good to have in PvP. AoE sleep is complete [censored] in teams and with your tanker, AoE sleep and then wake them up with footstomp, or another memeber of your team has AoE. Its a pants power and is reason why most trollers avoid it in the high level. Single target immobilze is just for PvP, you don't even have to use it for PvE. I wouldn't take a sleep power for a tanker, but hey your choice.
Stalagmites isn't really a damage power its a control tool, its like the controller version. If your concerned about endurance cost stick redux in this power, or just give it a miss. Hand clap does disorient to but spreads mobs which can be annoying for teams. I notice you don't have hasten, why don't you just pick hasten and 3 slot it for recharge. Hasten always helps a build.
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Cheers for the input fella. They're all things that I'll certainly look into a bit more. So far I think the primary functions for Earth are set, it's just the later powers and slotting that'll nead to be tweaked here and there.
@Captain Solaris
Guild of Extreme Heroes "Strength is in Unity"
Name: Cas Tillo
Hero Identity: Earth
Date of Birth: Unknown (said to be about 24 Earth years)
Place of Birth: Maarchena (capital nation of the planet that was once known as Cuerzon)
Powers:
- Earth Awareness: Cas Tillo possesses an excellent understanding of the divine interactions with the mortal world. This enables him to tap into the Earths power enabling him with the strength, sturdiness and power of the Earth.
- Self Sustenance: Sustained by energies from within the Earth coursing through his body. He does not require air, food or water.
- True Invulnerability: When enfused with the Earths energies, he can possess monstrous protection from physical and energy attacks.
- True Flight: Cas Tillo is able to defy gravity and fly at outstanding speeds.
Limitations:
- Powers can be exhausted when not given enough rest resulting in a break down of his defences.
Talents:
Street Fighting, Cuerzon History
Nemesis:
Alien beings known to Earths inhabitants as Rikti
Contacts:
GoEH, Alexia, Atmos, BlackWizard, Candy Rose, Captain Solaris, Chelsea Rorec, Empath, FireKitty, Sno, yo momma
Biography:
An immigrant from the stars, Cas Tillo was the sole survivor after his planet, Cuerzon, was annihilated by the Rikti plague for dominance.
Only a child when he saw his family mercilessly slain, he grew up only knowing hardship and labour. At first the Rikti were content to enslaving his people, but soon they grew restless. The decision to exterminate all Cuerzon beings was executed swiftly. Millions died in a matter of days.
Although too late, Cas had overheard the decision of extermination. Along with a large number of other Cuerzonions, they were able to raid a light Rikti scout vessel. The battle was fierce with Cas being the only survivor. With the last ends of his strength Cas climbed aboard the vessel and activate its hyper drive.
Catapulted lightyears from the Rikti slaughter, the vessel soon ended its journey to the nearest inhabitable planet. Upon breathing the planets atmosphere, his Cuerzon body infused with its life force. His physicality was enhanced to proportions greater than any mortal man, beast or being he had ever come across.
Thankful of this new start and abilities he could never have imagined he vowed to protect it from all who wished to harm her. In respect to his new adopted home, he presented himself with the same name. That name was Earth
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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: Earth
Level: 50
Origin: Natural
Archetype: Tanker
Primary: Invulnerability
Secondary: Super Strength
Epic: Earth Mastery
Power Pools: Fitness, Flight
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01) --> Resist Physical Damage==> DmgRes(1) DmgRes(3) DmgRes(11)
01) --> Jab==> DisDur(1)
02) --> Dull Pain==> Rechg(2) Rechg(3) Rechg(7) Heal(34) Heal(34)
04) --> Haymaker==> Rechg(4) Rechg(5) Dmg(5) Dmg(7) Dmg(9) EndRdx(37)
06) --> Hurdle==> Jump(6)
08) --> Unyielding==> DmgRes(8) DmgRes(9) DmgRes(15)
10) --> Temp Invulnerability==> DmgRes(10) DmgRes(11) DmgRes(25) EndRdx(43)
12) --> Air Superiority==> Rechg(12) Dmg(13) Dmg(13) Dmg(15) EndRdx(36)
14) --> Fly==> Fly(14) Fly(37)
16) --> Health==> Heal(16) Heal(17) Heal(17)
18) --> Invincibility==> DefBuf(18) DefBuf(19) DefBuf(19) TH_Buf(27) TH_Buf(33) TH_Buf(34)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Knockout Blow==> Rechg(22) Rechg(23) Dmg(23) Dmg(25) Dmg(27) EndRdx(37)
24) --> Taunt==> Rechg(24) Taunt(39)
26) --> Resist Elements==> DmgRes(26) DmgRes(31) DmgRes(42)
28) --> Rage==> Rechg(28) Rechg(29) Rechg(29) TH_Buf(31) TH_Buf(46)
30) --> Resist Energies==> DmgRes(30) DmgRes(31) DmgRes(42)
32) --> Unstoppable==> Rechg(32) Rechg(33) Rechg(33) DmgRes(36) DmgRes(43) DmgRes(43)
35) --> Tough Hide==> DefBuf(35) DefBuf(36) DefBuf(40)
38) --> Foot Stomp==> Rechg(38) Dmg(39) Dmg(39) Dmg(40) EndRdx(40)
41) --> Salt Crystals==> Rechg(41) Sleep(42)
44) --> Fossilize==> Rechg(44) Rechg(45) Hold(45) Hold(45) Hold(46) EndRdx(46)
47) --> Hurl==> Rechg(47) Dmg(48) Dmg(48) Dmg(48) EndRdx(50)
49) --> Hand Clap==> KB_Dist(49) DisDur(50) EndRdx(50)
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01) --> Sprint==> RunSpd(1)
01) --> Brawl==> Dmg(1)
01) --> Gauntlet
02) --> Rest==> Rechg(1)
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01) --> Resist Physical Damage
Not much to say about this power. Usually always take before Temp Invulnerability.
* Damage Resist(1)
* Damage Resist(3)
* Damage Resist(11)
01) --> Jab
Have no choice, but to take this power. Feeble damage with small chance of disorientation. No point slotting this with more Dmg, Will most likely place Disorient instead to help stack with later attacks of choice that have Disorient in them.
* Disorient Duration(1)
02) --> Dull Pain
Another power I normally take before Temp Invul, always making sure slotted early with Rchrge Redux.
* Recharge Reduction(2)
* Recharge Reduction(3)
* Recharge Reduction(7)
* Healing(34)
* Healing(34)
04) --> Haymaker
First power attack. Must have considering leaving out Punch. Youll notice I haven't slotted with Acc. This is due to Invincibility slotting of ToHits. The bonus on that couple with Rage will provide me with good enough Acc bonus to hit as regularly as possible. Youll find the majority of my bigger attacks slotted similarly.
* Recharge Reduction(4)
* Recharge Reduction(5)
* Damage(5)
* Damage(7)
* Damage(9)
* End Reduction(37)
06) --> Hurdle
Still bit unsure whether to keep this or go with Swift. I like to start of with a Fitness pool power ensuring that I get Stamina as soon as possible.
* Jump(6)
08) --> Unyielding
Always get this as soon as it becomes available. Tanking starts here. Theres no point in wading into a mob without it. This gets knocked, a swift Hellion bat to the head, there goes your chances of running away or defending yourself.
* Damage Resist(8)
* Damage Resist(9)
* Damage Resist(15)
10) --> Temp Invulnerability
Slowly building up my defences to becoming a competent Tanker.
* Damage Resist(10)
* Damage Resist(11)
* Damage Resist(15)
* End Reduction(43)
12) --> Air Superiority
Another attack to my arsenal. Just as strong as Punch, but with added knockup to boot.
* Recharge Reduction(12)
* Damage(13)
* Damage(13)
* Damage(25)
* End Reduction(36)
14) --> Fly
My choice of travel power for this hero. Not overly essential. But with this power theres nowhere I cant go. Plus the must have accessory for all real superheroes. Possibly put an extra Flight Speed in there.
* Flight Speed(14)
* Flight Speed(37)
16) --> Health
If Im going to want Stamina for 20, this is the only place where Id have Health. Chosen above other powers in the pool as it will make a difference whilst wallowing in a big group of enemies. I find not so essential for Defenders, Controllers and Blasters due to possibilities of losing Health pretty quickly.
* Healing(16)
* Healing(17)
* Healing(17)
18) --> Invincibility
Slowly getting there. Gone for overkill with the amount of ToHits slotted. A power that I have running constantly, hopefully this will ensure that I hit consistently enough.
* Defence Buff(18)
* Defence Buff(19)
* Defence Buff(19)
* To Hit Buff(27)
* To Hit Buff(33)
* To Hit Buff(34)
20) --> Stamina
Must have power for Earth and pretty much every other hero out there that run toggles aplenty and no endurance giving power.
* Endurance Modification(20)
* Endurance Modification(21)
* Endurance Modification(21)
22) --> Knockout Blow
Earths uber destructive attack. Slotted to get the most out of it Dmg-wise.
* Recharge Reduction(22)
* Recharge Reduction(23)
* Damage(23)
* Damage(25)
* Damage(27)
* End Reduction(37)
24) --> Taunt
Finally confident enough to tank competently, have chosen this power at this level, ready and primed for Respec missions.
* Recharge Reduction(24)
* Taunt Duration(39)
26) --> Resist Elements
Whats it they say in supermarket ads? every little helps
* Damage Resist(26)
* Damage Resist(31)
* Damage Resist(42)
28) --> Rage
Despite the after effect of this power (unable to attack for a few seconds), its a power that I keep on auto. It actually helps with endurance, making sure I dont get too carried away with my attacks.
* Recharge Reduction(28)
* Recharge Reduction(29)
* Recharge Reduction(29)
* To Hit Buff(31)
* To Hit Buff(46)
30) --> Resist Energies
Same said as with Resist Elements
* Damage Resist(30)
* Damage Resist(31)
* Damage Resist(42)
32) --> Unstoppable
Even after all the modifications on this power from previous issues, its a power that I enjoy to have and makes Earth look and feel like a real superhero.
* Recharge Reduction(32)
* Recharge Reduction(33)
* Recharge Reduction(33)
* Damage Resist(36)
* Damage Resist(43)
* Damage Resist(43)
35) --> Tough Hide
Chosen to help stack with Invincibilitys +Def assuming that it does stack! If not will most like go for a shuffle round of powers and include Haste or TP Foe.
* Defence Buff(35)
* Defence Buff(36)
* Defence Buff(40)
38) --> Foot Stomp
Good AoE power. Still would like to argue to why theyve given this power knockback instead of knockdown. IF there were ever an earthquake, youd find yourself knocked to the floor not fly backwards a couple of feet unless the earth beneath you feet protruded up, then youd be catapulted backwards. Not the case with Foot Stomp. The earth shakes beneath you when activated. If they want to keep knockback on it, I recommend changing the animation...so neh! :P
* Recharge Reduction(38)
* Damage(39)
* Damage(39)
* Damage(40)
* End Reduction(40)
41) --> Salt Crystals
Useful power in PvE and PvP. An AoE with very long sleep duration even without the use of enhancements. Yes of course people with most likely have Break Frees, but still find it can still come in handy when being overrun.
* Recharge Reduction(41)
* Sleep Duration(42)
44) --> Fossilize
I found this very useful in one-on-one Arena matches and will most likely help if I do decide to enter PvP zones.
* Recharge Reduction(44)
* Recharge Reduction(45)
* Hold Duration(45)
* Hold Duration(45)
* Hold Duration(46)
* End Reduction(46)
47) --> Hurl
Never really considered this power, until found it apparently has about the same damage as Haymaker. I was thinking whether or not to go with this or Stalagmites. Despite Stalagmite being a useful AoE (Disorientates), its recharge and end cost were considerably high. Looking forward to using this coupled with shouts of On yer head son!
* Recharge Reduction(47)
* Damage(48)
* Damage(48)
* Damage(48)
* End Reduction(50)
49) --> Hand Clap
The power choice Other considerations included Haste or TP Foe. With Haste there is the danger of running out of endurance a lot quicker if I go overboard with so called [/b][/i]Scranking[/b][/i]. TP Foe would be useful, however would have to juggle the powers about and bring it a bit closer down a few lvls, possibly exchanging positions with either Resist Elements or Energies. At the moment Hand Clap is ahead, purely for comical value alone.
* Knockback Distance(49)
* Disorient Duration(50)
* End Reduction(50)
Loyal to my original biography and a general build capable of good PvE and PvP, this is my intended build for Earth come next free respect come issue7. Feel free to post constructive comment if thoust feelest the need.
Capt.
@Captain Solaris
Guild of Extreme Heroes "Strength is in Unity"