Earth/Kin Build - Will this work?


Archy

 

Posted

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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Sand Witch
Level: 50
Archetype: Controller
Primary: Earth Control
Secondary: Kinetics
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01) --> Fossilize==> Acc(1)Hold(3)Hold(3)Hold(5)Rechg(5)Rechg(7)
01) --> Transfusion==> Acc(1)Heal(25)Heal(25)Heal(27)Acc(40)
02) --> Stone Prison==> Acc(2)Dmg(31)Dmg(40)Dmg(40)
04) --> Siphon Power==> Acc(4)Rechg(9)Acc(46)
06) --> Hasten==> Rechg(6)Rechg(7)Rechg(9)
08) --> Hurdle==> Jump(8)
10) --> Siphon Speed==> Acc(10)Rechg(11)Rechg(11)Rechg(13)Acc(43)
12) --> Stalagmites==> Acc(12)DisDur(13)DisDur(15)DisDur(15)Rechg(17)Rechg(17)
14) --> Super Speed==> Rechg(14)
16) --> Health==> Heal(16)
18) --> Earthquake==> Rechg(18)Rechg(19)Rechg(19)TH_DeBuf(34)TH_DeBuf(34)TH_DeBuf(37)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Speed Boost==> EndMod(22)EndMod(23)EndMod(23)
24) --> Quicksand==> Slow(24)Slow(34)
26) --> Volcanic Gasses==> Rechg(26)Rechg(27)Rechg(29)Hold(29)Hold(31)Hold(31)
28) --> Inertial Reduction==> EndRdx(28)
30) --> Increase Density==> DmgRes(30)
32) --> Animate Stone==> Acc(32)Dmg(33)Dmg(33)Dmg(33)Acc(46)
35) --> Transference==> Acc(35)Rechg(36)Rechg(36)Rechg(36)EndMod(37)EndMod(37)
38) --> Fulcrum Shift==> Acc(38)Rechg(39)Rechg(39)Rechg(39)Acc(46)
41) --> Fissure==> Acc(41)DisDur(42)DisDur(42)DisDur(42)Rechg(43)Rechg(43)
44) --> Rock Armor==> EndRdx(44)DefBuf(45)DefBuf(45)DefBuf(45)
47) --> Earth's Embrace==> Rechg(47)Rechg(48)Rechg(48)Heal(48)Heal(50)Heal(50)
49) --> Hurl Boulder==> Acc(49)Dmg(50)
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</pre><hr /> So, Did I completely miss something, or is this playable? Any critique/suggestions would be welcome.

Also, stone ancillary pool is there for both testing and concept reasons.


 

Posted

You sure you want Stone Prison and Quicksand only really shines in PvP.


 

Posted

Erm looks good kinetic side, just might want to move the 3rd rech from trasnference and replace with a 2nd acc. Nasty when it misses.


 

Posted

well, first off, i'll recommend putting 2acc slots in every power that needs two - holds, immob, disorients, etc.
I'd 6 slot Transfusion, throwing in another recharge.
Earthquake really doesn't need 3ToHit Debuffs - 1-2 are enough, since the base vaule ain't that high anyway, but can still work.
About Volcanic Gasses, you can remove the 3Holds. What happens is, basicly, you summon the power into a location, and, afaik, the hold enhancements increase the amount of time each tic stays on the targets, not the amount of time the gasses stay in position (60 seconds) - this time is unenhanceable. Therefor, casting Volcanic Gasses with Quicksand - works.
Also, throw in another recharge in Quicksand, and one recharge for the pet.


@Double

Double Flame 50 fire/devices
Double Shade 50 tri-form warshade
Double Light 50 dwarf-human peacebringer
Double Control 50 earth/rad

 

Posted

Basically agree with most already said.

You should probably go with Stone Cages instead of Stone Prison since you will be using Stalagmites a lot and its pretty damn annoying when all your fulcrum targets just dazes off in various directions.

Stone Prison is very handy for AVs/PvP/lowlvl dmg though (even if the damage is quite neglible).


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Posted

[ QUOTE ]
You sure you want Stone Prison and Quicksand only really shines in PvP.

[/ QUOTE ]Stone prison is for damage dealing, which will be needed at low levels. Quicksand is there to keep targets in place.


 

Posted

[ QUOTE ]
Erm looks good kinetic side, just might want to move the 3rd rech from trasnference and replace with a 2nd acc. Nasty when it misses.

[/ QUOTE ]True, was planning on teaming with chars with tactics at that point but I guess 2nd ACC in that won't hurt.


 

Posted

[ QUOTE ]

Earthquake really doesn't need 3ToHit Debuffs - 1-2 are enough, since the base vaule ain't that high anyway, but can still work.

[/ QUOTE ]Wasn't sure about the base value... Would some other enhancement work better there? DefDebuff maybe?
[ QUOTE ]
About Volcanic Gasses, you can remove the 3Holds. What happens is, basicly, you summon the power into a location, and, afaik, the hold enhancements increase the amount of time each tic stays on the targets, not the amount of time the gasses stay in position (60 seconds) - this time is unenhanceable. Therefor, casting Volcanic Gasses with Quicksand - works.

[/ QUOTE ]I know, however 3 hold enhancers will make the hold effect double stack, basicallly doubling the magnitude.
[ QUOTE ]
Also, throw in another recharge in Quicksand, and one recharge for the pet.

[/ QUOTE ]Hmmm... Planner stated that with hasten and one siphon quicksand would be around 15 sec recharge, with 45 sec duration... is that incorrect?


 

Posted

[ QUOTE ]

You should probably go with Stone Cages instead of Stone Prison since you will be using Stalagmites a lot and its pretty damn annoying when all your fulcrum targets just dazes off in various directions.

Stone Prison is very handy for AVs/PvP/lowlvl dmg though (even if the damage is quite neglible).

[/ QUOTE ]Yup, taking stone prison mainly for damage and AV's, and quicksand should be able to keep them in place...


 

Posted

[ QUOTE ]
Wasn't sure about the base value... Would some other enhancement work better there? DefDebuff maybe?

[/ QUOTE ]
Dude, when all the attacks has a very nicely stackable -DEF effect, the last thing you need is DefDebuff... Though I never needed it - Radiation Infection. Remember that Quicksand can be stacked, and it also has a very nice AoE -def. Quicksand and Earthquake goes together, mostly, so DefDebuff isn't really needed.
[ QUOTE ]
I know, however 3 hold enhancers will make the hold effect double stack, basicallly doubling the magnitude.

[/ QUOTE ]
Well, all I know is that in PvP, once I trap a boss down, cast Volcanic gasses on him, and start spamming the holds (and you got Siphon Speed), it's just a matter of 10 seconds or so untill he is held. For groups though, there might be a use to it. If you see any difference, be my guess.
[ QUOTE ]
Hmmm... Planner stated that with hasten and one siphon quicksand would be around 15 sec recharge, with 45 sec duration... is that incorrect?

[/ QUOTE ]
Yup.


@Double

Double Flame 50 fire/devices
Double Shade 50 tri-form warshade
Double Light 50 dwarf-human peacebringer
Double Control 50 earth/rad

 

Posted

Wouldn't recommend recharges in quicksand unless for PvP...it's perma out of the box


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

I personally recommend you go with fire epic instead.
Purely for the stalgamites + stone cages + fulcrum + fireball wow factor. It's truly awesome.


 

Posted

[ QUOTE ]
Wouldn't recommend recharges in quicksand unless for PvP...it's perma out of the box

[/ QUOTE ]

There are times when you will want more than 1 down. I have it slotted 3 recharge 3 slow.

Just make sure you get atleast 2 acc in stalagmites and lose a duration. This power is the true PvE jewel in the earth set.

[ QUOTE ]
Also, stone ancillary pool is there for both testing and concept reasons.

[/ QUOTE ]

I have it on my earth/rad. Perma 1800ish hp from EA with all the accolades and a nice 800 heal every 2 minutes. Just leaves you without the big AoE damage.. but Hurl is still good for taking down the bosses.

Edit: Looking again.. I would lose fissure and pick up hurl at 41 and slot 3 damage in it. I would then pick up stone prison at 49 for the extra immob in PvP, having picked up stone cages where you picked stone prison.

This is because your lead power will end up being stalagmites, and you have no way of stopping them all wandering off after using it. I usually follow it up with Lingering rad which works a treat, but you will need an AoE immob to do this if you want to keep the mob tight. Although, you could get away with using quicksand, VG, or quake as the follow up, but they're not as effective... ramble ramble...


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