Sanity check for Earth/TA build
So, you want to cram Flash Arrow in to a good looking build
Glue Arrow is really the only way to do that, so you're probably spot on there. Quicksand provides the same slow, with an additional -def component, so it is clearly superior.
That being said. I'd never give up Glue Arrow unless someone beat me up and took it from me.
I think the slows in quicksand and glue will make up for not having that last 5% ranged def...I'd keep your build as it and love your control heavy character that kills as fast as a steamroller moves.
Good luck
Oh, and I forgot...
Fire Epic?? I know, AoE fire ball, but I sure couldn't go any other route than Earth Epic! Seismic Smash!
I need to team more I try to solo with my Earth/TA and I almost killed myself from frustration.
I thought about making a high-defense build with my Grav/TA, since he doesn't have quite the all-the-time-alpha-strike-from-no-cover capability that Earth does, but never got around to it. Gotta appreciate the Lockdown bonuses x4. Impressive that you got so much defense w/o Weave or Maneuvers.
I would dump Glue Arrow for Flash, since it recharges far slower than Quicksand, can't be thrown around corners, and requires the bow to come out.
One suggestion: Steal two slots from Earthquake, leaving it with only two recharge IOs (certainly plenty for an Earth/TA with Hasten). Steal a slot from Entangling Arrow (only needs one acc, amiright?). Slot up Flash Arrow with a full set of Cloud Senses and get a 6.25 recharge bonus (to make up for the DWD +5% lost), +2.25 end, +5% runspeed, and your last +3.75% def ranged. This brings you really close to the soft cap, although it completely negates the ability to use Flash as an aggro-management tool.
I would also throw two Dmg/Rech in Oil Slick instead of straight recharge. You lose 3-5 seconds of recharge for MO DAMAGE.
Earth epic is good for ST damage, but if you want to mow down mobs in large numbers, Fire or Ice are still tops, and by a lot.
Fury: Have you considered Blood Mandate for rocky? You lose the global recharge and the 10% resist buff, but get better AoE def and ED cap his Acc & Dam too. It's not like you really need more recharge for the power itself.
OSA needs damage. Lot of damage.
Also, I'd drop Glue for Stone Prison and 6-slot Thunderstrikes in there (take slots from Stone Cages) to near-cap your range def and give yourself a better ST attack chain also. And put that 6th Stupefy in Stalagmites (yes, the KB is annoying sometimes, but you can always Cage first, esp w/capped range def). This should get you to 44.6% ranged at 19.9% AoE def. Actually, I don't bother slotting up Fire Shield all that much (just 2 for 2 Steadfasts) so you can still 5 slot Stone Cages, but w/more damage & procs.
I never slot QS beyond its base--it's pretty much always up for any fight. Also, Disruption only needs 2 recharges. Last nitpick, I'd use a Numina's instead of a Miracle unique in Health. I find I don't often run out of end w/my Earth/TA, but having no self heal, some extra regen is nice.
Oh, I'm sorta undecided about 6-slotting Lockdown in VG for my own build. The set bonuses are of course awesome, but all that Acc is wasted in the power when I can stick in some more hold procs (which fire every 6 sec in that power) instead.
Try this adjusted build:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
An Offensive Guide to Ice Melee
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Can't you do the same thing with the temporary power from Magic or Tech origin?
|
Seriously, I was very happy when I got to remove my Tech origin power from my tray after picking up Fireball.
VG also works, but that seems like a waste, tossing in VG after OSA. Except for laughs. Like casting QS, EQ, OSA & VG, all from behind a fence/around a corner, then just sorta giggle as everything slows/flops/melts.
An Offensive Guide to Ice Melee
I just lay my oil slick over my VG. Throw in a disruption arrow and an ice storm and things die.........
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Earth epic is good for ST damage, but if you want to mow down mobs in large numbers, Fire or Ice are still tops, and by a lot.
Fury: Have you considered Blood Mandate for rocky? You lose the global recharge and the 10% resist buff, but get better AoE def and ED cap his Acc & Dam too. It's not like you really need more recharge for the power itself. OSA needs damage. Lot of damage. Also, I'd drop Glue for Stone Prison and 6-slot Thunderstrikes in there (take slots from Stone Cages) to near-cap your range def and give yourself a better ST attack chain also. And put that 6th Stupefy in Stalagmites (yes, the KB is annoying sometimes, but you can always Cage first, esp w/capped range def). This should get you to 44.6% ranged at 19.9% AoE def. Actually, I don't bother slotting up Fire Shield all that much (just 2 for 2 Steadfasts) so you can still 5 slot Stone Cages, but w/more damage & procs. I never slot QS beyond its base--it's pretty much always up for any fight. Also, Disruption only needs 2 recharges. Last nitpick, I'd use a Numina's instead of a Miracle unique in Health. I find I don't often run out of end w/my Earth/TA, but having no self heal, some extra regen is nice. Oh, I'm sorta undecided about 6-slotting Lockdown in VG for my own build. The set bonuses are of course awesome, but all that Acc is wasted in the power when I can stick in some more hold procs (which fire every 6 sec in that power) instead. Try this adjusted build: Hero Plan by Mids' Hero Designer 1.401 http://www.cohplanner.com/ Click this DataLink to open the build! |
The only thing I'm a little reluctant about is the kb in Stupefy, but you're right...stone cages then stalagtites will work.
Yeah, agree about slotting for Quicksand. Even unslotted it charges up pretty fast.
Stone prison is an interesting and valid idea. It will probably make soloing a little easier.
Good catch on the slotting for OSA. Not slotting that for damage would be a major brain fart.
Again, thanks!
Can't you do the same thing with the temporary power from Magic or Tech origin?
|
Those temp powers have a short range and unenhanceable accuracy. I haven't tested whether the temp power misses more often than Fireball/Fire Blast, but I bet that the temp power misses more often.
Besides, the Fireball+Oil Slick combo is simply awesome. Bad guy BBQ with a big burst of flame to start, then continuing fire roasting their, um, nether regions. Massive AoE damage. You'd rather throw a wimpy little taser?
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Those temp powers have a short range and unenhanceable accuracy. I haven't tested whether the temp power misses more often than Fireball/Fire Blast, but I bet that the temp power misses more often.
|
Okay, in all seriousness, I used my taser for 40 lvls and noticed it didn't miss very often at all. I'm guessing it has a 95% chance to hit. The short range was a PitA, I'll admit.
Still, when you got Fireball...
An Offensive Guide to Ice Melee
QS the OSA first to lower its def! Oh wait, does OSA debuff its own defense as well?
Okay, in all seriousness, I used my taser for 40 lvls and noticed it didn't miss very often at all. I'm guessing it has a 95% chance to hit. |
That said, it is possible to miss it more than once, but it's a highly conditional. If you use AoEs frequently, OSTarget counts as a random target and as such can be missed two or more times in a row because the streak breaker doesn't account for individual targets when AoEs are used (meaning, it doesn't keep track of your last hit chance for every foe on a case by case basis, it only tracks the last foe).
The other situation where you could miss two or more times in a row would be if you're running a PBAoE power which affects enemies and have one or more enemies in range of the PBAoE, which would then skew the streak breaker's checks and possibly cause you to miss OSTarget more than once.
So it is possible to miss OSTarget two or more times in a row or generate a false appearance of lower than standard accuracy with an origin power, but only in those situations, and even then it should be an extremely rare occurrence which one can easily work around.
Huh, I guess that's a good argue for Fire...that whole, lighting OSA :P
I guess I just don't worry about it, mostly my team lights it for me. My experience is from my Mind/TA/Stone...that build is glorious.
Those temp powers have a short range and unenhanceable accuracy. I haven't tested whether the temp power misses more often than Fireball/Fire Blast, but I bet that the temp power misses more often.
Besides, the Fireball+Oil Slick combo is simply awesome. Bad guy BBQ with a big burst of flame to start, then continuing fire roasting their, um, nether regions. Massive AoE damage. You'd rather throw a wimpy little taser? |
*WHOOOOMP*
I tend to use the Taser or Energy Cone nowadays. Primal suits my Grav/TAs concept much better than Fire does. Plus a Conserved Power PBed EMP Arrow is stupidly funny.
I put together this build as a concept for an alpha striking controller. A controller with lots of controls and debuffs that can open with an alpha and still stay upright in almost any situation.
So far, I think the character has a lot of potential. Here's the build.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Fortuna Famosa: Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Trick Arrow
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Fossilize -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(5), Lock-EndRdx/Rchg/Hold(15), Lock-Acc/EndRdx/Rchg/Hold(19), Lock-%Hold(37)
Level 1: Entangling Arrow -- TotHntr-Acc/Rchg(A), TotHntr-Immob/Acc(37)
Level 2: Stone Cages -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(3), TotHntr-Acc/EndRdx(7), TotHntr-Immob/Acc(15), TotHntr-Acc/Immob/Rchg(50), TotHntr-Dam%(50)
Level 4: Glue Arrow -- RechRdx-I(A), RechRdx-I(5), TmpRdns-EndRdx/Rchg/Slow(9)
Level 6: Quicksand -- RechRdx-I(A), RechRdx-I(7), TmpRdns-EndRdx/Rchg/Slow(9)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(40)
Level 10: Ice Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(11), Lock-Rchg/Hold(11), Lock-EndRdx/Rchg/Hold(17), Lock-Acc/EndRdx/Rchg/Hold(19), Lock-%Hold(37)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(17), Stpfy-Acc/Stun/Rchg(46)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(43)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), EndMod-I(21)
Level 22: Earthquake -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(23), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-Rchg/EndRdx(31)
Level 24: Acid Arrow -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(25), Achilles-ResDeb%(25)
Level 26: Volcanic Gasses -- Lock-Acc/Hold(A), Lock-Acc/Rchg(27), Lock-Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(36)
Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(43)
Level 35: Oil Slick Arrow -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(40)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Fire Shield -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48)
Level 49: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
Set Bonus Totals:
The only question I have is what to possibly give up for that. I really like all the power choices, and flash arrow, while it does what it does, isn't that exciting to me. My initial thought was to give up glue arrow (a power which I just love) but wondered if it is repetitive in a build that already has access to quicksand (which is also an AoE slow but with a faster recharge).
Your thoughts / comments would be most appreciated.