Earth/Earth build help
Yikes.
You'll want Stalagmites, Volcanic Gasses, and Earthquake a lot earlier than you've got them in this build. I'd take them ASAP unless it's a serious build compromise.
Also, you'll probably want to skip either the single target immobilize or the AOE immobilize.
I hear Hurl isn't that great, but I haven't used it yet and it's a brand new skill, so YMMV.
Yikes.
You'll want Stalagmites, Volcanic Gasses, and Earthquake a lot earlier than you've got them in this build. I'd take them ASAP unless it's a serious build compromise. Also, you'll probably want to skip either the single target immobilize or the AOE immobilize. I hear Hurl isn't that great, but I haven't used it yet and it's a brand new skill, so YMMV. |
You can also skip Salt Crystals, and a lot of your powers are under slotted. I'd skip the AoE Immobilize, and probably the single as well. Both will negate your Knockdown/up powers, and that is a huge strength to the combo. Take Heavy Mallet at 22 at the latest if you take Stamina at 20. Take Seismic Smash at 28. If you are taking Air Superiority then skip Hurl boulder.
Use Stone Mallet, Air Superiority, Heavy Mallet, and Seismic Smash as your damage dealers. You'll probably need to fill in gaps in attacks with Stone Spears.
For an idea on how to use Earth Control... go to the Controller forums, and look up the Earth Guides. Take a peek at what the Immobilize powers can do, and realize they are not as useful for your Dominator. However, absorb the information on all the other powers like; Fossilize, Quicksand, Stalagmites, Earthquake, Volcanic Gases, and Animate Stone.
Easy peasy.
kk - thx for the help guys
37 lvl 50s: 3 Brutes, 2 Stalkers, 2 Tankers, 7 Masterminds, 2 Scrappers, 3 Blasters, 3 Controllers, 3 Corruptors, Peacebringer, 2 SoA (Crab, Bane), 3 Defenders, Widow, 3 Dominators, Warshade, Fortunata
If I were doing an earth/earth I'd go with something like this (see below). Earth assault has very anemic ranged damage so I'd just say F-it and play it as a pure melee damage toon, but control from range when necessary. If you start to slot IO's I'd remove salt crystals, but up until you have enough recharge to have one of - quake, VG, or stalagmites up all the time you might actually find good use for it.
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Sorry, but I got a small question.
I have rolled a lvl 6 Earth/Earth dom and I was wondering if they are any good or have potential? 'There's been some /earth posts, but I haven't found what the whole combo is like.
Sorry, but I got a small question.
I have rolled a lvl 6 Earth/Earth dom and I was wondering if they are any good or have potential? 'There's been some /earth posts, but I haven't found what the whole combo is like. |
Earth/ is a great primary. /Earth isn't a bad secondary after 28 when you can complete the melee trifecta. My biggest complaint about /Earth is how it is set up during leveling. Once you have the mallets, and Seismic Smash it feels more complete. I was torn on doing Earth/Earth or Plant/Earth (I settled on Plant). Anyhoo, your combo should have good potential. Just learn to love melee.
For comparison, I went Earth/Earth over Plant/Earth because of my experience with Plant/Energy.
For the first 26 levels I relied on /Energy's knockback for mitigation. After getting Carrion Creepers and Fly Trap knockback was even more unreliable than normal because both of those are pets that follow you around spamming roots.
Granted, this may not matter much since Seeds of Confusion can be made perma with very little cost or effort, so your need for knockback as mitigation is a lot less.
The other reason I went Earth/Earth is entirely powergamey - I want to slot Achilles Heel Chance for Resist Debuff in Quicksand and either Earthquake or Stone Cages so I can watch things melt on big teams.
For comparison, I went Earth/Earth over Plant/Earth because of my experience with Plant/Energy.
For the first 26 levels I relied on /Energy's knockback for mitigation. After getting Carrion Creepers and Fly Trap knockback was even more unreliable than normal because both of those are pets that follow you around spamming roots. Granted, this may not matter much since Seeds of Confusion can be made perma with very little cost or effort, so your need for knockback as mitigation is a lot less. The other reason I went Earth/Earth is entirely powergamey - I want to slot Achilles Heel Chance for Resist Debuff in Quicksand and either Earthquake or Stone Cages so I can watch things melt on big teams. |
You're taking your Earthquake FAR too late. That's a golden power man. Not only is does it have an enhanceable -10% accuracy debuff on it but it also has -defense and knocks enemies down and knockdown is equivalent to a 3 second hold that almost no enemies resist. Larger enemies, like Freakshow tanks, take even larger to get back up than normal enemies. I usually lead off with earthquake because the -defense makes my Stalagmites hit more often and the knocdown and -acc keeps the alpha strike from flooring me long enough to throw Stalagmites out. Take it as soon as possible
Powerboost is also a power you want as soon as possible because it enhances the -ACC of earthquake (pushing it up to -20% accuracy and that's before enhancements), the -defense of your powers, and greatly increases the length of your mezzes and when you're playing a dom in early levels you'll see pretty fast that when enemies come out of your mass mez the first thing they want to kill is YOU. So that extra time to kill a few more is a god send.
Hurl Bolder is Stone Spear's big brother. Long animation, sucky damage. VERY skippable.
At least you aren't trying to take Stone Cages which I see a lot of people who are new to earth control try to do which is a terrible idea since it stops the knockdown of earthquake and pulls all the aggro down on them all for a pitiful amount of smashing damage. Salt Crystals can be usefull when your team accidently aggros a second spawn. But, generally speaking, all sleep powers are terrible and skippable.
If you're going with Mu epic, you want to pet. Not only does it bring the damage but it can also heal you.
Here
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Level 50 Magic Dominator
Primary Power Set: Earth Control
Secondary Power Set: Earth Assault
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Mu Mastery
Villain Profile:
------------
Level 1: Fossilize Empty(A), Empty(3), Empty(7), Empty(31), Empty(40)
Level 1: Stone Spears Empty(A), Empty(3), Empty(7), Empty(17), Empty(39), Empty(39)
Level 2: Stone Mallet Empty(A), Empty(5), Empty(9), Empty(31), Empty(37), Empty(46)
Level 4: Tremor Empty(A), Empty(5), Empty(9), Empty(31), Empty(39), Empty(40)
Level 6: Quicksand Empty(A)
Level 8: Hurdle Empty(A)
Level 10: Hasten Empty(A), Empty(11), Empty(11)
Level 12: Stalagmites Empty(A), Empty(13), Empty(13), Empty(15), Empty(15), Empty(37)
Level 14: Health Empty(A)
Level 16: Power Boost Empty(A), Empty(17)
Level 18: Earthquake Empty(A), Empty(19), Empty(19), Empty(37)
Level 20: Stamina Empty(A), Empty(21), Empty(21)
Level 22: Heavy Mallet Empty(A), Empty(23), Empty(23), Empty(25), Empty(25), Empty(46)
Level 24: Super Speed Empty(A)
Level 26: Volcanic Gasses Empty(A), Empty(27), Empty(27), Empty(33)
Level 28: Seismic Smash Empty(A), Empty(29), Empty(29), Empty(34), Empty(34), Empty(34)
Level 30: Salt Crystals Empty(A), Empty(40)
Level 32: Animate Stone Empty(A), Empty(33), Empty(33)
Level 35: Mud Pots Empty(A), Empty(36), Empty(36), Empty(36)
Level 38: Fissure Empty(A), Empty(42), Empty(43), Empty(43), Empty(43), Empty(46)
Level 41: Charged Armor Empty(A), Empty(42), Empty(42)
Level 44: Ball Lightning Empty(A), Empty(45), Empty(45), Empty(45), Empty(50)
Level 47: Summon Guardian Empty(A), Empty(48), Empty(48), Empty(48)
Level 49: Surge of Power Empty(A), Empty(50), Empty(50)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Domination
If by the 40s you're having endurance issues swap out ball lightening for power sink 3 slotted. Put the extra 2 slots anywhere you want.
A goal you'll want to go for is slotting Spears, Stone Mallet, Heavy Mallet and Tremor with the +recharge proc from the Force Feedback set. It gives you a 10% chance for a +100% 5 second increase in power recharge rates. It's like have a second Haste going. It's cheap and doms need all the +recharge they can get. Not just for permadomination but to bring their mass controls back up to stop the latest wave of enemies from trampling them. And it helps bring your epic, dom healing, pet back up.
With its single target hold, the hold is Seismic, Volcanic Gasses, all with powerboost and domination? even Stone pet and the Mu epic have holds. That's enough hold to hold almost anything in the game right through their purple triangles. And Surge of Power to keep you on your feet? This build I have here is a real AV stomper.
"The bird of Hermes is my name. Eating my wings to make me tame." -The Ripley Scroll
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Not to burst your bubble but the only power that has slottable def debuff is earthquake. Though Achilles works pretty well in it from my experience on my earth/fire.
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But they're all defense debuffs!
That makes me a sad panda. I thought I could go crazy with it like I did on my Rad/Kin. Thanks for the heads up.. guess I'll drop the other ones I bought in my Earth/Fire. They were up to 80m during the AE craze so I never had a chance to play with em till recently.
hey guys,
Just wondering if anyone who got an Earth Assault dom to 50 on the test server can give me a hand with my build. Also, I didn't find any Earth Control guides or suggestions, so anyone that can give me a hand with slotting/power suggestions would be great.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Drummzz: Level 50 Natural Dominator
Primary Power Set: Earth Control
Secondary Power Set: Earth Assault
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Stone Prison -- Acc(A), Dmg(3), Dmg(21), Dmg(43)
Level 1: Stone Spears -- Acc(A), Dmg(3), Dmg(21), Dmg(43)
Level 2: Fossilize -- Acc(A), Dmg(5), Dmg(7), Dmg(40)
Level 4: Stone Mallet -- Acc(A), Dmg(5), Dmg(7), Dmg(13)
Level 6: Air Superiority -- Acc(A)
Level 8: Stone Cages -- Acc(A), Immob(9), Immob(9), Immob(40), EndRdx(46)
Level 10: Tremor -- Acc(A), Dmg(11), Dmg(11), EndRdx(19), Dmg(37)
Level 12: Quicksand -- Slow(A), Slow(13), Slow(46)
Level 14: Fly -- Flight(A), Flight(15), Flight(15)
Level 16: Hurl Boulder -- Acc(A), Dmg(17), Dmg(17), Dmg(19)
Level 18: Swift -- Run(A)
Level 20: Health -- Heal(A)
Level 22: Stamina -- EndMod(A), EndMod(23), EndMod(23)
Level 24: Salt Crystals -- Acc(A), Sleep(25), Sleep(25), EndRdx(34)
Level 26: Power Boost -- RechRdx(A), RechRdx(27), RechRdx(27)
Level 28: Stalagmites -- Acc(A), Dsrnt(29), Dsrnt(29), Dsrnt(46)
Level 30: Heavy Mallet -- Acc(A), Dmg(31), Dmg(31), Dmg(31)
Level 32: Animate Stone -- Acc(A), Dmg(33), Dmg(33), Dmg(33), Acc(34), RechRdx(34)
Level 35: Seismic Smash -- Acc(A), Dmg(36), Dmg(36), Dmg(36), EndRdx(37), RechRdx(37)
Level 38: Fissure -- Acc(A), Dmg(39), Dmg(39), Dsrnt(39), Dsrnt(40)
Level 41: Earthquake -- DefDeb(A), DefDeb(42), ToHitDeb(42), ToHitDeb(42), DefDeb(43)
Level 44: Power Sink -- EndMod(A), EndMod(45), EndMod(45), EndRdx(45)
Level 47: Charged Armor -- EndRdx(A), ResDam(48), ResDam(48), ResDam(48)
Level 49: Volcanic Gasses -- Acc(A), Hold(50), Hold(50), Hold(50)
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Level 1: Brawl -- Dmg(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Domination
thx in advance for the help
37 lvl 50s: 3 Brutes, 2 Stalkers, 2 Tankers, 7 Masterminds, 2 Scrappers, 3 Blasters, 3 Controllers, 3 Corruptors, Peacebringer, 2 SoA (Crab, Bane), 3 Defenders, Widow, 3 Dominators, Warshade, Fortunata