Some help with Earth/TA?
Earth/TA is horrible solo. You just don't do any damage til 32, and really, not til 36/37 when you have both your pet & OSA slotted. After that, you can roll along solo well, but until then, your damage output is very, very poor.
On teams though, you're absolutely a controlling & debuffing beast. Earth/TA is prolly the most controlling combo in the entire game. In addition to keeping your team safe, you'll help them hit more and to more damage. Seek teams out, even though they may not appreciate your contributions, esp if they don't see any big green numbers from you.
Glue is nice to have early in addition to QS--QS is wanted because for the -def debuff. You and your team will hit a lot more once QS is laid down. Glue has a -recharge component which QS does not. Combined, they should hit the -slow movement cap (90%) on most things you fight. Later on, you can choose to respec out of Glue at your discretion. My Earth/TA has neither Glue nor Flash (nor Poison Arrow) and don't really miss any of them. Those are the 3 TA powers that are prolly the most "skippable".
Of Earth, Salt Crystals is very skippable as is Stone Prison, though I take it as an IO mule. It can also help add some damage early on, but when I did it during my early levels, it ended up not doing a whole lot. Cages annoys a lot of ppl w/the graphics, but it's a pretty key power and once procced up, will do some okay damage. Plus it sets up containment. Other than those, take every other Earth power.
For early damage, Air Sup is a popular choice for soloing. I never go that route myself and just find teams, but if you must solo, it's a good option. Either way, stick with it--Earth/TA is really an amazing combo.
An Offensive Guide to Ice Melee
OK Earth/TA is really painful to solo early on even if you have Veteran attack powers available. Without them, I would look at picking up Flurry( since you already have the speed pool, and Air Superiority) and slot them both for damage(franken-slot 4 x Accuracy/Damage IOs). That would work, but you would end up being VERY scraptrollerish- which I like, but it's not for everyone. Also you can speed your damage output by putting procs into several powers. Quicksand will take one(impeded swiftness), Earthquake takes two(Lady Grey and Knockback set proc), Acid Arrow takes two( Lady Grey and Positron ), Volcanic Gasses takes up to three, but I tend to slot it with 4 x accuracy Hold Recharge + 2 hold set procs. Stone Cages can take two (Positrons and Trap of the Hunter). If you slot up some pool attacks, and slot up the other liste powers with procs, you can actually solo after lvl 28. By 33 you can solo easily. After 42 you solo well. The only problem you get with going this route is that it is slot hungry, so your control will suffer a bit till later when you can fill things in.
I soloed my Earth/TA quite a bit and even with two veteran attacks and all the procs, she was slow going till after Volcanic Gasses was fully slotted up. Earth takes a lot of effort to solo because it is a very low damage set. TA doesn't help with damage at all till Acid Arrow( lvl 20 ), and later Disruption Arrow. It can be done, but you will have to really work at it.
That said, Earth/TA is great on teams, and later on even fine for solo. I enjoy mine a lot.
Agree with a log of dave and sweet's comments so I won't repeat. Earth/TA is a beast on large teams with large spawns with lots and lots of aggro, cause it can handle it. Anything less really you are swatting flies with a sledgehammer from a control stand point. If you like big bad teams with big bad spawns, make an Earth/TA. If you want to solo, maybe think about another build. You can solo safe, just not terribly fast and there are other controller builds that do it better.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
As the others have said, earth/ta is not a combination I would roll for solo play. I have an earth/kin with 2 vet powers and air superiority, I still save her for teams.
I am not sure if I need both Glue Arrow and Quicksand |
I did take stone cages to help with wandering after stalagmites. I dont use them on top of earthquake. Later in the game, AoE immobs are also handy for setting up containment for the epic AoE damage powers.
Even though it doesnt fit my playstyle, there are people that like flash arrow (and smoke from fire) for the limited stealth it supplies. With all the control you have between your two sets, 5% -toHitt is not going to do much for your team.
My Characters
Hi all, I rolled up an Earth/TA, and am really enjoying it. I am having some trouble dispatching groups tho. I am only level 12 at present, and have taken the following powers:
Fossilize, Entangling Arrow, Flash Arrow, Glue Arrow, Quicksand, Hasten, Ice Arrow, and Stalagmites I am not sure if I need both Glue Arrow and Quicksand, as they seem very similar, and they do not appear to slow the enemy much more when both are applied. I have heard there is a 'slow cap', and I was planning on slotting approximately 4 slots in Quicksand (and potentially 4 in Glue Arrow). Should I consider loosing Glue Arrow in favour of Stone Prison or Stone Cages? I stayed away from Stone Cages as I did not think it would be beneficial with Quicksand, Glue Arrow and/or Earthquake, but I am thinking I need another power that will do damage, as Brawl is not going to cut it in the long run. I have also heard that Flash Arrow is questionable, and the -tohit buff is 'not that great'. I was hoping to 4 slot with Cloud Senses (no dmg proc). Is this combination geared more towards teaming than solo? Any suggestions on slotting and using these powers which really seem to have synergy? |
I don't have an Earth/TA (yet), but I have played a lot of Earth Control, and have an Ill/TA at 50. As previously stated, Quicksand has a huge Defense debuff (25%), but no Recharge debuff. Glue Arrow has a small Recharge debuff (20%), but no Defense Debuff. Compare that to, say, Storm's Snow Storm, which has a 62.5% Recharge debuff -- Glue Arrow is not as useful. Leveling up, I would probably take some other power than Glue Arrow if another power was needed. I might add Glue Arrow later, but it would be a low priority. I don't think that recharge debuff does that much for you.
I slot Quicksand with 2-3 Recharge, and I might add a EndRdx/Slow/Rech in the third slot.
To replace Glue Arrow, I would suggest Stone Cages. My Earth/Rad guide, linked in my sig, discusses how to use the Immobilize power with strategies. A few folks don't like the Immobilize powers, but used properly, they can be very good control. Stalagmites + Stone Cages is one of your three AoE control combos in Earth Control . . . then I like to put Quicksand underneath each of the three. (The other two are Earthquake and Volcanic Gasses, two must-have powers.)
On Trick Arrow, I think Glue Arrow is skippable for an Earth/TA. Flash Arrow is optional, but nice to have. Poison Gas Arrow is also optional but nice to have. Same with Disruption Arrow -- but that one I would definitely take. Ice Arrow is good for stacking holds on bosses. Acid and Oil Slick are must-haves.
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
I'm not doubting your statement, just curious as to your reasoning
...in CoH racing to 50 is like trying to race to the end of your vacation. -Arcanaville
Debt barely slows down levelling these days. It's just a little bar that measures how much Awesome you've generated recently. (If you're not getting debt, you're just not trying to generate Awesome hard enough.) -Kelenar
I'm curious to hear your reasoning on acid arrow being a must-have. I tried it out on test on my earth/TA and the paltry 8' radius left me underwhelmed.
I'm not doubting your statement, just curious as to your reasoning |
TA is a debuff set with some controls. Acid Arrow is one of the main debuffs. Acid is usually the first or second Arrow I shoot, so the Defense Debuff will help other powers hit. But, yeah, the radius is paltry. It will hit several in a tight group, but there have been complaints ever since the set was introduced that Acid's Radius should be increased.
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
Also, Acid has a fast recharge so you can cover multiple "patches" with it during its duration. Yeah, the small area sucks, but it's one of the key powers of the set and is also generally one of the 1st debuffs I put down w/my TA.
An Offensive Guide to Ice Melee
I currently have an Earth/TA and it just hit lvl 31. Soloing was not as bad for me. Personally I am a big fan of Assault. It gives a 15% damage bonus, constantly. That is pretty dam good. I also took the single target immob and slotted if entirely for damage. The bonus from assault combined with the debuff from acid arrow makes a huge difference. Acid arrow also has a nice recharge which allows you to stack it on multiples.
Assault is also an oft skipped gem. However that 15% damage bonus also applies to your pet. I took assault on my mind/trick arrow troller and with a 15% global damage bonus that is a nice bit of speed IMO.
Assault also doesn't really require more then 1 extra slot and even that is debatable with enough +Recovery. So again it allows more slots to go into your critical powers.
I am also fond of Maneuvers as its a decent form of stacking +DEF and a great place for LOTG 7.5% and LOTG def/end for a nifty 10% Regen bonus.
I understand that I am probably a rare or dying breed that advocates the leadership pool but I find it to be very nice on lots of toons. I do tend to slot sets with a good mix of bonuses however and try to avoid relying on purples.
I currently have an Earth/TA and it just hit lvl 31. Soloing was not as bad for me. Personally I am a big fan of Assault. It gives a 15% damage bonus, constantly. That is pretty dam good. I also took the single target immob and slotted if entirely for damage. The bonus from assault combined with the debuff from acid arrow makes a huge difference. Acid arrow also has a nice recharge which allows you to stack it on multiples.
Assault is also an oft skipped gem. However that 15% damage bonus also applies to your pet. I took assault on my mind/trick arrow troller and with a 15% global damage bonus that is a nice bit of speed IMO. Assault also doesn't really require more then 1 extra slot and even that is debatable with enough +Recovery. So again it allows more slots to go into your critical powers. I am also fond of Maneuvers as its a decent form of stacking +DEF and a great place for LOTG 7.5% and LOTG def/end for a nifty 10% Regen bonus. I understand that I am probably a rare or dying breed that advocates the leadership pool but I find it to be very nice on lots of toons. I do tend to slot sets with a good mix of bonuses however and try to avoid relying on purples. |
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
Anything less really you are swatting flies with a sledgehammer ...
|
Well I brought my Earth/TA out this weekend and managed to hop on *several* task forces, and managed (with this new XP curve and several hours of play) to get to 26. I initially selected "Poison Gas Arrow" at 16, but felt it was 'meh'. I used an active build to remove it, and instead have taken the Medicine Pool, which I like! I guess I am aggressive, as I have had to use aid self many times already. I have Aid Other at 16, Aid Self at 22, and Resuscitate at 24 (just in case).
Local_Man, my experience with AoE immob comes from Gavity, where I used this type of power extensively. I was thinking with this controller I would not take it, so unfortunately its out on this build, too bad as this would be a fantastic power to add. I am finding the Glue Arrow option is pretty fun, but needs slots (especially range, I am feeling the pinch with the difference in Glue Arrow and QS). Although I can have multiple Quicksands out on the map, I am loving covering absolutely everything in slow patches. I am pretty aggresive I guess I usually like to get a 2nd (ok sometimes 3rd) spawn moving with Quicksands and Glue Arrows. Maybe in the higher levels I will have to be more careful of this, but on a recent Synapse (I did 2 back to back, don't ask) I didnt seem to have to worry too much. (Aid Self, and an on-the-ball Emp Defender helped! )
Now .. I have some more questions
Earthquake: I am not sure how to slot this power. I was initially thinking I would slot 4 Kinetic Crash for some KB protection, then slot a Lady Grey chance for neg, and an Achillies Heel chance for res debuff. This seem ok? Will the 1.65KB cause nasties to go flying like the little clockwork I was tossing around?
Acid Arrow: Not sure of the slotting on this either. I am thinking 3 Shield Breaker w/ neg damage, 2 more damage procs (Lady Grey - Positron), and anoter Achillies Heel -res. not sure if I need all the procs, and I am a little concerend I do not have enough ACC with only 2 partial acc boosts from Shield Breaker. Drop a proc, slot some acc?
Holds (Fossilize, Ice Arrow, Volcanic Gasses, EMP Arrow): I was thinking Lockdown sets for the ranged Defense. Might it be better to Franken-slot these powers to maximize the effects?
From what I have seen of this combo, I'm ruined. I have no idea how I am ever going to play another controller. I just picked up Volcanic Gasses, and have not had a chance to use it, I am sure it won't impress me in the least </sarcasm>.
Earthquake: I am not sure how to slot this power. I was initially thinking I would slot 4 Kinetic Crash for some KB protection, then slot a Lady Grey chance for neg, and an Achillies Heel chance for res debuff. This seem ok? Will the 1.65KB cause nasties to go flying like the little clockwork I was tossing around? |
Holds (Fossilize, Ice Arrow, Volcanic Gasses, EMP Arrow): I was thinking Lockdown sets for the ranged Defense. Might it be better to Franken-slot these powers to maximize the effects? |
Procs are a mixed bag. You can do some amazing things with them in powers if you put enough procs in enough powers.
Slotting sets is and will be a personal taste matter. My slotting and say local man's will be drastically different depending on our particulars. Note I'm not saying either one is better or worse just different. I could take the same build with the same powers and both would play differently. The problem sometimes with giving set advice is someone will usually come down and trash how you slot your toon. Others like to keep "Trade Secrets" I remember for the longest time THUNDERSTRIKE was a gold mine set. It was cheap, readily available and gave some decent bonuses. Not OMG but pretty good. Then people discovered it and it shot through the roof.
Case in point (get ready to blast me!! muwhahah) I don't really go proc heavy on most of my builds. So my slotting reflects that. I also start slotting sets at 22, and keep most for their bonuses because I do lots of low level task forces and those bonuses make a difference I can feel. I like having 4 ranged powers 5 slotted with lvl 25s from the decimation set. That 25% global is very nice at that level.
With that in mind I shall give some ideas about how I slotted my Earth/Ta who hit 32 yesterday.
Stone Prison: Decimation 5x
Fossilize: Gaze of the Basilisk 4x, Devastation 2x
Earthquake: Achilles Heal Proc, Dampened Spirits 5x
Volcanic Gasses: Gaze of the Basilisk 4x, Lockdown 2x
Acid Arrow: Shield Breaker 2x, Analyze Weakness 4x
Flash Arrow: Clouded Senses 4x
Animate Stone: Call to Arms 4x, 2 undecided
OSA: Posi 2x, Detonation 2x, Undermined Defense 2x
Stalagmites: Stupefy 5x, 1 undecided
But I'm going for lots of Rech, most sets will be lvl 25 some will be 50 to bring up %.
Can almost achieve perma hasten with the Earth/TA/Earth build I have been tinkering with and have managed to get Earths Embrace almost perma without hasten. This is all with no purples.
I don't really go proc heavy on most of my builds |
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
I have questions about the procs, especially in AoE powers.
If I slot a damage proc in say Glue Arrow, an AoE power. I suspect that when I first cast Glue Arrow the proc would have a chance to activate. Now, will this proc 'roll' a chance to activate on each nasty in the AoE, or is it a chance upon casting, if it hits, the entire group will take the damage or effect?
I have questions about the procs, especially in AoE powers.
If I slot a damage proc in say Glue Arrow, an AoE power. I suspect that when I first cast Glue Arrow the proc would have a chance to activate. Now, will this proc 'roll' a chance to activate on each nasty in the AoE, or is it a chance upon casting, if it hits, the entire group will take the damage or effect? |
If the AoE/cone effect has a duration of 10s or longer and is caused by a pet, then it will check again, in the same manner as I just outlined, every 10s after the power was activated until the power expires. Glue Arrow, for instance, checks at 0s, when the power is activated, then 10s, 20s and one last time at 30s as the power is expiring (technically, as the pet despawns).
It's important to remember that "is caused by a pet" part, because it's what permits this "rule" to work (there may be a few examples of powers which break this "rule", by allowing checks every 10s but not spawning any pets, but i'm not aware of them at the moment). Normally, procs only check once on power activation. In toggles, however, they check once at activation and once every 10s thereafter. It's a curious distinction, but it can be seen in how Glue Arrow functions (interesting that this should also be the subject of the question, isn't it).
Glue Arrow spawns a pet when it is activated. That pet "lives" for 30s, then is killed by the engine (the mechanic of despawning). But the effects of Glue Arrow, the Slow and -Recharge, continue to affect foes who were in the radius of the pet's PBAoE after the pet despawns, because those effects have a long (30s) duration. So Glue Arrow demonstrates both types of proc behavior. When the pet is "alive", it is pulsing a PBAoE and permits a proc (or procs) to check for trigger every 10s. After the pet "dies", the PBAoE is no longer present, so the proc(s) no longer check for trigger because there is no power being continually reactivated, there's just a lingering debuff remaining on the targets.
I don't tend to go overboard on procs in most builds either, but Earth/TA hasn't got a lot of options for actually hurting things. Without procs, you could take pool attacks slotted for damage, and maybe get the same dps out of them, but you would lose power choices, which lowers your control, which ultimately makes you more squishy. So if you want damage as Earth/TA, slotting procs into powers you will be using every fight anyway is an elegant, efficient way to lay start hurting your foes without having to target them and click an attack. It really speeds up the pace at which you can solo.
As for slotting: Earthquake I think I used 3 undermined defense, 2 lady grey( including proc ) and the knockback set proc. That gives max recharge, good end reduction, and some def debuff, plus two procs, and Earthquake lasts quite a while so the procs fire several times... in addition to doing what it's supposed to.
Acid Arrow does have sort of a disappointing area of effect, but if you try killing a purple boss without it, you will still be whittling away at him when it comes time to log for the night. If you want to hurt something, you Acid Arrow it. It has a good enough recharge, that with proper enhancement, you can reapply it for each hard target you get. Also with a couple procs in it, it will often give a nice alpha damage spike on whatever it is you're trying to drop next. Think of it like a single target debuff with a little bonus instead of an AoE and you'll be much happier with it.
Holds (Fossilize, Ice Arrow, Volcanic Gasses, EMP Arrow): I was thinking Lockdown sets for the ranged Defense. Might it be better to Franken-slot these powers to maximize the effects?
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Personally, I would suggest slotting a full Thunderstrike set in Stone Prison and Fossilize. They both have a hefty base duration, so they don't really need enhancing for immob/hold.
I think you will get way more use out of the damage (they make decent single-target ranged attacks) and a full TS set gives 3.75% ranged defense AND it gives it via a 1.25% at 3 slots and a 2.5% at 6 slots. Therefore it doesn't count toward the five bonus limit for 3.75% defense. Makes it easy to use in conjunction with Lockdown's 3.75% ranged bonus.
I'm working on getting all the materials together for my final Earth/TA build. It will have capped ranged and aoe defense with hover to keep me out of melee. I'll drop to 42.9% aoe if I shut off hover to use stalagmites, though. It should be pretty fun. Here's my build, it may give you some ideas.
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Also, can someone tell me the correct formatting code type to use in Mid's export options so I can post the actual build in readable form in my post (instead of using the data chunk that folks import into their Mid's)? I've tried all the ones available in my i16-updated Mid's, and none of them seem to work...
...in CoH racing to 50 is like trying to race to the end of your vacation. -Arcanaville
Debt barely slows down levelling these days. It's just a little bar that measures how much Awesome you've generated recently. (If you're not getting debt, you're just not trying to generate Awesome hard enough.) -Kelenar
Also, can someone tell me the correct formatting code type to use in Mid's export options so I can post the actual build in readable form in my post (instead of using the data chunk that folks import into their Mid's)? I've tried all the ones available in my i16-updated Mid's, and none of them seem to work... |
The "universal codes" one works.
Also, can someone tell me the correct formatting code type to use in Mid's export options so I can post the actual build in readable form in my post (instead of using the data chunk that folks import into their Mid's)? I've tried all the ones available in my i16-updated Mid's, and none of them seem to work...
|
Hero Plan by Mids' Hero Designer 1.601
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Lorelei Black: Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Trick Arrow
Power Pool: Leaping
Power Pool: Flight
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Stone Prison -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(19)
Level 1: Entangling Arrow -- RechRdx-I(A)
Level 2: Fossilize -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(21)
Level 4: Glue Arrow -- RechRdx-I(A)
Level 6: Quicksand -- Range-I(A)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25), LkGmblr-Def(39), LkGmblr-Rchg+(39)
Level 10: Ice Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(11), Lock-Rchg/Hold(11), Lock-EndRdx/Rchg/Hold(15), Lock-Acc/EndRdx/Rchg/Hold(17), Lock-%Hold(21)
Level 12: Stalagmites -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(13), RzDz-Acc/EndRdx(13), RzDz-Stun/Rng(15), RzDz-Acc/Stun/Rchg(17), RzDz-Immob%(39)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(19), Zephyr-Travel/EndRdx(36)
Level 16: Stone Cages -- DblAc-Acc/Rchg(A), DblAc-Rchg/Immob(31), DblAc-Acc/EndRdx(31), DblAc-Immob/Rng(34), DblAc-Acc/Immob/Rchg(37)
Level 18: Earthquake -- RechRdx-I(A), RechRdx-I(37)
Level 20: Poison Gas Arrow -- Range-I(A)
Level 22: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(23)
Level 24: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(46)
Level 26: Volcanic Gasses -- Lock-Acc/Hold(A), Lock-Acc/Rchg(27), Lock-Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(29), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-%Hold(31)
Level 28: Disruption Arrow -- RechRdx-I(A)
Level 30: Acid Arrow -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/Rng(48), Det'tn-Acc/Dmg/EndRdx(50)
Level 32: Animate Stone -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
Level 35: Oil Slick Arrow -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(36), Ragnrk-Dmg/Rchg(36)
Level 38: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(40), Lock-Rchg/Hold(40), Lock-EndRdx/Rchg/Hold(40), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(46)
Level 41: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Fire Ball -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(45), Det'tn-Dmg/Rchg(45), Det'tn-Dmg/Rng(45), Det'tn-Acc/Dmg/EndRdx(46)
Level 47: Fire Shield -- S'fstPrt-ResDam/Def+(A)
Level 49: Group Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
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
Regardless, thanks for the answers!
...in CoH racing to 50 is like trying to race to the end of your vacation. -Arcanaville
Debt barely slows down levelling these days. It's just a little bar that measures how much Awesome you've generated recently. (If you're not getting debt, you're just not trying to generate Awesome hard enough.) -Kelenar
Hi all, I rolled up an Earth/TA, and am really enjoying it. I am having some trouble dispatching groups tho. I am only level 12 at present, and have taken the following powers:
Fossilize, Entangling Arrow, Flash Arrow, Glue Arrow, Quicksand, Hasten, Ice Arrow, and Stalagmites
I am not sure if I need both Glue Arrow and Quicksand, as they seem very similar, and they do not appear to slow the enemy much more when both are applied. I have heard there is a 'slow cap', and I was planning on slotting approximately 4 slots in Quicksand (and potentially 4 in Glue Arrow). Should I consider loosing Glue Arrow in favour of Stone Prison or Stone Cages? I stayed away from Stone Cages as I did not think it would be beneficial with Quicksand, Glue Arrow and/or Earthquake, but I am thinking I need another power that will do damage, as Brawl is not going to cut it in the long run.
I have also heard that Flash Arrow is questionable, and the -tohit buff is 'not that great'. I was hoping to 4 slot with Cloud Senses (no dmg proc).
Is this combination geared more towards teaming than solo? Any suggestions on slotting and using these powers which really seem to have synergy?