Earth/Arrow quick question
Stone prison, Salt Crystals, and....from Earth/ to skip? Thought you needed 3 from each set?
ok then I respec here soon I will not take it. Did I not read to NOT take stone cages? yay or nay?
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But Stone Cages is your fastest recharging AoE control power -- Stone Cages + a corner is an effective hold, too. Any Blaster with a rain power (like Rain of Fire or Ice Storm) should love your Stone Cages, since it keeps the foes from running AND debuffs defense to make sure they are all hit. And, Stone Cages is wonderful if you have a teammate with lots of knockback powers (Stormies, Peacebringers and Warshades, Energy Blaster, etc.) as it has -knockback for 12 Seconds. If you want to keep the -knockback, you need to re-cast every 12 seconds, though, even though the cages last longer than that.
Some people hate the graphics from Stone Cages and won't take it (but this is less of a problem with Power Customization). Others hate all AoE Immobs. But there is a right way and a wrong way to use Stone Cages. Most important -- do NOT use Stone Cages on top of Earthquake. My Earth/Rad guide discusses this in the strategy section.
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
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
Local, I believe you've miscounted. Through level 40, you get 20 power slots. If you skip 3 powers between your primary and secondary, that leaves you with 18-3=15 powers used there. 3 for stamina, 2 for a travel power, and you're at 20. So if you want stam, hasten, and then a separate travel power, you'll either need to skip 4 powers instead of three, or else put off one power into the 40s.
Ademia, we didn't mean that you needed to skip three powers from *each set*, we meant that you needed to skip three powers *total*, adding together the ones you skip from both sets. For example, I was suggesting that you skip stone prison, salt crystals, and flash arrow, for a *total* of three powers, not 3 from each set.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.
This is what it means to be a tank!
I hate to ask, would either of you mind posting a build for me when you get the chance? Would really appreciate it.
Local, I believe you've miscounted. Through level 40, you get 20 power slots. If you skip 3 powers between your primary and secondary, that leaves you with 18-3=15 powers used there. 3 for stamina, 2 for a travel power, and you're at 20. So if you want stam, hasten, and then a separate travel power, you'll either need to skip 4 powers instead of three, or else put off one power into the 40s.
Ademia, we didn't mean that you needed to skip three powers from *each set*, we meant that you needed to skip three powers *total*, adding together the ones you skip from both sets. For example, I was suggesting that you skip stone prison, salt crystals, and flash arrow, for a *total* of three powers, not 3 from each set. |
DOH! You are correct. I will usually use one of the APP slots for that last power I want to take from my primary or secondary.
OK, here is a build . . . I tried to keep it somewhat affordable by only including fairly inexpensive purples. It certainly could be build with no purples at all with some adjustments. I focused mostly on Recharge to try to get the controls up as much as possible.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Earth-TA Controller: Level 50 Technology Controller
Primary Power Set: Earth Control
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(15), Lock-%Hold(19), EoCur-Acc/Hold/Rchg(43)
Level 1: Entangling Arrow -- Acc-I(A)
Level 2: Stone Cages -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(3), TotHntr-Acc/Immob/Rchg(5), TotHntr-Dam%(15), GravAnch-Hold%(40)
Level 4: Glue Arrow -- RechRdx-I(A), RechRdx-I(7)
Level 6: Quicksand -- RechRdx-I(A), RechRdx-I(7)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(11), BasGaze-Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(46), G'Wdw-Dam%(48)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(17), Stpfy-Acc/Stun/Rchg(17), RechRdx-I(19)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(48)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Earthquake -- RechRdx-I(A), DarkWD-Rchg/EndRdx(23), DarkWD-ToHitDeb/Rchg(23), DarkWD-ToHitdeb/Rchg/EndRdx(29), DarkWD-ToHitDeb(43)
Level 24: Acid Arrow -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(25), AnWeak-Acc/Rchg/EndRdx(25), AnWeak-%ToHit(34), Achilles-ResDeb%(37)
Level 26: Volcanic Gasses -- EoCur-Acc/Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Hold/Rchg(27), UbrkCons-Dam%(31), BasGaze-Rchg/Hold(31), Lock-%Hold(31)
Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(29)
Level 30: Poison Gas Arrow -- FtnHyp-Sleep/Rchg(A), FtnHyp-Plct%(40)
Level 32: Animate Stone -- BriL'shp-Acc/Dmg(A), BriL'shp-Dmg(33), S'bndAl-Dmg/Rchg(33), S'bndAl-Acc/Dmg/Rchg(33), SvgnRt-PetResDam(34), ExRmnt-+Res(Pets)(34)
Level 35: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37), RechRdx-I(37)
Level 38: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), EoCur-Acc/Hold/Rchg(40)
Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/Dmg/Rchg(42), Decim-Build%(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), RechRdx-I(46)
Level 47: Rise of the Phoenix -- Dmg-I(A), Sciroc-Dmg/Rchg(48)
Level 49: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(50), ImpArm-ResDam/EndRdx/Rchg(50), ImpArm-ResDam(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(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
Hey, I've been reactivated!
Anyway, I was following this thread a bit while my sub was up. There's not a whole lot more to add to what Local had to advise, but I would totally dump PG Arrow. You have so many controlling powers at your disposal, you'll never really use the thing. I'd also dump *either* Flash or Glue, and I only say either, because you can't dump both (and Stone Prison). Of the two, I find Flash more situationally useful. Pick up CJ and/or Hover for greatly increased combat movement/maneuverability and some defense. Maneuvers for more defense. Hell, Med pool... no, no Med pool for controllers!
I happen to like high def builds--my Earth/TA hits ranged softcap w/few sacrifices--so I redid Local's build a bit w/about the same budget. Either way is fine, just matters what your preferences are.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Earth-TA Controller: Level 50 Technology Controller
Primary Power Set: Earth Control
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Fossilize -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(5), Lock-%Hold(7), Lock-EndRdx/Rchg/Hold(15), Lock-Acc/EndRdx/Rchg/Hold(19)
Level 1: Entangling Arrow -- Acc-I(A)
Level 2: Stone Cages -- TotHntr-Acc/EndRdx(A), Posi-Acc/Dmg/EndRdx(3), Posi-Dam%(5), GravAnch-Hold%(7), TotHntr-Dam%(15)
Level 4: Flash Arrow -- ToHitDeb-I(A)
Level 6: Quicksand -- RechRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Ice Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(11), Lock-Rchg/Hold(11), Lock-EndRdx/Rchg/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(48)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(17), Stpfy-Acc/Stun/Rchg(17), Stpfy-KB%(19)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(43)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(29), Mrcl-Rcvry+(50)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Earthquake -- DarkWD-ToHitDeb(A), DarkWD-Rchg/EndRdx(23), DarkWD-ToHitDeb/Rchg(23), DarkWD-ToHitdeb/Rchg/EndRdx(29)
Level 24: Acid Arrow -- AnWeak-Acc/DefDeb(A), AnWeak-Acc/Rchg(25), AnWeak-Acc/Rchg/EndRdx(25), AnWeak-%ToHit(34), Achilles-ResDeb%(37)
Level 26: Volcanic Gasses -- UbrkCons-Hold/Rchg(A), Lock-Rchg/Hold(27), Posi-Dam%(27), UbrkCons-Dam%(31), G'Wdw-Dam%(31), Lock-%Hold(31)
Level 28: Disruption Arrow -- RechRdx-I(A)
Level 30: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
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 -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37), RechRdx-I(37)
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-Acc/Dmg/EndRdx(42), Posi-Dam%(43), RechRdx-I(48)
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: Maneuvers -- GftotA-Def/EndRdx(A), RedFtn-Def/EndRdx(48), GftotA-Def(50)
Level 49: Fire Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
An Offensive Guide to Ice Melee
My personal philosophy for earth/TA is that multiplicity of controls is not a bad thing. This character is for controlling (and to a lesser extent debuffing) things into smithereens, and that's what I spend my power slots and in-battle time doing.
Powers like glue arrow and poison gas arrow are often suggested as skippable, but I personally wouldn't. The way I look at things is: how many ways can I neutralize a spawn? Stalagmites + stone cages will do it. Volcanic gasses + quicksand will also. EMP arrow will do it, etc, etc.
Notably, though, some of your spawn neutralizers are soft. Earthquake, OSA, and volcanic gasses don't utterly prevent a spawn from attacking - they greatly reduce the frequency of attacks. For those powers, I find layering poison gas arrow on top to be helpful, since it cuts the damage of what few attacks the foes do get off. It's probably not necessary, but I think it helps.
Similarly, I find glue arrow helpful for some tasks because of its differences from quicksand - notably the sticky debuff and -recharge. Between poison and glue, you can significantly cut damage from one spawn without actually using any controls on them, which could come in handy at some point.
In terms of builds, I can see that Local has the expensive side covered. So for another viewpoint, this is roughly what I'd do for an SO build:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
earth-ta: Level 48 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Trick Arrow
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Fossilize -- Acc(A), Acc(3), Hold(5), Hold(7), RechRdx(9), RechRdx(34)
Level 1: Entangling Arrow -- Acc(A)
Level 2: Stone Cages -- Acc(A), Acc(3), EndRdx(17)
Level 4: Glue Arrow -- RechRdx(A), RechRdx(5)
Level 6: Quicksand -- RechRdx(A), RechRdx(7)
Level 8: Air Superiority -- Acc(A), Dmg(9), Dmg(17), Dmg(37)
Level 10: Ice Arrow -- Acc(A), Acc(11), Hold(11), Hold(25), RechRdx(25), RechRdx(34)
Level 12: Stalagmites -- Acc(A), Acc(13), Dsrnt(13), Dsrnt(15), RechRdx(15), RechRdx(34)
Level 14: Swift -- Run(A)
Level 16: Health -- Heal(A)
Level 18: Earthquake -- RechRdx(A), RechRdx(19), RechRdx(19)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Acid Arrow -- Acc(A), RechRdx(23), RechRdx(23)
Level 24: Fly -- Flight(A), Flight(40)
Level 26: Volcanic Gasses -- Acc(A), Hold(27), Hold(27), RechRdx(29), RechRdx(29), RechRdx(31)
Level 28: Disruption Arrow -- RechRdx(A), RechRdx(31)
Level 30: Poison Gas Arrow -- RechRdx(A), RechRdx(31)
Level 32: Animate Stone -- Acc(A), Dmg(33), Dmg(33), Dmg(33)
Level 35: Oil Slick Arrow -- Dmg(A), Dmg(36), Dmg(36), RechRdx(36), RechRdx(37), RechRdx(37)
Level 38: EMP Arrow -- Acc(A), Acc(39), Hold(39), Hold(39), RechRdx(40), RechRdx(40)
Level 41: Fissure -- Acc(A), Dmg(42), Dmg(42), Dmg(42), EndRdx(43), RechRdx(43)
Level 44: Seismic Smash -- Acc(A), Dmg(45), Dmg(45), Dmg(45), EndRdx(46), RechRdx(46)
Level 47: Hasten -- RechRdx(A), RechRdx(48), RechRdx(48)
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
The last power and last 6 slots are up for grabs. The choice of ancillary pool is variable, as well - while earth/TA isn't a big damage dealer, I like to make a contribution here and there, so I grabbed /stone and a pair of attacks. If you want even more AoE, you could go /ice and grab ice blast and the pair of AoEs.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.
This is what it means to be a tank!
I'm going to come right back and argue for dumping PGA on any controller. PGA isn't yet another form of AoE control; its a low percentage damage mitigation power that doesn't really have high enough numbers to be worth it on any but a defender. Why take away a small percentage of the damage when you can prevent them from attacking entirely with one of your many AoE controls?
And if it's a choice between PGA and Glue Arrow, I've found Glue Arrow to be MUCH, MUCH better. The -recharge on Glue is as much as the -damage on PGA, and in practical terms I find the mitigation better on Glue since stuff tends to wander around trying to get out instead of attacking sometimes even when recharged. Add in the huge slow component which prevents spawns from using melee attacks on you, it seems to me that if you're taking a mitigation power which isn't a hard control, Glue Arrow works far better than PGA.
The only way I'd even consider taking PGA is I played on teams that are taking on 300 guys at once; then take I might take Glue Arrow and PGA both in addition to a million AoE controls.
My personal philosophy for earth/TA is that multiplicity of controls is not a bad thing. This character is for controlling (and to a lesser extent debuffing) things into smithereens, and that's what I spend my power slots and in-battle time doing.
Powers like glue arrow and poison gas arrow are often suggested as skippable, but I personally wouldn't. The way I look at things is: how many ways can I neutralize a spawn? Stalagmites + stone cages will do it. Volcanic gasses + quicksand will also. EMP arrow will do it, etc, etc. |
My Earth/TA has so many AoE (and ST) options, I've gone through many a stretch where I forget I even have EMP Arrow. Just chaining Mites+Cages -> VG -> Mites+Cages -> EMP Arrow should take care of your hard control needs w/little downtime, unless you're on a high DPS team, in which case you don't really even need that much control. For filling in those gaps and leftovers, you have your soft controls, of which QS, EQ & OSA should more than suffice. Of course having PGA & Glue would help, but after a point, you have to ask, what is more beneficial, even more control, or better damage output and/or survivability.
Just thinking about when added control would help, I notice that my Earth/TA is most taxed w/reckless teams and/or adds. I know I can control 1 spawn w/o breaking a sweat. 2 spawns aren't much harder, as long as I haven't been previously depleted. 3 spawns can be controlled for a limited time, but your hard controls will start running out before they recharge, and soft controls only will not mitigate all damage. 4+ exacerbates the situation exponentially--I have controlled 4 separate spawns for limited times, but you can't maintain it for very long.
So in these extreme situations, I find what's most helpful is getting rid of the spawns as quickly as possible--get the 3 spawns to 2 and you have perma-control. Get the 4 to 3 and you have limited perma-control. So damage and debuffs are in order, but of course everyone takes Acid & Disruption (right?), and epic damage powers.
The next order of business is *long term* survival. Your AoE controls tend to attract a lot of aggro, and again, we're talking multiple spawns so assuming only 1 tank, you're on your own for the 2nd & 3rd (&4th) spawns who are going to be really PO'ed at you as soon as the hard controls wear off (and you know that tank will be fighting the supremely locked down spawn, not the one that's just crawling around slowly, but shooting back). Plus soft controls still invite return fire, usually at you. So I like to get my defenses high (and HPs & regen as well)--ranged, and some AoE if I can swing it. This is where the pro-control crowd would prolly like PGA and Glue, I imagine, but I think adding an extra 20-30% or so to my defenses will be more beneficial, because if I go down, it's likely the rest of the team goes down, and getting close to softcapped ranged def (on top of all the soft controls) will keep me alive a lot more effectively than PGA & Glue.
So like I said, that's just my philosophy on how to play the king of all AoE controllers. And yes, it's nice to pile on the controls and be even more kingly--kinda like taking Tough & Weave on a Stone tanker w/Granite, and there are legit reasons & playstyles that call for that too.
An Offensive Guide to Ice Melee
Thanks again for all the help. Made it to level 23 last night and going to respec to your build today. Much appreciated because I knew nothing about Earth/ before and even started an Earth/Earth dom as well...
Flash Arrow actually does help, and personally I think most people too easily dismiss the 5% to hit debuff. On the other hand, Earth has a LOT of great powers, and TA has enough better powers that every time it came up to chose Flash or something else, something else always won out.
If you are using it, and liking it, I would go ahead and keep it. If I were to switch something else out for it, glue arrow would hit the chopping block.
Most people will disagree here, but another option to cut out is Oil Slick Arrow. It's on a really long timer, and you already have Earthquake up every fight that is very similar (2 proc Earthquake for damage). If you are looking to do damage as Earth/TA, then you can put procs in Quicksand(slow set proc), Acid arrow(Positrons and Lady Grey), Earthquake(knockback set proc and Lady Grey), Stone Cages (Positrons and Trap of the Hunter), and Volcanic Gasses(2x hold set procs). You will end up using most of those powers(not VG) every fight so the damage there will always contribute, where Oil Slick Arrow is up every 3-4 fights at best and can cause your pet to run away(which you NEVER want to happen).
This thread has gotten some very nice differences. I like that while everyone has a different view of what to take/skip, most people haven't really bashed anyone for taking/skipping a certain power. I agree with Dave that it is more a difference in philosophy and play style. That's what is so great about it that everyone has a unique spin on the same combo, so there aren't any real cookie cutter set ups.
Otherwise every Earth/TA would be identical. What works for me may not work for you, or others and what they like may not work for me. Some people really have some nice builds too. In the end play what you find to be fun! If fun for you is doing X, then use the build that best supports X.
ok, dinged level 30 last night after getting a few other characters to the mid 20's. Following the build from an earlier post I'm set to take PGA at level 30. Question is with all my toys at my disposal, would PGA or Flash Arrow be a better choice?
Thanks again for any advice
Personally, I think PGA. But don't look at is as a control power (big mistake) look at it as another source for debuff which I think is better than what flash offers. YMMV
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Yeah, I would take PGA over flash. As MM says, PGA isn't a control power. The sleep is low mag, unreliable, and easily broken. PGA is a damage debuff. The way I usually use it is to layer on top of the less hard controls such as earthquake, to make the few hits that leak through hurt less. It's no magic bullet (or arrow), but it does help.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.
This is what it means to be a tank!
ok, made it to 1 bubble short of level 35 last night before my internet went out at 4am...#%^^%% comcast. Thinking my only regret is taking SS to get hasten to save power choices. Thanks again for all the help!
ok, after making it to level 36 now and trying to solo I've decided it is quit interesting. If you get a council cave mission and do not have the right angles soloing is pretty tough.
One other quick question, oil slick placement, seems like if you place at the wrong spot it dies pretty quick before you can light it, however, by placing it off to the side a little before lighting it works a little better. Or am I just totally off here? lol
Secondly, my pet seems to have a mind of its own sometimes
One other quick question, oil slick placement, seems like if you place at the wrong spot it dies pretty quick before you can light it, however, by placing it off to the side a little before lighting it works a little better. Or am I just totally off here? lol
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Also, thanks for everyone who posted. I've been toying with making an Earth/TA myself and was about to post my questions when I saw this thread .
Nononono, you want stone cages (the AoE immob). It combos well with stalagmites to prevent the foes from scattering after they're stunned. The one you want to skip is stone *prison*, the single target immob, because you're already forced to take a ST immob from your secondary and there's no reason to have two.
To reiterate, skip stone *prison*, take stone *cages*.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.
This is what it means to be a tank!