Earth/Storm: Quicksand versus Snow Storm


Adeon Hawkwood

 

Posted

I recently started my first Controller and am working on his build. Basically, I want to be able to take Stamina, a travel power, 3 powers from Fire Mastery and the rest from my primary and secondary. Obviously this means I need to skip two powers and push one back to 47/49. One of the skipped powers will be Salt Crystals but I'm not sure about to other.

Given the similarities between Quicksand and Snowstorm I think one of them is a sensible choice to skip but I'm not sure which. Quicksand seems like the more generally useful one due to the higher run speed reduction, auto-hit defense debuff and the fact that it isn't a toggle. On the other hand Snow Storm affects flyers and has a recharge debuff.

So, which one should I take? Or alternatively is there another power in Earth/Storm that is more skippable?


 

Posted

The -defense is a HUGE plus for quicksand. But to look at it in other aspects, one (QS) is an area or cast where you want it and the other (SS) is a toggle or who you want it effect. The end usage of the toggle as well as the fact your anchor can run off (slowly) and draw more aggro. My personal preference is EQ, I think it gives you more "control" over the situation (round the corner casting, location debuff and defense debuff).


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Personally, I'm fond of both, but if I were forced to choose, I'd also take Quicksand over Snow Storm, for many of the reasons Mental Maiden already mentioned, but really, there's probably better choices for powers to skip.

I, for example, don't have a lot of love for Thunderclap; the stacking sounds nice in theory, but to my mind, you have enough other options that getting to stun bosses just really isn't worth the extra power, and the fact that you have to drop into melee range to use it can just result in getting extra battered by those un-stunned bosses while you're trying to pull it off.


 

Posted

I left out Snow Storm on my two Earth/Storms, as much as I like the power. Quicksand is just too valuable for its massive 25% Defense Debuff and the stragegy of it being a location-based slow patch that recharges quickly.

I tend to cast it underneath all of the other AoE controls.


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

 

Posted

I would go with QS. QS -def means you don't have to put any accuracy into Volcanic Gasses before you get a set in it, just 3 rech and 3 hold. So awesome. And when VG isn't up plop EQ on it and the enemies are To Hit debuffed, def debuffed, slowed and falling over, before you ever stick your head around the corner. And, with storm, you'll be able to drop FR on top of them also for further silliness.

Oh, and both of your immobalize's have -fly so that's not really an issue for you either.

Edit: I second skipping Thunderclap. You have so much control with those sets you'll forget about stalagtites half the time, let alone a mag 2 followup. Bosses will be held and debuffed through the floor anyway. Maybe pick up haste?


 

Posted

I don't get SS on an Earth/Storm. I often bash SS as mediocre; what I really mean to say is that it's often mediocre for controllers generally, and earth controllers in particular (I like it just fine on my Corruptor).

The point is this - a controller's job is to control stuff, and an earth controller controls groups better than anything, so why do you need SS on stuff that's held/stunned/knocked down etc? At that kind of endurance usage, it tends to be an unaffordable luxury, IMO.

Quicksand is different because it gives the defense debuff and it doesn't cost continuous endurance - I'd take that instead in a heartbeat.


 

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Quote:
Originally Posted by MaxLongstreet View Post
I don't get SS on an Earth/Storm. I often bash SS as mediocre; what I really mean to say is that it's often mediocre for controllers generally, and earth controllers in particular (I like it just fine on my Corruptor).

The point is this - a controller's job is to control stuff, and an earth controller controls groups better than anything, so why do you need SS on stuff that's held/stunned/knocked down etc? At that kind of endurance usage, it tends to be an unaffordable luxury, IMO.

Quicksand is different because it gives the defense debuff and it doesn't cost continuous endurance - I'd take that instead in a heartbeat.
Snow Storm has its uses. It is wonderful during the Katie Hannon TF to knockdown all the witches and slow them. It is wonderful on the ITF, where those guys resist other forms of control but are hit hard by slows -- just cast it on the EB or AV. And Anchor Toggle powers have their uses -- it can interrupt foes from doing some things. But overall, if you have to drop something from an Earth/Storm, it is one of the more skippable powers because of Quicksand.


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

 

Posted

Quote:
Originally Posted by Local_Man View Post
Snow Storm has its uses. It is wonderful during the Katie Hannon TF to knockdown all the witches and slow them. It is wonderful on the ITF, where those guys resist other forms of control but are hit hard by slows -- just cast it on the EB or AV. And Anchor Toggle powers have their uses -- it can interrupt foes from doing some things. But overall, if you have to drop something from an Earth/Storm, it is one of the more skippable powers because of Quicksand.
Agree with you here - I don't hate Snow Storm - I just think it's quite situational, and hence a luxury.


 

Posted

I'll ... 256th the vote for QS over SS.

Things I skipped on one of my most recently planned builds were: Stone Prison (the build is meant for teaming and task forces), Salt Crystals, Snow Storm, Hurricane and Thunderclap.

From Pools she has Recall Friend, Super Speed, Fitness (Hurdle, Health, and Stamina), Leadership (Assault, Tactics and Vengeance) and Stone Mastery (Fissure, Seismic Smash and Earth's Embrace).

If I were to tweak it further I'd try to squeeze in TC first do to play style and the presence of Fissure and Stalagmites, stacking more stuns would be high on the list.


 

Posted

Thank you all for the feedback, I was thinking that Quicksand looked better on paper, I just wondered if I was missing something.


 

Posted

On my Earth/Storm I have neither. I don't want a slow toggle, and I don't need the -DEF in quicksand. If you are going to make even the cheapest attempt at IOing your character, you'll be at 95% for just about everything anyway.

If you want a slow patch, which Earth only really needs at lower levels, then take it. However, I'd rather go for pool powers that give my character some added versatility.


 

Posted

Quote:
Originally Posted by Torrynt View Post
On my Earth/Storm I have neither. I don't want a slow toggle, and I don't need the -DEF in quicksand. If you are going to make even the cheapest attempt at IOing your character, you'll be at 95% for just about everything anyway.

If you want a slow patch, which Earth only really needs at lower levels, then take it. However, I'd rather go for pool powers that give my character some added versatility.
Quicksand isn't for the controller alone. Anyone that's not swinging at 95% will appreciate it and it does make it easier when tackling higher level foes.


 

Posted

Quote:
Originally Posted by Torrynt View Post
On my Earth/Storm I have neither. I don't want a slow toggle, and I don't need the -DEF in quicksand. If you are going to make even the cheapest attempt at IOing your character, you'll be at 95% for just about everything anyway.

If you want a slow patch, which Earth only really needs at lower levels, then take it. However, I'd rather go for pool powers that give my character some added versatility.
I pretty strongly disagree with you. I find many strategic uses for Quicksand as a slow patch with a huge -Defense. It works as a debuff power, a barrier and a pulling tool. It works as a back-up control power for foes missed by your other powers. It helps keep foes in the area of Earthquake and Volcanic Gasses without -Knockback. I can't think of pool powers I would prefer over Quicksand. Tactics? Quicksand provides more benefit overall.

This is one of the powers that lets an Earth Controller help a team handle higher level foes and foes with large amounts of ToHit Debuff with relative ease. AoE Blasters (who understand what it does) love it.


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

 

Posted

Well, personally I went with Snow Storm to bring fliers down into reach of Animate Stone, and because they can't run out of it; I figured Freezing Rain would make up for the lesser -def. It works fine, but I can see it going either way.

As for Thunder Clap, I took it and like it.


Arc #40529 : The Furies of the Earth

 

Posted

O2 Boost.

I find utility in having both Snow Storm and Quicksand, but I also find I am far too busy "doing unto others" to bother with watching teammates' life bars and trying to guess who needs it, is not timing his own heal, and will not be healed by one of my better-healing teammates anyway. Besides, healing is common, and O2 is a weak heal. I skip O2 and spend my efforts disabling the enemy rather than putting touch-up paint on my friends.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

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Quote:
Originally Posted by Sailboat View Post
O2 Boost.

I find utility in having both Snow Storm and Quicksand, but I also find I am far too busy "doing unto others" to bother with watching teammates' life bars and trying to guess who needs it, is not timing his own heal, and will not be healed by one of my better-healing teammates anyway. Besides, healing is common, and O2 is a weak heal. I skip O2 and spend my efforts disabling the enemy rather than putting touch-up paint on my friends.
I don't view O2 boost as a heal (although it can heal in an emergency). What it is instead is a rather versatile defensive buff. Against Carnies it provides Endurance drain resistance to Tanks and Scrappers. Against Malta it provides Stun protection to Squishies. Against Arachnos it provides extra perception to see through Smoke Grenades. It can heal, but as you noted it doesn't do it very well, it does however provide several useful and somewhat obscure resistances.


 

Posted

I took both quicksand and snowstorm on mine. Several weeks later, I still used quicksand quite a bit. Snowstorm only got used in unusual situations, such as accidental team-splits aggroing multiple groups spread apart.


The Bacon Compels You.

 

Posted

Snowstorm activates faster and provides -Rech. The -Def from Quicksand is mostly negligible once you hit SOs.


If you can fit them both into your build, do so. If (like me) you can only take one, take Snowstorm.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
I don't view O2 boost as a heal (although it can heal in an emergency). What it is instead is a rather versatile defensive buff. Against Carnies it provides Endurance drain resistance to Tanks and Scrappers. Against Malta it provides Stun protection to Squishies. Against Arachnos it provides extra perception to see through Smoke Grenades. It can heal, but as you noted it doesn't do it very well, it does however provide several useful and somewhat obscure resistances.
I guess. On a recent task force, a Stormie followed my Scrapper around, keeping O2 boost stacked on him as much as possible. It was nice to have someone trying to look out for me, but there's got to have been a better use of that player's time.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Sailboat View Post
I guess. On a recent task force, a Stormie followed my Scrapper around, keeping O2 boost stacked on him as much as possible. It was nice to have someone trying to look out for me, but there's got to have been a better use of that player's time.
Yeah, that is not the best use of a players time, no argument there. There are occasions when repeatedly casting O2 Boost makes sense but most of the time it's better to use it either reactively (to free a mezzed squishy or someone blinded) or once every 60 seconds to protect resistance based tanks/scrappers from endurance drain (against, say, Carnies).


 

Posted

Another vote for taking QS, skipping SS and also putting Thunderclap on the skip list.

As for a power to push way back, I'd consider Stone Prison since you can use Stone Cages for much the same effect. I can understand the argument against O2 Boost but frankly I've used it to save the team too many times to want to ditch it. Yeah, it can feel silly spamming O2 Boost on the tank as he stays in the red zone through a difficult fight but sometimes it's the best the team's got.


 

Posted

I recommend skipping the single target immobilize unless you are using it as an IO horse for whatever reason. Especially since with Earth Control your not really doing any noticeable damage with your controls that there isn't much need to get the weaker ones. Both Quicksand and Snow Storm have their uses and are fairly different. Snow Storm is a damage mitigation power since it not only does -speed but also -recharge, obviously lowering incoming damage over time. Quicksand is a damage enhancing power with its very considerable -Def component.


50s: Anaxagoras - En/En/For Blaster, Vicious Kittie - Claws/SR Scrapper, Rad. Therapy - Emp/Rad/For Defender, Anaximander - En/En/Mu Brute, Marble Vanguard - Stone/EM Tanker
Current: Vitriolic - 42 Bots/Poison MM, Aseity - 38 DB/WP Scrapper, Tai Shar - 42 Earth/Storm

 

Posted

Quote:
Originally Posted by Anaxagoras View Post
I recommend skipping the single target immobilize unless you are using it as an IO horse for whatever reason.
Well for now it's one of my main damage powers so I'm keeping it. I may well end up respeccing out of it later but for now it stays .


 

Posted

To the folks who disagreed with my decision to drop QS and SS. I see little to no benefit to -DEF in any portion of the game past the high 20s. By that point most toons that you encounter have already slotted their characters for both ACC and if they are IOing, global ACC.

Play any other toon in your late 20s/early 30s. Monitor your to hit. If you dip below 95% on many attacks I'd be surprised. Maybe I slot more for ACC on the rest of my toons, but I can't think I'm that far off. Try playing your Earthie without tossing QS for a while.

Do people still hit consistently? I run without it and mowing through +3/+4 is rarely a problem once teams get into Founders or late Talos. That's with everyday PUGs and not some kind of team that is specialized to layer buffs/debuffs.

Of course all of this is anecdotal and I can only claim experience of myself and a few friends. It's a great tool prior to your slotting your powers and as a slow patch it's useful. However, once I've gotten slotted I don't need -DEF for +3 or +4... and a slow patch is of marginal use to me.

Others might find more use out of it and who knows, you may love either or both. I like them, but not enough to sacrifice things like Tough/Weave which let me live longer and hence use controls that have, IMHO, a far more tangible effect on the battle.


 

Posted

Quote:
Originally Posted by Torrynt View Post
To the folks who disagreed with my decision to drop QS and SS. I see little to no benefit to -DEF in any portion of the game past the high 20s. By that point most toons that you encounter have already slotted their characters for both ACC and if they are IOing, global ACC.

Play any other toon in your late 20s/early 30s. Monitor your to hit. If you dip below 95% on many attacks I'd be surprised. Maybe I slot more for ACC on the rest of my toons, but I can't think I'm that far off. Try playing your Earthie without tossing QS for a while.

Do people still hit consistently? I run without it and mowing through +3/+4 is rarely a problem once teams get into Founders or late Talos. That's with everyday PUGs and not some kind of team that is specialized to layer buffs/debuffs.

Of course all of this is anecdotal and I can only claim experience of myself and a few friends. It's a great tool prior to your slotting your powers and as a slow patch it's useful. However, once I've gotten slotted I don't need -DEF for +3 or +4... and a slow patch is of marginal use to me.

Others might find more use out of it and who knows, you may love either or both. I like them, but not enough to sacrifice things like Tough/Weave which let me live longer and hence use controls that have, IMHO, a far more tangible effect on the battle.
The -Defense is only one aspect of the power. And the benefit for that is mostly for other members of the team, not me -- although it does help against foes with high defense or large amounts of -ToHit. See that Paragon Protector who just his near death buff? Quicksand makes him easier to hit. Less whiffing means we finish faster. See those CoT with -ToHit? Same thing.

I use Quicksand as a back-up control power, mostly where I don't want to use Stone Cages. I can lay it on the ground and let the Blaster/Defender pull . . . so that when the group hits the Quicksand patch, they are sitting ducks. Then I throw down Earthquake to get them bouncing once they bunch up. I lay Quicksand underneath Stalagmites+Stone Cages so that if a foe is missed by Stone Cages, he is not able to wander very fast.

If you are happy without Quicksand, that's fine. But I see some real benefits to having Quicksand, even for a high level Earth Controller.


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