Earth's Embrace


Call Me Awesome

 

Posted

I'm slow. Or late. I've got a Stone/Fire tank, level 50.

I've played Fire/Stone before, enjoyed it, figured I'd try it the other way around. Anyway, before I started my respec, I took another look at the powers I was happy with and the way I had them slotted, and what the other options were. With the alpha slot being able to address certain areas with endurance, accuracy, etc, I felt a closer look was warranted.

In any event, I have a question about earth's embrace. The power can be slotted with End Redux, Heal, Reduce recharge and damage resistance.

The first three categories of enhancement, I know how they work. But I am at a loss to understand how damage resistance works in this power. Does it add a percentage of resistance to the health that the power just gave me? All of it? I sure would like to know 1) what is the recommended slotting?
2) why is it recommended? (unless it's just obvious)


"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese

@Ukase

 

Posted

1) Earth's Embrace, in addition to the heal and +maxhp buff, also provides you with 20% toxic res. If you slot EE with resistance, you increase this toxic res.

2) It's not recommended that you slot EE for resistance.


 

Posted

The usual slotting with common IOs/SOs is 3 heals, 3 recharges. The healing(+maxHP) and recharge are the most interesting things to enhance, it's a power that's up every few minutes so slotting endurance reduction isn't necessary, and Granite already takes care of toxic resistance.


 

Posted

Thanks!


"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese

@Ukase

 

Posted

I generally slot all Dull Pain type powers with 5 Doctored Wounds; it'll max out recharge and/or heal and gives you a 5% recharge bonus... something that's always useful for a Stone tanker. I typically leave off the End/Recharge IO and settle for slightly below ED cap recharge maintaining full heal and HP boost. Leaving it off costs about 15 seconds of recharge, but since I seldom need it every time it comes up I'll use that last slot somewhere else.

If you're more interested in maxing out the recharge you can leave off the heal/end instead for slightly less heal and full recharge. Either way the difference is pretty minimal.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

If you get enough global recharge you can make it permanent, keeping you much closer to (or at) the HP cap.

I know out of Granite you need 55% global recharge and 3 slotted Hasten to make it perma. I do not know how much you need if you stay in Granite form most of the time.

And I concur with the Doctored Wounds slotting.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.