Whats more important on Earth, defense or perma dom?


Infini

 

Posted

New to doms, have leveled an Earth/Fire up to lvl 23, and Im must say, most fun I have had in some time. Im a blaster and scrapper mostly, and this has been a fun departure.

I want to try an Earth/Eng and was wondering if I would be better off, working towards a high ranged defense or perma dom? I will use the fire epic to shore up Eng's lack of AOE, so I wont have a reason to go S/L instead and use Ices shield.

With the incarnates, I was thinking of using the KB set for 7.5% recharge bonuses, and then work around that. gives me a quick 37.5% recharge for using five sets of them, and it seems with Earth, most of the powers dont require much except some recharge to be effective.

I could similarly go for ranged defense, once again relying on the fact, that for the most part, from what I read, Earth is less dependant on Domination than other sets.

Any thoughts from the experts?


 

Posted

Just remember that several of Earth's AoE control powers, (Quicksand, Earthquake, Volcanic Gasses) are location-targetted AoE powers -- lots of knockback may knock foes out of the patch. Slotting knockback sets will increase the distance of knockback, making it more likely to knock foes out of the patch. Of course, you can prevent the Knockback for 12 seconds by using Stone Cages, but that makes Earthquake mostly useless.


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Posted

Just get enough recharge to maintain domination - 85-95% global recharge is a comfortable range to shoot for so you won't have to panic if you don't click Hasten or Dom right away. Even though Earth may not utilize Domination as much as other sets, the mez protection alone is enough to warrant making it perma. After you get that "slightly above minimum" recharge you can focus your attention to other things like defense. Also, you can carry around lucks, instead of BFs with permadom.


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Posted

Quote:
Originally Posted by Local_Man View Post
Just remember that several of Earth's AoE control powers, (Quicksand, Earthquake, Volcanic Gasses) are location-targetted AoE powers -- lots of knockback may knock foes out of the patch. Slotting knockback sets will increase the distance of knockback, making it more likely to knock foes out of the patch. Of course, you can prevent the Knockback for 12 seconds by using Stone Cages, but that makes Earthquake mostly useless.
Understood Local. I play a Nrg/Nrg as my main, so realize the potential difficulties. That being said, I appreciate the conversation on it. From my initial and obviously limited dom time on the new Earth/Fire, I find on teams, I have the routine of Quicksand, followed by either Stalagmites or Earthquake. Then, presently Firebreath and combustion. I dont like combustion at all, on fast teams it seems entirely too slow and I could be doing something more valuable, solo, it just puts me in melee where I really would rather not be. So I thought after I got the fire epic, I would probably mostly just use Fireball and ROF. So after thinking along those lines, I thought maybe, Energy instead of fire might be just as nice, with a better single target mitigation tool, with similar damage. I know I will be losing a nice boost in Fiery Embrace, but thought it might be worth it (that and Im partial to Energy).

So Im hoping the way in which Im was hoping to use Energy's attacks, more a single target, blast it till its dead, not disrupt the rest of the mobs in my patches approach. I will of course keep my Earth/Fire, as I may find, that the KB, even single target, is more disruptive than I had hoped.

Sounds like with either the fire, or the proposed Energy, that going for perma dom is probably the best approach.

Am I right in thinking Firebreath and Combustion are less used as you get the epics, or just become a componet of a huge AOE attack chain?