Earth/Rad/Stone


Local_Man

 

Posted

Hero Plan by Mids' Hero Designer 1.94
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Smudge: Level 50 Mutation Controller
Primary Power Set: Earth Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Stone Prison -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg(7), Decim-Dmg/Rchg(9), Decim-Dmg/EndRdx(11)
Level 1: Radiant Aura -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(23), Dct'dW-Heal/EndRdx(25)
Level 2: Fossilize -- Lock-Acc/Rchg(A), Lock-Acc/EndRdx/Rchg/Hold(5), Lock-Acc/Hold(7), Lock-EndRdx/Rchg/Hold(9), EoCur-Acc/Rchg(11)
Level 4: Accelerate Metabolism -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/EndRdx(15), Efficacy-EndMod/Acc/Rchg(21), Efficacy-EndMod(23), Efficacy-Acc/Rchg(25), Efficacy-EndMod/Acc(29)
Level 6: Quicksand -- RechRdx-I(A), Slow-I(29)
Level 8: Stone Cages -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(13), Posi-Dmg/Rchg(13), Posi-Dmg/EndRdx(31), Posi-Dmg/Rng(31), Enf'dOp-Acc/Rchg(31)
Level 10: Super Speed -- Clrty-Stlth(A)
Level 12: Recall Friend -- RechRdx-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Earthquake -- RechRdx-I(A), RechRdx-I(19), UndDef-DefDeb/EndRdx(19), UndDef-DefDeb/Rchg/EndRdx(37), UndDef-DefDeb/Rchg(37), UndDef-Rchg/EndRdx(37)
Level 20: Radiation Infection -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(34), DarkWD-ToHitDeb(34), DarkWD-Rchg/EndRdx(34)
Level 22: Enervating Field -- EndRdx-I(A)
Level 24: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(50), TmpRdns-EndRdx/Rchg/Slow(50)
Level 26: Volcanic Gasses -- RechRdx-I(A), RechRdx-I(27), Lock-Acc/Rchg(27), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-%Hold(39)
Level 28: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(36), Stpfy-Acc/EndRdx(36), Stpfy-EndRdx/Stun(36), Stpfy-Stun/Rng(40), Rope-Acc/Stun/Rchg(40)
Level 30: Mutation -- RechRdx-I(A)
Level 32: Animate Stone -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Acc/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33)
Level 35: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 38: EM Pulse -- Lock-Acc/Rchg(A), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-EndRdx/Rchg/Hold(43), Lock-Acc/Hold(46)
Level 41: Fissure -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(42), Stpfy-Acc/EndRdx(42), Stpfy-EndRdx/Stun(42), Stpfy-Stun/Rng(43), Dmg-I(43)
Level 44: Seismic Smash -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Acc/Dmg(45), C'ngImp-Dmg/Rchg(45), C'ngImp-Dmg/EndRdx/Rchg(46), Lock-EndRdx/Rchg/Hold(46)
Level 47: Earth's Embrace -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal/EndRdx(48), Dct'dW-EndRdx/Rchg(50)
Level 49: Rock Armor -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3)


 

Posted

OK . . .

Are you posting this to: (a) ask if it is any good? (b) claim that it is a good build that others should follow? (c) just posting it to increase your post count?

If (a), then a little bit of explanation of your playstyle would help. Do you plan to solo some? Team control? Do you stay at range or try to get up in the action?

In my opinion, your build needs some work. Exactly what are you trying to do with this build? Recharge? Maximize control? Cheap but well slotted? Defense? You have a few things slotted well, while others aren't. Also, the order of your powers seems a bit off, since some key powers are taken later (Rad Infection, Stalagmites) than they should be.

Stone Prison, Radiant Aura, AM, RI and Earth's Embrace are well slotted. A few other powers are close: Stalagmites could use a Recharge in that last slot -- and take it at 12, not 28.

Fossilize: Slot for Acc, Hold, Rech and Damage. If you are going for a Recharge build, then 4 Basilisk's Gaze. Then add Acc and Damage. Hami-Os are an option to maximize all aspects of the power. Or Frankenslot. But 4 level 30 Lockdowns aren't doing much for you.

Stone Cages is not a damage power. You actually get more damage from procs. You got about 19 damage from your slotting. Instead, slot it for Acc and EndRdx, then put in the Posi Blast Chance for Energy Damage and the Trap of the Hunter Chance for Lethal, and your average damage goes up to about 39. If you can afford it, put the Grav Anchor chance for Hold in it, too.

Quicksand: The Slow only affects run speed -- not very useful since the run speed cap is -90%. If you have that slot, use a damage proc or use the slot somewhere else.

Earthquake: Why slot for Defense Debuff when the Earth Control already has massive Defense debuff (20% in most powers, 25% in Quicksand.) Just use Quicksand underneath all the other powers and don't worry about slotting for Defense debuff. Earthquake should have Recharge, and then maybe the Achilles Heal Chance for Resist Debuff if you have a spare slot. You could put the Explosive Strike proc in there if you have a spare slot, but that's low priority.

Ling Rad: Slot for Acc and Recharge, not Slow. (See my Earth/Rad and Ill/Rad guides for why.)

Adding the two Pet 10% Resist Damage procs will make Rocky (Animate Stone) survive quite a bit longer.

Grant Invis? I suppose if you want to provide a service to some teams, but that's not really your role. If you want a place for a Luck of the Gambler Recharge, why not Combat Jumping?

Fissure is a damage power and should be slotted that way. Personally, I prefer a ranged APP set over the short-range Earth set. Ice or Fire.


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

Sorry. Was just posting, so several people could see the build I was using. Wasn't looking for any critique, but thank you. As for the build in general, I did this build, a very very long time back, and only did minor tweaking to it when inherent fitness came out. She's mostly a team player, although I do solo with her quite decently, and at the time of building her, I didn't have much money to spend. This is what I came up with, with my limited funds, at that time.
It's a good, cheap build, that works wonders for how I play her. She's not big for damage, but she can pull, herd, debuff and control the mobs like mad.

Sure, she's not optimized, but very few of my toons are completely optimized, as can be seen with having both, Super Speed and Super Jump. It's a concept, as well as a preference thing. Most of the choices are to bump her recharge up, and with the alpha slot, I chose to take Nerve, for the Accuracy/hold portion, which further fills in my gaps, then I have Destiny: Clarion, which gives me status protection.

Originally made this character, several years back. Several persons were chatting about how great Earth/Rad was, so I decided to make one to see what all the hubbub was about. Since then, I rather fell in love the character. I use her on TFs alot, which is the reason for the Grant Invisibility. She can stealth to the target, teleport teammates in, and make them invisible, while casting the next recall. She has incredible utility; crowd control, healing, herding, debuffing & buffing, team stealth entries, teammate extraction & resurrection, as well as doing modestly decent damage, when she has to.

As for Fissure and the Stun set. First, stupefy adds to recharge, second, I use it for a stacked stun. I can joust/super speed past a group of mobs using Fissure, then use Stalagmites, almost nearly at the moment that fissure hits the target group. The stacked stun, will even disorient bosses, and I've been able to disorient some elites as well. The power itself, is short ranged, but, if you joust, cuing up fissure, then super speed towards the mobs and jump at the right moment, you go flying past to a decent range. The animation then has to play out before the power actually hits the mobs, and allows you to fire off stalagmites in concert with fissure's arrival.

The lockdown set, really isn't that bad, and it's cheap. The bonuses give you 3% damage boost, add to your hold duration and offer Mez-Resistance against Holds. And I usually don't worry about Mr. Poo's (Animated Stone) survival. He's usually meant only as an alpha target, while I set up containment and buff/debuff, whatever AV, the group is fighting.

The slow set in Lingering, is for the recovery and for herding, as is the slow in quicksand. I pull 1 group with Rad Infection and dodge around a corner. Group hits the quicksand and bunches up. An earthquake, set between me and the quicksand, allows the mobs to get deep into the sands before being juggled, then Volcanic Gasses will lock those who aren't bouncing on their butts, into place, while a lingering radiation, is just an added slow to make sure any that break free, can't go very far very fast, as well as it debuffing their regeneration. At that point, the group is usually pouncing, and I run off to herd the next group, using Enervating Field as the aggro power, since Rad Infection is still usually running on the 1st group.

It keeps the pulls nice and steady, allowing for the group to easily move from one fight to the other with little downtime or damage.

Again, sorry for the confusion. This was only posted, so that the several persons who asked me about her build, could easily take a look, not for any post count thing. I rarely post to the forums, other than on certain threads.

As well, thank you for your critique and advice. If I ever build up the money, I might get around to revamping and optimizing her build, a bit. I have plenty of free-specs and vet-specs, available.


 

Posted

What is this I do not even.