Please critique my Earth/Earth Dom
I am unsure what you were going for in this build. You missed perma-dom by 20% recharge at minimum, as it requires roughly 80% global recharge without hasten to get perma-dom while using hasten. You've six-slotted Stone Spears, and only one slotted your hold. Stalagmites are used as an aoe blast(?), but your global defense values and regen are pretty good. In my opinion, you need the following things.
1. Slot your controls for control. Five slot your holds, stuns.
2. Use the strengths of your secondary set. You've skipped Fissure, Heavy Mallet, Stone Mallet, and (even the laughable) tremor.
3. Examine your needs for recharge and defense carefully.
http://www.cohplanner.com/mids/downl...87FD1FDDD5DCEB
Here's a link that gets you about 20% defense to S/L, which isn't much, but tries to maximize on recharge and get your controls up as soon as possible, as effective as possible. It focuses on Earth Control's strength of a versatile AOE control primary, Earth Assault's close range aoe and powerful melee, and Fire's addition of AOE. You'll be squishy, but you'll be in control and you'll bring the pain.
I cant comment on /Earth Assault past the mid 20s but I have played Earth Control/ several times a few to 50.
First off what are your goals for this build? Looking at the build your generalist +DEF strategy sacrifices too much in pursuit of IO bonuses. You may get more mileage out of the build if you focused on S/L DEF or Ranged DEF only. With Earth Assault's best powers being Melee activated I would recommend S/L DEF.
A few key things that stand out IMO are:
- Fossilize is a power that will serve you all the way to 50 and beyond. It is severely under slotted.
- Stone Spears is over slotted. I use this power for control and nothing else. It has identical DPA to Fossilize. Putting those slots in Fossilize will serve you better IMO even if you slot it as a damage power.
- Tremor has a very long animation that kills the DPA for that power. Unfortunately its the only AoE available until Fissure. I can understand your decision to not slot this power. I could see players making an argument for it as well.
- Combat Jumping's DEF values are so low to begin with that you are getting very little out of the second and third slots in that power (about ~1.5% DEF). The set bonuses are nothing grand either.
- Quicksand is way over slotted. Its a great power with one or two slots. You can get better bonuses out of another set if you put those slots elsewhere.
- Stalagmites is a control and IMO should be slotted as such. Its one of your only AoE control powers that charges frequently enough to be available every mob. I think the Posi IO set is a very poor choice here. Stupefy offers 6.25% Recharge and is also a lot cheaper.
- Tough is over slotted. If you were going the DEF to all route the Reactive Armor set offers some +DEF options.
- No Stone Mallet? From my understanding it is possible to have a seamless ST chain with Stone Mallet, Heavy Mallet, and Seismic Smash. If you go the S/L DEF route this is another power that can take the Kinetic Combat set as well.
- Heavy Mallet is under slotted. 'nuff said.
- Animate Stone (AKA Poo Man or Stoney) is a great pet. He is tough as nails and makes for a great pocket tank. Way under slotted IMO.
- Fissure is way underslotted. Its you only AoE until your epic.
- Steadfast -KB in Fire Shield? Domination provides status protection including KB protection. IMO this IO is a wasted slot.
Hopefully I didn't come off too harsh. Just my 2 Inf. I wouldn't want to see your toon struggle because of poor power choices and/or slotting.
Good Luck with your build!
Thanks for the input, I was growing discouraged beacuase no one commented until today thanks guys!
Global@SteelDominator
I am unsure what you were going for in this build. You missed perma-dom by 20% recharge at minimum, as it requires roughly 80% global recharge without hasten to get perma-dom while using hasten. You've six-slotted Stone Spears, and only one slotted your hold. Stalagmites are used as an aoe blast(?), but your global defense values and regen are pretty good. In my opinion, you need the following things.
1. Slot your controls for control. Five slot your holds, stuns. 2. Use the strengths of your secondary set. You've skipped Fissure, Heavy Mallet, Stone Mallet, and (even the laughable) tremor. 3. Examine your needs for recharge and defense carefully. http://www.cohplanner.com/mids/downl...87FD1FDDD5DCEB Here's a link that gets you about 20% defense to S/L, which isn't much, but tries to maximize on recharge and get your controls up as soon as possible, as effective as possible. It focuses on Earth Control's strength of a versatile AOE control primary, Earth Assault's close range aoe and powerful melee, and Fire's addition of AOE. You'll be squishy, but you'll be in control and you'll bring the pain. |
Global@SteelDominator
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Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Gaia's return working1: Level 50 Mutation Dominator
Primary Power Set: Earth Control
Secondary Power Set: Earth Assault
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Fossilize -- Hold-I(A)
Level 1: Stone Spears -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(13), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(15), Dev'n-Acc/Dmg/EndRdx/Rchg(15), Dev'n-Hold%(17)
Level 2: Stone Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob/Rchg(11), Enf'dOp-Acc/Immob(11)
Level 4: Tremor -- Empty(A)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7)
Level 8: Quicksand -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(17), TmpRdns-Dmg/Slow(31), TmpRdns-Rng/Slow(33), TmpRdns-EndRdx/Rchg/Slow(33), TmpRdns-Acc/Dmg/Slow(33)
Level 10: Boxing -- Empty(A)
Level 12: Stalagmites -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(36), Acc(36)
Level 14: Super Jump -- Empty(A)
Level 16: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(40), ImpArm-ResDam/Rchg(40), ImpArm-EndRdx/Rchg(40), ImpArm-ResDam/EndRdx/Rchg(43), ImpArm-ResPsi(50)
Level 18: Earthquake -- LdyGrey-DefDeb(A), LdyGrey-DefDeb/Rchg(19), LdyGrey-Rchg/EndRdx(19), LdyGrey-DefDeb/Rchg/EndRdx(25), LdyGrey-%Dam(25), LdyGrey-DefDeb/EndRdx(31)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(21), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(46)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Power Boost -- RechRdx-I(A), RechRdx-I(39)
Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(27), BasGaze-Acc/Rchg(27), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-Slow%(31)
Level 28: Heavy Mallet -- Empty(A)
Level 30: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(39), Lock-%Hold(50)
Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
Level 38: Fissure -- Empty(A)
Level 41: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), Acc(43)
Level 44: Fire Shield -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(45), S'fstPrt-ResKB(45), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx(46), ImpArm-ResDam/EndRdx/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Melt Armor -- AnWeak-%ToHit(A)
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Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), EndMod-I(5)
http://www.cohplanner.com/mids/downl...33FF01AEA705C3
Global@SteelDominator