Procs in Quicksand and Snow Storm?


Akhillius

 

Posted

Has any body tried to put the two available procs in these powers? Impede Swiftness: Chance of Damage(Smashing) and/or Pacing of the Turtle: Chance of -Recharge?

I assume that the -Rech proc would be redundant and not very useful in Snow Storm, and thus possibly in Quicksand since they're usually used concurrently.

How does the Chance for Smashing damage work in these powers? Does it go off every 10 seconds or only when initially placed/attached? If it is every 10 seconds is that worth it?


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

Chance for -Recharge is generally pretty worthless.

The damage procs may or may not be worth it depending. Quicksand frequently needs no slots at all on a high end build so you might as well slot the proc in there.

In any case you are right about both assumptions--they fire on first cast and every 10 seconds after.


 

Posted

On my Stone/kin controller I didn't get Quicksand at all. I though it wasn't worth a power slot as Stone already has many -def powers. Depends on what kind of troller you are of course...

Since Quicksand recharges quite fast and as I can remember doesn't use so much end, I think you can just aswell put a dmg proc in it. As for Snow storm, I would put 2 End Rdx in it as it has a huge end consumption. I wouldn't probably add any procs in it as slots are quite valuable on controllers/defenders.


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Posted

I have to say that I strongly disagree with the suggestion to skip Quicksand. It is a hugely useful (and underrated) power. It has so many strategic uses as both a patch slow and a debuff.

  • It can be used as a kind of substitute for Stone Cages without the -Knockdown, so it is perfect to use in conjunction with Earthquake.
  • The huge 25% Defense Debuff makes it far more likely that other powers will hit . . . so cast it near a corner and then use a ranged power to pull foes onto it. Once they are there, your Stalagmites and the team's AoE damage powers are more likely to hit.
  • Pull foes to a Quicksand patch to bunch them up for better AoE.
  • The AoE controls frequenly miss one or two foes of each group; casting Quicksand underneath makes it more likely that the foes all stay there, sitting ducks for your (or your teammate's) AoE damage powers.
  • Quicksand can be used behind your team to protect you from ambushes to a degree.
  • Have a lead out mission? Quicksand cast in the path behind you will slow the pursuit making it easier to exit quickly if you don't feel like fighting.
  • Frequent use of Quicksand means you don't have to worry about high accuracy slotting. The Debuff is autohit. That is ESPECIALLY useful for a */Kin, who needs those siphon powers to hit.
On my Earth/Storm, I use Quicksand far, far more than Snow Storm. On my Earth/Rad and Earth/Kin, it is used constantly. Slotting procs in Quicksand is OK . . . I have tried it and never noticed a huge difference even though I use Quicksand a lot, but I have not actually used Herostats to monitor the total damage.


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