Earth/Emp Solo Build


Deacon_NA

 

Posted

Getting close to 50 and wanted to get an idea if I am on the right track. This is the build for when I am solo so not much for the healing and buffing. Have another build for groups that I will work on later.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

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Level 50 Science Controller
Primary Power Set: Earth Control
Secondary Power Set: Empathy
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Fossilize -- Lock-%Hold(A), Lock-Acc/Hold(3), Dev'n-Hold%(9), Dev'n-Acc/Dmg(13), Dev'n-Dmg/Rchg(15), Dev'n-Acc/Dmg/Rchg(39)
Level 1: Healing Aura -- Numna-Heal/Rchg(A), Numna-Heal(3), Numna-Heal/EndRdx(9), Numna-Regen/Rcvry+(43)
Level 2: Heal Other -- Heal-I(A)
Level 4: Stone Prison -- Dmg-I(A)
Level 6: Air Superiority -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dam%(15), T'Death-Dmg/EndRdx/Rchg(40)
Level 8: Salt Crystals -- CSndmn-Acc/Rchg(A), CSndmn-Sleep/Rng(11), CSndmn-Acc/Sleep/Rchg(11), CSndmn-Heal%(40), CSndmn-Acc/EndRdx(40)
Level 10: Combat Jumping -- Ksmt-ToHit+(A)
Level 12: Quicksand -- RechRdx-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Boxing -- Mako-Dam%(A), Mako-Dmg/Rchg(17), Mako-Acc/Dmg(17)
Level 18: Tough -- Aegis-Psi/Status(A), Aegis-ResDam(19), Aegis-ResDam/EndRdx/Rchg(19), Aegis-ResDam/EndRdx(31), Aegis-ResDam/Rchg(34)
Level 20: Fortitude -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(21), AdjTgt-Rchg(21), AdjTgt-ToHit/EndRdx/Rchg(37)
Level 22: Earthquake -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(23), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-Slow%(46)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def(25), LkGmblr-Def/EndRdx/Rchg(36)
Level 26: Volcanic Gasses -- Det'tn-Dmg/Rchg(A), Det'tn-Dmg/Rng(27), Det'tn-Dmg/EndRdx/Rng(27), Lock-%Hold(36), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(37)
Level 28: Recovery Aura -- P'Shift-End%(A), P'Shift-EndMod(29), RechRdx-I(29)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-+Res(Pets)(33), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(34)
Level 35: Regeneration Aura -- Numna-Heal(A), Numna-Heal/Rchg(36)
Level 38: Stalagmites -- Amaze-Stun(A), Amaze-ToHitDeb%(39), Posi-Dam%(39), Posi-Dmg/Rng(42), Posi-Dmg/Rchg(43), Posi-Dmg/EndRdx(43)
Level 41: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam/EndRdx(42)
Level 44: Ball Lightning -- Posi-Dam%(A), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(46), Posi-Dmg/Rng(46)
Level 47: Summon Guardian -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48)
Level 49: Surge of Power -- ImpArm-ResPsi(A), ImpArm-ResDam(50), ImpArm-ResDam/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(5), EndMod-I(5)
Level 4: Ninja Run


 

Posted

Hmmm

It's hard to see what you're going for here. You look like you're going for a tiny bit of everything, which unfortunately leaves you in the precarious position of not having a lot of anything. A little bit of defense, a little bit of recharge, a little bit of extra accuracy... none of which amounts to a whole lot. You could pop a small purple or medium yellow and get the same effect that you've achieved with your bonuses.

In any case, i see you took Air Superiority... and you slotted boxing? You don't have the survivability to be in melee! As a Controller with TWO pets (very nice, btw!) Your function should be to hang back and toss out controls and keep your pets alive. I mean, unless this is a concept build where you wanna be a front-line fighter, but you're going to have to make some serious adjustments to your build to properly do so. You want a LOT more defense... go for S/L, not melee. It's easier to come by.

Hmm, I dunno. Tell me what you want to do with this build, and I'm sure we can all make some suggestions. As it is, this isn't a BAD build, but it simply lacks a cohesive direction. You can do a lo more with less if you just focus on one or two things =)


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
Oh, and Crimson demands you play this arc-> Twisted Knives (MA Arc #397769)

 

Posted

I tend to fight alongside with the pet. I use the controls depending on the size of the spawn. So I guess the goal is to be able to run tips or radios or what have you when groups aren't available and I want to be able to it somewhat quickly.

the way I do it now (lvl 41) After I buff the walking poop and let him attack i have sands of mu, air sup, boxing, Fossilize and nemmy staff for offensive. If it is a smaller group I use fossil and salt if its a bit bigger i go fossil, eq, and qs and for boss mobs, avs and such I use the gas. I'll get ball lightning soon so that might keep back a bit, but the scrapper in me won't let me sit back and let the pet do all the work

I'm not sold on this build just trying to get an idea of how to slot and what ench are more useful. I do want to get some resist against holds, sleeps, stuns ......


 

Posted

Looks okay. Only thing I would definitely change is the slotting on Regeneration Aura. Regeneration Aura is almost identical to Instant Healing, and also affects your nearby pets and teammates when it fires. I'd consider RA a high priority power for a solo build. You can probably move some slots from Fortitude.

Also consider 1-slot Absorb Pain instead of 1-slot Heal Other.


 

Posted

The build needs work. You need to decide what bonuses you want to build for. If you want defense, then get sets that focus on Defense. I think many of the powers are improperly slotted. Take a look at the Earth Control part of my Earth/Rad guide for how those powers should be slotted. See the link in my Sig.

Personally, I consider Earth/Emp to be a low damage controller that is best suited for team play, and I would build for Recharge to maximize your ability to control foes and buff the team. Empathy substantially benefits from high Recharge. Earth is a low damage primary and Emp provides no damage and few self-buffs, so its not great solo. However, if you decide to build to be able to solo, then you should reconsider some of your choices.

For example, Fossilize and Stone Prison, Air Sup and Boxing all have the same base damage, but Fossilize and Stone Prison can be cast from range. Also, both set Containment while Boxing and Air Sup do not. As an Earth/Emp, you really have no business being in melee. So Stone Prison should be slotted as a damage power before Air Sup or Boxing.

Fossilize is a Mag 3 hold with a 20% chance of an "overpower" chance for an extra Mag. So it will hold minions and lieutenants if it hits, and hold bosses 20% of the time on its own. Even if those "chance for Hold" procs activate, the vast majority of time they will proc on a foe who is already held, so the procs will do nothing other than add a pretty graphic. The procs will only have an effect on the 80% of bosses that were not held, and then each proc has a 15% chance to hit. So you are using two enhancement slots for a pretty low return. Consider an alternative slotting of 4 Basilisk's Gaze and then an Acc/Dam Hami-O and a common Damage. That gives you 7.5% Recharge with some decent damage. (My favorite way to deal with bosses when solo? Lead Rocky into the fight, letting him draw aggro. Then I have time to hit the bosses twice with Fossilize. Having invis is very handy for this, so I have a stealth IO + Super Speed.)

Healing Aura: This is your personal heal, so you want it up a lot. Plus, you can get some added recharge if you 5-slot it with Doctored Wounds. Heal Other is significantly underslotted for a team build, but marginally useful to heal Rocky when solo.

Personally, I don't like the Fighting Pool on most Controllers -- it provides minimal benefits for using up 3 power slots. I can see taking Fighting if you have really high defense, but not otherwise. Thus I would get rid of Boxing, Tough and Weave.

You skipped Stone Cages -- ugh. Stalagmites+Stone Cages is one of the three key AoE control combos for an Earth Controller. (The other two are Earthquake and Volcanic Gasses.) Stone Cages is your fastest recharging AoE control that sets up Containment, which is key to getting more damage out of your AoE damage power later in the build. Plus, Stone Cages can be slotted with a couple of damage procs to add a decent amount of damage. Procs will actually do more damage than slotting the power for damage.

And you took Stalagmites at 38?? This is a power that should be taken at level 12 on any Earth control build. And don't slot it for damage as the damag is minimal -- slot it for Acc, Stun, Rech and maybe EndRdx. Your slotting for Stalagmites has NO ACCURACY in a power with a 20% Accuracy penalty -- it will miss way, way too often. Stalagmites should be used as an opening control power most often, and needs at least 50%+ Accuracy.

You devoted 5 slots to Salt Crystals, the power most often skipped for Earth Controllers. Take a look at my Earth/Rad guide (link in my sig) for why. With three ranged AoE controls, you probably don't need a PB AoE sleep. Admittedly, it has more use solo than on teams, but still you shouldn't need it. I can see taking it as a "I'll throw it in because I don't have anything better to take" power late in the build, but not this early.

The Kismet Acc proc is mostly wasted for an Earth controller, since most of the powers have a Defense Debuff. Quicksand alone has a 25% debuff. Instead, you could slot a Luck of the Gambler +Recharge to get more benefit.

Earthquake should be slotted for Recharge first, then ToHit Debuff. By the way, the Dark Watcher proc is mostly useless.

Volcanic Gasses: Slot for Recharge and Hold, not for damage. The damage is minimal. Procs will do more damage here than slotting the power for damage.

Recovery aura: Slot for Recharge, then EndMod. That Perf Shifter proc has a chance to go off only when the power is cast . . . not worth a slot.

Animate Stone: 6-slotting the Expediant Reinforcement set is decent slotting here, but consider replacing the End/Dam/Rech with the Sovereign Right Resist proc. This makes Rocky much more durable.

Regen Aura: This is another one that needs Recharge first, then Heal. 5 Doctored Wounds is good slotting.

APP/PPP: there is a lot of debate here, so your choice isn't necessarily bad. I prefer the Ice APP, with Hibernate, two AoE damage powers and a s/l defense based shield.

6-slotting the Posi-Blast set really isn't needed. Drop the Dam/End or Dam/Range for an extra common Recharge.


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

I really appreciate the feedback, but I think you missed the part where I said I have one build for grouping and another build for soloing, but still you made a lot of good points and have given me things to think about.

I hate the look of stone cages and find that I don't use it very often as they seem to get in the way, and prefer salt crystals to cages. Again this is for when I'm soloing and I wouldn't use salt crystal while grouping. I slotted some of the powers for damage because it will help kill faster solo.


 

Posted

Quote:
Originally Posted by Fergie View Post
I really appreciate the feedback, but I think you missed the part where I said I have one build for grouping and another build for soloing, but still you made a lot of good points and have given me things to think about.

I hate the look of stone cages and find that I don't use it very often as they seem to get in the way, and prefer salt crystals to cages. Again this is for when I'm soloing and I wouldn't use salt crystal while grouping. I slotted some of the powers for damage because it will help kill faster solo.
There are very few Earth control powers worth slotting for damage -- Stone Prison, Fossilize, and Animate Stone are about it. For all the others, you will get more damage from Damage procs than slotting the power for Damage. The purple Unbreakable Constraint Chance for Smashing in Volcanic Gasses does a lot of damage due to the unique way that VG's pseudo pets spawn and vent. If you drop your current damage slotting in VG and instead slot it with the Chance for Smashing and a Posi Blast proc, your average damage goes up from 23 to 63 according to Mids. (I tried 4 Unbreakable Constraint, the Lockdown proc and the Posi Blast proc.)

As for the look of Stone Cages, folks have complained about it for a long time. The cages aren't nearly as much of a problem if you stay at range. Also, you can change the look at the tailor. My Earth/Storm uses the Lava setting (Ella M. Ental has an "earth, wind and fire" theme), while my Earth/Kin uses the Crystal setting (which is pretty nice and might work for you). My Earth/Rad sticks with the original setting because his name is "Brown Dirt Cowboy." Obviously, you can choose to play your character as you like, but the function of Stone Cages is pretty important. Stalagmites+Stone Cages is my most common opening control combo. With the Ice APP, I have two AoE attacks (Frost Breath and Ice Storm), as well as a fast single target attack (Ice Blast). That AoE containment from Stone Cages can be pretty important on my damage output.


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

Quote:
Originally Posted by Fergie View Post
I tend to fight alongside with the pet. I use the controls depending on the size of the spawn. So I guess the goal is to be able to run tips or radios or what have you when groups aren't available and I want to be able to it somewhat quickly.

the way I do it now (lvl 41) After I buff the walking poop and let him attack i have sands of mu, air sup, boxing, Fossilize and nemmy staff for offensive. If it is a smaller group I use fossil and salt if its a bit bigger i go fossil, eq, and qs and for boss mobs, avs and such I use the gas. I'll get ball lightning soon so that might keep back a bit, but the scrapper in me won't let me sit back and let the pet do all the work

I'm not sold on this build just trying to get an idea of how to slot and what ench are more useful. I do want to get some resist against holds, sleeps, stuns ......
I get you've got a team build. For this solo build, you say you want to do tips and radios "quickly". I'm going to infer from that statement that you're not farming mobs for recipes/salvage, but rather regular or alignement merits. If that is indeed true, I'd make the following adjustments. If it's not true, the following wastes your and my time...

1) Focus on recharge, especially over defense. Again, assuming you're truly going for speed, you'll have mob size set for small-ish (1, maybe 2), with no bosses. With pets and control, you just won't be taking much fire. With high recharge you can summon pets more frequently, which is key for #2, which is...

2) Get pve invisibility. Speed means getting to objectives and finishing them only. I've got an Earth/Cold I've used for tip missions occasionally. Most of the time I can finish a boss (downgraded to lt) room w/o a pet, but sometimes a pet (or 2) would definitely speed things along. That means stealthing to objective, summoning pet, doing objective, then releasing your pet(s) and starting all over again. 2 of the following 3 will get you pve invis - Stealth (from Concealment), Super Speed, stealth io.

I'll stop here in case speed tips/radios are not your objective, but those are 2 things I think are important if I inferred correctly what your objectives are. Beyond that, I'd skimp on cost on things that didn't lead to recharge and I would load up on procs that don't interfere with building rch. For example, go ahead and use 5 Absolute Amazements and a Posi proc for Stalagmites.


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