Earth/Rad build, tweaking


Doomguide

 

Posted

This is my final build, adding spiritual t4 and tweaking here and there.
I feel no need for a capped s/l def, recharge and end mngmt is my #1 priority. Just 1 purple proc in and a hami-o.

Comments/suggestions appreciated

Code:
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Posted

I suggest you post the short-form build along with the data chunk. Not everyone has access to Mids all the time.


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 Waylorn View Post
I feel no need for a capped s/l def, recharge and end mngmt is my #1 priority.
I like the way you think. Can't see your build at the moment but I agree with your philosophy for earth/rad.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by Local_Man View Post
I suggest you post the short-form build along with the data chunk. Not everyone has access to Mids all the time.
Right on the way, sorry about that.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(5), HO:Nucle(45), UbrkCons-Dam%(46)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9)
Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(9), DarkWD-ToHitDeb/EndRdx(11), DarkWD-Rchg/EndRdx(11), LdyGrey-DefDeb(37)
Level 4: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(13), Efficacy-EndMod/Acc/Rchg(13), P'Shift-EndMod/Acc/Rchg(43)
Level 6: Quicksand -- RechRdx-I(A)
Level 8: Stone Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(15), Posi-Dam%(27), Enf'dOp-Acc/Immob(40), Enf'dOp-Acc/Immob/Rchg(40), Enf'dOp-Acc/EndRdx(40)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(15), EndRdx-I(17)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(17), Stpfy-Acc/EndRdx(19), Stpfy-Stun/Rng(19), Stpfy-Acc/Stun/Rchg(21), RechRdx-I(43)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
Level 16: Super Speed -- Clrty-Stlth(A)
Level 18: Earthquake -- DarkWD-ToHitDeb/Rchg(A), LdyGrey-DefDeb/Rchg(25), DarkWD-ToHitdeb/Rchg/EndRdx(27), Achilles-ResDeb%(39)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Assault -- EndRdx-I(A)
Level 26: Volcanic Gasses -- Lock-%Hold(A), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(31), BasGaze-Acc/Hold(31)
Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(29), AdjTgt-ToHit/Rchg(33), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(33)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def(34), LkGmblr-Def/EndRdx/Rchg(34)
Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(36), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-Acc/Dmg(37), ExRmnt-+Res(Pets)(39)
Level 35: Fallout -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(36), Cloud-Acc/Rchg(36), Cloud-ToHitDeb/EndRdx/Rchg(39)
Level 38: EM Pulse -- G'Wdw-Acc/Hold/Rchg(A)
Level 41: Hurl Boulder -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(45), C'ngImp-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg/Rchg(46), C'ngImp-Acc/Dmg/EndRdx(46)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(50), RedFtn-Def(50)
Level 49: Earth's Embrace -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(50)
Level 50: Spiritual Core Paragon
Level 50: Cryonic Radial Final Judgement
Level 50: Reactive Radial Flawless Interface
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(23)



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Posted

Thanks for posting it . . .

Here's a few thoughts as I take a look.

One basic strategy -- Quicksand is a huge Defense debuff of 25%. I use it a lot . . . under each of the three main control powers as back-up control and for the auto-hit Defense debuff. Quicksand keeps foes from running away from Earthquake, Volcanic Gasses and the Stalagmites/Stone Cages combo. As a result, there is no good reason to slot for Defense Debuff.

Fossilize: good slotting if you can afford that proc. It will make your damage erratic due to the "chance for." I actually prefer putting the proc and the rest of the Unbreakable set in Volcanic Gasses.

Rad. Inf.: You don't need the Defense Debuff. Earth has soooo much Defense debuff (25% in Quicksand alone!) that you do NOT need to slot more. There is a limit on how much will provide a benefit since you can't go past the 95% ToHit cap. Some people put the Achilles Heel proc here . . . it just depends on how often you use this power. I find that in upper levels, I am using it less because the cast time is a bit long.

Stone Cages: Nothing wrong with your slotting, but you might want to consider replacing the End/Immob with the Grav Anchor Chance for Hold proc if you can afford it. That proc is worth giving up 3.75% Recharge. Besides, you could make it up by 6-slotting AM and using a full set of Efficacy Adapter.

Enervating Field: That third EndRdx is really doing very little. Moving that slot somewhere else only increases your Endurance usage by 0.05% -- almost nothing.

Hasten: As long as you keep the same amount or greater Recharge, you can drop a slot from this and still (virtually) have perma-hasten.

Earthquake: Again, don't slot for Defense Debuff. You can slot for ToHit Debuff by 3 or 4 slotting Dark Watcher.

Volcanic Gasses: If you can afford it, try 5 Unbreakable Constraint (including the proc) and that Lockdown proc. Because of the odd way the pseudo-pets in this power work, it procs more often than usual persistant powers. So the procs have a greater chance to hit. If you are adding a 10% recharge, you can afford to lose a 5% or so from Tactics or somewhere else.

Animate Stone: If you can find a slot for it, put the other 10% Resistance for Pets proc into Rocky. It makes a big difference to reduce the damage he takes. Also, replace the Acc/Rech with the Def/End. With all the Defense Debuff you have, Rocky should have no problem hitting and the added damage is better.

Fallout: This is a damage power and should be slotted for damage. Use 5 Posi-Blast.

EM Pulse: This is underslotted, but if you keep only one slot, use a common Accuracy (or an Acc/Mez Hami-O). It could be slotted with 4 Baz Gaze for the Recharge, which would be better than the slots in Tactics.

Hurl Boulder: This thing is too slow. Personally, I prefer the Ice APP over Earth, but I can see chosing Earth for theme. Replace this with Fissure if you keep the Earth APP, or Ice Storm with Ice APP.

If you keep the Earth APP and you are going for S/L defense, then you want to slot Seismic Smash with 4 Kinetic Combat and a 5th slot of an Acc/Dam Hami-O.


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

Few additional thoughts to mull over:

Tactics - note you can get a tiny bit more self +To Hit out of slotting a Kismet +6% (added to CJ) plus running Tactics with just the base slotted for endred (= +16% to hit) freeing 3 slots to move around as desired.

Fallout - Lyso, Lyso, and 4 Dam/Rech equals a very ugly BOOM. Anything surviving will be heavily debuffed by the Lyso HO's. Also seems almost a sin to not take Vengeance for the trifecta of Vengeance+Fallout+Mutation since you have already gone with Leadership (and Mutation+Fallout) and as a place to slot a LotG +7.5% rech. Not to mention the extra +28% damage bonus from Vengeance when using Fallout.

Quicksand - I like to drop a range enhancement in the base slot. Seems a *shrug* thing but I don't know how often it has made the difference between being back around the corner to drop it from cover vs having to move out of cover to use it to get the placement I wanted.

Both the Recharge IO's in Quicksand and Stalagmites are cutting minimal amounts of time off the recharge owing to the large amounts of global recharge you are already packing.

Stalagmites - consider something other than a recharge IO in the 6th slot. Or just move the slot elsewhere.

Enervating Field - agree with Local Man, 3 endred in the power is reducing overall end usage/net recovery in the build minimally. In a final endgame build I find 1 is usually enough, 2 certainly should be.

Stone Cages - Be wary of the end usage of spamming this power. With your current slotting spamming it is the equivalent of a toggle costing 3.0 end/sec or 10x the cost of running RI non-stop with RI's current slotting. If the build can handle the drain given how often you actually use it in play great, if not this is one place where you might consider slotting more endred to reduce the costs.


 

Posted

Thanks very much for your advices guys. Gathered them all together, still no purple set (can't afford it atm besides that one unbrekable constraint proc) and this is my final improvement, pretty happy about that
Same global recharge as the first build, better s/l def, better end management and hurl boulder replaced with fissure, plus minor tricks here and there.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(5), HO:Nucle(45), UbrkCons-Dam%(46)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9)
Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(9), DarkWD-ToHitDeb/EndRdx(11), DarkWD-Rchg/EndRdx(11), Achilles-ResDeb%(37)
Level 4: Accelerate Metabolism -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(13), Efficacy-EndMod/Acc/Rchg(13), Efficacy-EndMod/EndRdx(17), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc(33)
Level 6: Quicksand -- Range-I(A)
Level 8: Stone Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(15), GravAnch-Hold%(27), Enf'dOp-Acc/Immob(40), Enf'dOp-Acc/Immob/Rchg(40), Enf'dOp-Acc/EndRdx(40)
Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(15)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(17), Stpfy-Acc/EndRdx(19), Stpfy-Stun/Rng(19), Stpfy-Acc/Stun/Rchg(21)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
Level 16: Super Speed -- Clrty-Stlth(A)
Level 18: Earthquake -- DarkWD-ToHitDeb/Rchg(A), DarkWD-Rchg/EndRdx(25), DarkWD-ToHitdeb/Rchg/EndRdx(27), DarkWD-ToHitDeb/EndRdx(39)
Level 20: Lingering Radiation -- Acc-I(A)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(33)
Level 24: Assault -- EndRdx-I(A)
Level 26: Volcanic Gasses -- Lock-%Hold(A), BasGaze-Rchg/Hold(29), BasGaze-EndRdx/Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(31), BasGaze-Acc/Hold(31)
Level 28: Tactics -- EndRdx-I(A)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def(34)
Level 32: Animate Stone -- ExRmnt-Dmg/EndRdx(A), ExRmnt-+Res(Pets)(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-Acc/Dmg(37)
Level 35: Fallout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(39)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Acc/Rchg(43)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(46), HO:Nucle(46)
Level 47: Rock Armor -- RedFtn-Def(A), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(50)
Level 49: Earth's Embrace -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(50), Numna-Regen/Rcvry+(50)
Level 50: Spiritual Total Core Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(23)
------------
Set Bonus Totals:

  • 7.5% DamageBuff(Smashing)
  • 7.5% DamageBuff(Lethal)
  • 7.5% DamageBuff(Fire)
  • 7.5% DamageBuff(Cold)
  • 7.5% DamageBuff(Energy)
  • 7.5% DamageBuff(Negative)
  • 7.5% DamageBuff(Toxic)
  • 7.5% DamageBuff(Psionic)
  • 9.25% Defense(Smashing)
  • 9.25% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 10.5% Defense(Energy)
  • 10.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 6.13% Defense(Melee)
  • 6.75% Defense(Ranged)
  • 3% Defense(AoE)
  • 91.25% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 18% Enhancement(Accuracy)
  • 3% Enhancement(Stun)
  • 3% Enhancement(Immobilize)
  • 5% FlySpeed
  • 106.8 HP (10.5%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 7.45%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 4.7%
  • 21.5% (0.36 End/sec) Recovery
  • 30% (1.27 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 15.67% Resistance(Fire)
  • 15.67% Resistance(Cold)
  • 10% Resistance(Energy)
  • 11.88% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 5% RunSpeed



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Posted

A couple of little things:

That Numina's proc should NOT be in Earth's Embrace. Move it to Health, where it will be active all the time.

I'm not convinced that you really need the Kismet proc. Earth Control has huge amounts of Defense Debuff, with 25% in Quicksand and 20% in many of the other powers. Frankly, I don't think you need Tactics or the Kismet proc. I don't have either on any of my several Earth controllers and I don't have problems hitting.

Volcanic Gasses needs better slotting with more Recharge and Hold. You could use that slot for the Kismet proc in VG.


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

It's all a problem about playstyle, I think. Usually I open a fight 90% of the time with stalagmites/cages and thus, I need to hit and hit well and strong. Alpha strike is where I feel the risk of faceplanting much more than every other situation, so I need that aoe stun to land consistently facing +3s/+4s or so, even +2s. Every little bit of accuracy is welcome, cause none of my def debuff is landed yet, at that point. That's usually the most critic point of the battle.


 

Posted

Quote:
Originally Posted by Waylorn View Post
It's all a problem about playstyle, I think. Usually I open a fight 90% of the time with stalagmites/cages and thus, I need to hit and hit well and strong. Alpha strike is where I feel the risk of faceplanting much more than every other situation, so I need that aoe stun to land consistently facing +3s/+4s or so, even +2s. Every little bit of accuracy is welcome, cause none of my def debuff is landed yet, at that point. That's usually the most critic point of the battle.
I suppose it might be an issue of playstyle. Since my Earth/Rad is almost always on a team with a good tank, I almost always let the tank grab the initial aggro -- that's what he's there for. Then I throw out my controls to fully control the group and add EF for extra damage. While the team wipes out the group, the tank goes on to the next group with me right behind. Again, the tank grabs the initial aggro and I then control the next group. By the time the team has cleaned up the first group, the Tank and I have the next group controlled and waiting for a butt whipping.

I have found that if I try to handle the Alpha, enough foes are missed even with capped accuracy to send a fair amount of damage my way. By letting the Tank get that aggro (which he is built for), the foes are distracted long enough to allow the slower control powers (Earthquake and Volcanic Gasses) to take hold -- but they can control bosses. Stalagmiths+Stone Cages is fast, but does not control bosses and often misses a few.


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