Earth Control/Trick Arrow quick question
Yep, it sure does!
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Any power that does Fire or Energy damage can light the slick. VG is the only power in the Earth Control set with Fire or Energy Damage. If you make a Trick Arrow character, it is a great idea to make it Tech or Magic origin because the Origin powers for Tech and Magic can light the Oil Slick.
Eventually, you can take either the Fire or Primal APP to light the slick (I love Fireball on Oil Slick!), but before you get to the APP levels, the Origin power can do it.
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
The rune of warding temp power from the Croatoa story arcs is infinitely renewable, for free, through flash back, and will also light the slick, if you have all ready created the character and didn't select magic or tech as your origin.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
She's made, magic origin and kicking butt at 18. Second favorite controller thus far, behind my Illusion/Sonic (and only barely). But thanks for the info. I'll likely post a build for some feedback when I have Mids access again (at work) simply because I wasn't sure when I did the build for her and just chased recharge like whoa with a bit of defense. In the build iirc Oil Slick isn't up but a few seconds faster than Volcanic Gasses so it didn't seem like I'd need another way to ignite it. But since I don't have the numbers I may be incorrect on that assumption.
Ok, so I came up with this build. It chases Recharge pretty hard and therefore made the HP Cap perma, so I grabbed a bit of regen to take advantage of that. I'm thinking Vigor is the best Alpha. I skipped on hurl boulder cause of the terribad animation and because with the recharge on the build in incarnates, Fossilize recharges faster than it's cast time. I'd like to keep stone mastery unless a really good explanation can convince me out of it because I like the 1 purple from S/L softcap and the HP cap I get from that APP. I really am just kind of guessing when it comes to slotting on Earth Control and Trick Arrow and all I could think of is ensure that my long recharge debuffs and controls are up as much as possible. So here she is.
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: Trick Arrow
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(17), HO:Perox(25), Apoc-Dmg/Rchg(50)
Level 1: Entangling Arrow -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/Immob(3), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/Rchg(17)
Level 2: Stone Cages -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Acc/Immob(5), Enf'dOp-Acc/Rchg(15), Posi-Dam%(50)
Level 4: Flash Arrow -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(7), Cloud-ToHitDeb/EndRdx/Rchg(9), Cloud-Acc/EndRdx/Rchg(37)
Level 6: Quicksand -- ImpSwft-Dam%(A)
Level 8: Maneuvers -- LkGmblr-Rchg+(A), Ksmt-ToHit+(15), Ksmt-Def/EndRdx(34), LkGmblr-Def/EndRdx(48)
Level 10: Ice Arrow -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(11), BasGaze-Acc/Hold(11), BasGaze-Acc/Rchg(31), HO:Endo(34)
Level 12: Stalagmites -- Amaze-EndRdx/Stun(A), Amaze-Acc/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Stun/Rchg(23), Amaze-ToHitDeb%(29)
Level 14: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(23)
Level 16: Poison Gas Arrow -- RechRdx-I(A)
Level 18: Earthquake -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(19), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb/EndRdx(46), Achilles-ResDeb%(25)
Level 20: Acid Arrow -- Ragnrk-Knock%(A), Posi-Acc/Dmg(21), Posi-Acc/Dmg/EndRdx(21)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(29)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 26: Volcanic Gasses -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(27), UbrkCons-EndRdx/Hold(37), UbrkCons-Hold(37)
Level 28: Disruption Arrow -- RechRdx-I(A)
Level 30: Glue Arrow -- RechRdx-I(A)
Level 32: Animate Stone -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33), ExRmnt-+Res(Pets)(33), SvgnRt-PetResDam(43)
Level 35: Oil Slick Arrow -- Achilles-ResDeb%(A), HO:Nucle(36), HO:Nucle(36), RechRdx-I(36), RechRdx-I(40)
Level 38: EMP Arrow -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/Rchg(39), Lock-Acc/Rchg(40), Lock-Rchg/Hold(46)
Level 41: Fissure -- FrcFbk-Rechg%(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43), Ragnrk-Dmg(43)
Level 44: Seismic Smash -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/Hold(45), BasGaze-Acc/Rchg(45), Dmg-I(46)
Level 47: Earth's Embrace -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(48), Dct'dW-Heal/EndRdx/Rchg(48)
Level 49: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50)
Level 50: Spiritual Radial Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34), RgnTis-Regen+(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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A couple of quick points:
Earth's secondary effect is Defense Debuff, and it has a lot of it. Quicksand alone has 25%, and many of the other powers have 20%. As a result, slotting Accuracy in Earth Control is less important than other sets other than powers that do an alpha strike, and there's really only a few of those (Stalagmites, Stone Cages, Fossilize). So I wouln't bother with a Kismet +6% Acc proc. I also don't think Tactics is needed at all on an Earth Controller. Your Defense Debuff should help everyone hit plenty.
Recharge is certainly important . . . but less important with Earth Controllers because they have so many control options. Use one AoE control, and you will usually have two more available for the next group. So you might want to consider sacrificing some Recharge to optimize your slotting for some of the powers.
In Fossilize, I think the Apocalypse Dam/Rech is wasted. Changing that to a common Damage increases the Recharge by 0.14 seconds (which is almost nothing) and increases your damage by 2 (which is also almost nothing), but you save about 300 mil. Personally, I would replace the Dam/Mez with an Acc/Dam, as Fossilize is often a first-strike power. I think more Accuracy is more important than the additional mez.
I'm not a fan of Flash Arrow, and I would rather have Super Speed with a Stealth IO to give me full invisibility. Some people like Flash Arrow and you did slot it for a nice Recharge buff. If you can afford it, I would rather move those slots into Poison Gas Arrow for the Fortunata purple set, which is pretty cheap and gives nice bonuses including 10% Recharge.
Acid Arrow does pretty poor damage, so I wouldn't bother slotting it for Damage. You can get more damage by slotting it up for Recharge and some damage procs. Personally I would rather have the Achilles Heel proc in Acid Arrow rather than Oil Slick. You can use Acid much, much more often.
I would try to put a little bit of extra Damage in Oil Slick. I think capping out the damage will give you about 70 extra points of damage all the time.
In Health, a Numina's Heal will actually give you more Regen than the Regen Tissue proc, because the buff to Health combined with the Regen from 2 Numinas are more than the amount of the Regen Tissue proc.
EM Pulse Arrow really doesn't need the two Lockdowns and you could use those slots in other places.
Volcanic Gasses is a great place for procs due to the unusual way that the pseudopets in the power work. If you can, put the Unbreakable Constraint Chance for Smashing in it. If you can fit it in, the Lockdown proc is good hear since VG works by stacking mag. If you don't want to add any slots, replace the Hold/End with the damage proc.
I understand why you chose the Earth APP, but Earth/TA is entirely a ranged build. Earth APP is melee if you want to use Fissure and Seismic Smash. Staying at range helps protect you, so I would consider changing to either the Ice APP or possibly the Mace PPP if you want to keep the Defensive shields. There is no need to go into melee with Earth/TA.
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
Thanks for the advice. I'm definately going to look at all the choices again and I did kind of get used to full invis on my Illusion Controller so I'll likely end up doing some power swaps for the SS+Stealth IO. I guess I shoulda figured on the -def making accuracy basically irrelevant. I'll make some slotting changes and see where I end up. Thanks for the input as I'm still learning IOs in general and what to slot for on this character in particular.
So I reworked it and decided F the defense, go full tilt damage and pick the Fire APP so I have more tools to light the slick. If I do faceplant, I have a self rez. I took out most of the accuracy boosts because of the -def and changed Acid Arrow to a proc carrier to help do some damage to all the mobs I'm controlling. That and Fireball should make a nice 1-2 punch that'll only be improved with Judgement. I took most of your advice, Local Man, and without Earth's Embrace building for regen became mostly pointless (still a couple boosts but most of those were incidental in just slotting up the powers). I'm not real worried about only having middling defenses backed up with a little resistance because even as I play her now, she's pretty much locked down the mob and rarely has to survive more than a couple hits (and she's only 19). So feedback is appreciated and thanks so much for the direction.
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: Trick Arrow
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Fossilize -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(17), HO:Nucle(25), Dmg-I(50)
Level 1: Entangling Arrow -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/Immob(3), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/Rchg(17)
Level 2: Stone Cages -- Enf'dOp-Acc/Immob/Rchg(A), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Acc/Immob(5), Enf'dOp-Acc/Rchg(15), Posi-Dam%(40)
Level 4: Flash Arrow -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(7), Cloud-ToHitDeb/EndRdx/Rchg(9), Cloud-Acc/EndRdx/Rchg(37)
Level 6: Quicksand -- ImpSwft-Dam%(A)
Level 8: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), LkGmblr-Def(45)
Level 10: Ice Arrow -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(11), BasGaze-Acc/Hold(11), BasGaze-Acc/Rchg(31), HO:Endo(43)
Level 12: Stalagmites -- Amaze-EndRdx/Stun(A), Amaze-Acc/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Stun/Rchg(23), Amaze-ToHitDeb%(29)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Poison Gas Arrow -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(34), FtnHyp-Acc/Rchg(34), FtnHyp-Sleep/EndRdx(40), FtnHyp-Plct%(43)
Level 18: Earthquake -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(19), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb/EndRdx(46), Achilles-ResDeb%(25)
Level 20: Acid Arrow -- Posi-Dam%(A), ShldBrk-Acc/Rchg(21), AnWeak-Acc/Rchg(21), Achilles-ResDeb%(23), ShldBrk-%Dam(48), LdyGrey-%Dam(50)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(40)
Level 26: Volcanic Gasses -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(29), UbrkCons-Dam%(37), Lock-%Hold(37)
Level 28: Disruption Arrow -- RechRdx-I(A)
Level 30: Glue Arrow -- RechRdx-I(A)
Level 32: Animate Stone -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33), ExRmnt-+Res(Pets)(33), SvgnRt-PetResDam(43)
Level 35: Oil Slick Arrow -- Dmg-I(A), HO:Nucle(36), HO:Nucle(36), RechRdx-I(36), RechRdx-I(50)
Level 38: EMP Arrow -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(39), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/Rchg(39)
Level 41: Fire Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/EndRdx(42)
Level 44: Fire Ball -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), Posi-Acc/Dmg(48)
Level 47: Fire Shield -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(48)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(34)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(46)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Please note -- kind of a personal philosophy about folks making builds who say they are not familiar with Mids or making builds . . . instead of making a build for you, I prefer to make recommendations, explain my reasons, and then let you learn a little bit more about making builds.
Entangling Arrow: Since you have Stone Cages, how often are you going to use this? Maybe to stack Immob on an AV, but that's pretty much it. The reason to slot the Enfeebled Op set is to get S/L defense, which you aren't doing any more (and I agree with that choice). So how about reducing this to a single Acc, and using those slots somewhere else?
Stone Cages: Again, not much use for the Enfeebled Op set. At level 50, if you can afford it, try the purple Gravitational Anchor set. The Chance for Hold proc is great, turning a plain Immob into a frequent Hold power. The proc lets you use the Immob far more often. Leveling up, look at the Trap of the Hunter set with the damage proc.
Do you need Maneuvers if you aren't going for Defense? Some people like it, but I don't like the endurance drain. Granted, it is a place to put a LotG Recharge, but you could also use Hover.
Glue Arrow is another power choice that is a bit superfluous. Quicksand is alread an AoE Slow, and it has a massive Defense Debuff. How often will you use Glue Arrow?
If you choose to drop those two powers . . . you could add the Medicine Pool for Aid Other (for Rocky) and Aid Self (for you). I find that I really like having the Medicine Pool on a few characters who otherwise don't have a self heal . . . especially in certain incarnate trials that have pulsing damage hits.
You might have a free slot to add more damage to Rocky. He really becomes a main source of damage and tanking.
Fire Blast: Why not the Decimation set for more 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
Thanks for the advice. Still tweaking and looking at your suggestions most make sense. I haven't tried glue arrow yet so I was just kind of sticking it there and manuevers was for the LotG and with it and some of the other floating bonuses I was at ~15% S/L/E/N but the other options give me some things to think about instead of them. I honestly never thing about the medicine pool because of the interuption and because the only character I took it on respeced out of it due to it not being really utilized. This character may turn out to be a good fit for it though as you pointed out. I'm still leveling her up so I may play with your suggestions a bit before settling on a final direction but you've definitely given me good direction. I appreciate it. Also, I understand the guidance part, I actually prefer it unless I'm completely lost on a build (like I was on my tank). So thanks
The medicine pool is mostly for healing between fights, but you can turn Aid Self into a mostly reliable battlefield heal by slotting two Interrupt in it.
I like Glue Arrow on my Ill/TA. Illusion doesn't have an AoE Slow, so so I took it early and it really helped leveling up, and is even great at level 50+. It is a bit unusual, in that the Slow continues to affect foes after they leave the area. Glue Arrow has a small -Recharge, but not enough to keep it with Quicksand.
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
On the surface it looks like the answer would be yes, but just to be sure, does Volcanic Gasses ignite Oil Slick? I'm just not sure how the Fire DoT on VG works since I've not played Earth Control up at all yet.