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Earth Control - thoughts?


Xiddo

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On 3/6/2021 at 11:34 AM, Grindingsucks said:

I haven't played many controllers but I do have an Earth controller and enjoyed it very much.  It doesn't do a ton of damage but if you want to play the ultimate "lock them down and make them helpless" toon, this is a pretty good choice.  I could render almost every group of mobs helpless with it, it's just that it takes forever to whittle them down to size until you get old rocky to help you out.

 

I guess nickel and diming your enemies to death is pretty much standard for controllers, though, right?  They aren't designed to dish out high ST or AOE dmg. 

 

If you have a whole team of 8 of them laying on stone cages, earthquake, and volcanic gasses at the same time, it could be pretty brutal, though.  😁

Brutal doesn't begin to describe it.  Back on Live joined a themed SG, all Earth/**.  Pretty much every secondary represented but /Storm was a significant chunk.  By the late 30's it started to become team of 8 Earth/** hidden within multiple Steamy Mists move unseen into range, a mass of 8 Rocky's move in as 8 Stalagmites, Stone Cages, etc. fire off.  The spawn(s) and Rocky's vanish behind a cloud of Earth effects followed by a lone boss or eb reappearing surrounded by 8 pets unleashing Seismic Smash.  Rinse, Repeat ... .  

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On 3/6/2021 at 11:34 AM, Grindingsucks said:

I guess nickel and diming your enemies to death is pretty much standard for controllers, though, right?  They aren't designed to dish out high ST or AOE dmg. 

 

If you have a whole team of 8 of them laying on stone cages, earthquake, and volcanic gasses at the same time, it could be pretty brutal, though.  😁

 

If you can get a SG or team of friends to do this, and they all set up Stalagmites with max damage procs (4), each does about 300 damage at level 50. Then you end up needing to stagger them, or else when an entire team raises the tectonic plate under a spawn, the spawn just about disappeared. You can stagger 2-3 Stalagmites, 2 VG, and Tornadoes into every spawn, and go to the next in ten seconds or less. And the mobs never know what hit them 😄 ... other than that it hurt a lot.

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1 hour ago, Coyote said:

 

If you can get a SG or team of friends to do this, and they all set up Stalagmites with max damage procs (4), each does about 300 damage at level 50. Then you end up needing to stagger them, or else when an entire team raises the tectonic plate under a spawn, the spawn just about disappeared. You can stagger 2-3 Stalagmites, 2 VG, and Tornadoes into every spawn, and go to the next in ten seconds or less. And the mobs never know what hit them 😄 ... other than that it hurt a lot.

😁 indeed

 

     The all Earth/** I talked about was more than a little while back.  Our idea of a proc was slotting this thing called Explosive Strike from the new Knockback set in Gale.  Hilarious by the way when you've got multiple lowbie Earth/Storm blowing Hellions and Skulls on their butts while running 'laps' around Perez Park with the proc firing off at random.   

 

Edit:  Especially given more than a couple of us had full KB sets (all 3 of them 😜) in there.

    Can only imagine the carnage of 8 proc'd out Earth trollers with full Incarnate powers these days.  Brutal and then some.

    

Edited by Doomguide2005
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On 2/17/2021 at 11:26 AM, Xiddo said:

I wanna make something with Earth Control but am tied up between Earth/Kin, Earth/Rad, or an Earth/Fire dom.

Earth/Dark was a back-up contender but I've got a fire/dark in the wings already.

I know ppl love storm with earth but my first 50 on live was a stormer and I was an idiot kid, without mids, and had no idea what to do with it. I now have really bad associations with the set, it's my CoH vodka.

 

I assume Earth/Rad is highly regarded because you debuff the backend out of the already locked down mobs? Teams excel then.

Kin is kin.
I love doms a lot and haven't tried fire on one yet. Hoping the damage will even out the lack of dam on earth.

So, starting with the knowledge that Earth/ is a fairly low damage set, we can look at the options.

 

Controllers

Earth/Kin - One of the big selling points of /Kin is Fulcrum Shift, which is a damage multiplier. Multiplying low base damage results in mediocre damage. Not the best synergy with Earth/. But, /Kin is always appreciated by the team, so there's that.

Earth/Rad - Well, /Rad is no longer the tippy toppy of the best of the secondaries, anymore. It is still good, but has fallen pretty far. With Earth/, it overlaps a lot of superfluous DEF Debuff.

Earth/Dark - Incredibly safe, but incredibly slow. Twilight Grasp is the second best heal in the game (after O2 Boost) and do not let anyone else tell you different. Howling Twilight is the best Rez in the game, period. Get Fade and Soul Absorption to permanent and you turn your team into basically an unstoppable juggernaut. But, again, your participation in the actual killage will be minimal.

Other Secondaries

- If you are looking for great Debuffing, look at /Cold or /Sonic. They both are god at stripping away Resistance, which is great for softening up those hard targets. They also both have some nice Buffs. 

 - /Thermal has great buffs and good debuffs. It also has a fun Rez power that can blast the snockers out of the opponents. You want to clear some breathing room for your downed comrade? Power of the Phoenix is your buddy.

 

Dominators

Honestly, I think this is where you will fare the best.

Earth/Fire - As you mentioned, the /Fire secondary is good for making up the damage deficiency of Earth/. Unlike many Dom secondaries, /Fire has good ranged attacks, which synergizes well with Earth/ since it is also mostly ranged (you can skip Salt Crystals). 

Earth/Earth - Also of note, in terms of damage secondary, is /Earth. It is more melee and single target focused, but those stone hammers hit HARD. Lock 'em and clock 'em with this one.

 

Anyway, hope that helps! Have fun!

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  • 5 months later

One thing people so often overlook, is that -def powers enable your temp powers to  hit. That nemisis staff? It will hit reliably if you have -def deployed. Same goes for all other temp power attacks. This makes all those otherwise borderline useless temp powers you pick up during the game actually useful as mainstay attacks. Earth control has a lot of -def, and a ton of it in QS, making QS good for this reason alone, much less its other uses (slowing them down, keeping them together, etc). 

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On 3/11/2021 at 12:15 AM, VV said:

Earth/Rad - Well, /Rad is no longer the tippy toppy of the best of the secondaries, anymore. It is still good, but has fallen pretty far. With Earth/, it overlaps a lot of superfluous DEF Debuff.

 

 

I have to disagree. Earth/rad Complement each other pretty well and is far from superfluous. For example, Earthquake and Radiation Infection stacks their tohit debuffs. Against certain foes and certain AV, it is efficient. You also get 3 AoE holds with Volcanic gasses, EMP and Chocking cloud. Talking of Chocking cloud, it is the set where that power makes the most sense, considering that all of earth powers debuff defense. It compensates for the power low accuracy.   

 

Also, what makes /rad still relevant is Lingering radiation, which is one of the strongest -regen power in the game and a very decent - recharge. Against AV that are faced regularly in the late game, it is very usefull, as it can be kept on an AV for the whole fight (assuming it hits).

 

Also earth being a low damage set (except for Stoney good single target attacks) , powers like Evervating field and Accelerate metabolisme compensate a bit, by debuffing resistance and increasing damage. Also, the heal is strong enough and it recharge sufficiently fast to keep the pet alive against most AV and GM.

 

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I love my Earth/Storm and i have 26 procs in it.

I sometimes forget to drop stoney because mobs just die.

 

I also have a Earth/Elec Dom that is a lot of fun.

 

I know people have said quicksand is skipable but i always take it as you end up pairing powers together like VG+Quicksand or Stalgmites and Quicksand just to keep them contained.

Edited by Chelsea Rorec
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OP, 

 

I rolled Earth/Cold to incarnate recently … turns teams into steamroll session.  Very little solo damage, but good lord that thing is fun to team.

 

Use Quicksand … stacks with everything and ready each mob.

 

Proc out Volcanic Gasses … amazing pulse frequency!

 

This toon is just nasty.  Benumbed AVs, Defense Buffs, Snow Storm, Sleet, Quakes… so good.

formerly @JimmyVine (on Infinity & Victory)

currently @Cenozoic (on Reunion)

 

Cenozoic (Mind/Psionic Dominator) ... Los Infiernos (Fire/Devices Blaster) ... Slof (Stone/Spines Tanker) ... Zen's Furnace (Illusion/Dark Controller) ... Cryovolcano (Earth/Cold Controller)

 

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On 9/10/2021 at 5:48 AM, Gentoo said:

One thing people so often overlook, is that -def powers enable your temp powers to  hit. That nemisis staff? It will hit reliably if you have -def deployed. Same goes for all other temp power attacks. This makes all those otherwise borderline useless temp powers you pick up during the game actually useful as mainstay attacks. Earth control has a lot of -def, and a ton of it in QS, making QS good for this reason alone, much less its other uses (slowing them down, keeping them together, etc). 

 

Exactly.  Perfect set to load up on the P2W temp attacks, most of which are very cheap.  The biggest drawbacks of them really are the base accuracy which you of course can't enhance, and that most of them have knockback.  Earth control can mitigate both of those issues.  My favorite one really is plasmatic taser, which basically gives you an energy torrent clone for virtually free. 

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  • 4 weeks later
On 9/16/2021 at 3:43 PM, Cenozoic said:

OP, 

 

I rolled Earth/Cold to incarnate recently … turns teams into steamroll session.  Very little solo damage, but good lord that thing is fun to team.

 

Use Quicksand … stacks with everything and ready each mob.

 

Proc out Volcanic Gasses … amazing pulse frequency!

 

This toon is just nasty.  Benumbed AVs, Defense Buffs, Snow Storm, Sleet, Quakes… so good.

Interesting...are there any builds floating around the forums for Earth/Cold?

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20 hours ago, BurningDezire said:

Interesting...are there any builds floating around the forums for Earth/Cold?

 

Here is the one I use in-game.  Note that I didn't choose Stalagmites so that I could use Hover.

 

This Hero build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Cryovolcanic v1.1: Level 50 Mutation Controller
Primary Power Set: Earth Control
Secondary Power Set: Cold Domination
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Fossilize

  • (A) Lockdown - Accuracy/Hold
  • (7) Lockdown - Accuracy/Recharge
  • (9) Lockdown - Recharge/Hold
  • (9) Lockdown - Endurance/Recharge/Hold
  • (11) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (11) Lockdown - Chance for +2 Mag Hold

Level 1: Infrigidate

  • (A) Accuracy IO
  • (48) Impeded Swiftness - Chance of Damage(Smashing)
  • (48) Achilles' Heel - Chance for Res Debuff
  • (48) Touch of Lady Grey - Chance for Negative Damage
  • (50) Shield Breaker - Chance for Lethal Damage

Level 2: Stone Cages

  • (A) Superior Will of the Controller - Accuracy/Control Duration
  • (3) Superior Will of the Controller - Control Duration/Recharge
  • (3) Superior Will of the Controller - Endurance/Recharge
  • (5) Superior Will of the Controller - Accuracy/Control Duration/Endurance
  • (5) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
  • (7) Superior Will of the Controller - Recharge/Chance for Psionic Damage

Level 4: Ice Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 6: Quicksand

  • (A) Recharge Reduction IO

Level 8: Snow Storm

  • (A) Endurance Reduction IO

Level 10: Glacial Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 12: Boxing

  • (A) Accuracy IO

Level 14: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (15) Gladiator's Armor - TP Protection +3% Def (All)
  • (15) Unbreakable Guard - +Max HP

Level 16: Weave

  • (A) Red Fortune - Defense/Endurance
  • (17) Red Fortune - Defense/Recharge
  • (17) Red Fortune - Endurance/Recharge
  • (19) Red Fortune - Defense/Endurance/Recharge
  • (19) Red Fortune - Defense
  • (25) Red Fortune - Endurance

Level 18: Earthquake

  • (A) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (27) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (27) Dark Watcher's Despair - Recharge/Endurance
  • (29) Dark Watcher's Despair - To Hit Debuff

Level 20: Arctic Fog

  • (A) Red Fortune - Defense/Endurance
  • (21) Red Fortune - Defense/Recharge
  • (21) Red Fortune - Endurance/Recharge
  • (23) Red Fortune - Defense/Endurance/Recharge
  • (23) Red Fortune - Defense
  • (25) Red Fortune - Endurance

Level 22: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 24: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 26: Volcanic Gasses

  • (A) Superior Entomb - Accuracy/Hold
  • (29) Superior Entomb - Hold/Recharge
  • (31) Superior Entomb - Endurance/Recharge
  • (31) Superior Entomb - Accuracy/Hold/Endurance
  • (34) Superior Entomb - Accuracy/Hold/Endurance/Recharge
  • (37) Superior Entomb - Recharge/Chance for +Absorb

Level 28: Benumb

  • (A) Recharge Reduction IO
  • (40) Recharge Reduction IO
  • (43) Accuracy IO

Level 30: Hasten

  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO

Level 32: Animate Stone

  • (A) Blood Mandate - Accuracy/Damage
  • (33) Blood Mandate - Damage/Endurance
  • (33) Blood Mandate - Accuracy/Endurance
  • (33) Blood Mandate - Accuracy/Damage/Endurance
  • (34) Blood Mandate - Accuracy
  • (34) Blood Mandate - Damage

Level 35: Sleet

  • (A) Superior Frozen Blast - Accuracy/Damage
  • (36) Superior Frozen Blast - Damage/Endurance
  • (36) Superior Frozen Blast - Accuracy/Damage/Endurance
  • (36) Superior Frozen Blast - Accuracy/Damage/Recharge
  • (37) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
  • (37) Superior Frozen Blast - Recharge/Chance for Immobilize

Level 38: Heat Loss

  • (A) Preemptive Optimization - Accuracy/Recharge
  • (39) Preemptive Optimization - EndMod/Endurance
  • (39) Preemptive Optimization - EndMod/Recharge
  • (39) Preemptive Optimization - EndMod/Accuracy/Endurance
  • (40) Preemptive Optimization - EndMod/Accuracy/Recharge
  • (40) Preemptive Optimization - EndMod/Endurance/Recharge

Level 41: Scorpion Shield

  • (A) Red Fortune - Defense/Endurance
  • (42) Red Fortune - Defense/Recharge
  • (42) Red Fortune - Endurance/Recharge
  • (42) Red Fortune - Defense/Endurance/Recharge
  • (43) Red Fortune - Defense
  • (43) Red Fortune - Endurance

Level 44: Poisonous Ray

  • (A) Accuracy IO
  • (45) Apocalypse - Chance of Damage(Negative)
  • (45) Gladiator's Javelin - Chance of Damage(Toxic)
  • (45) Achilles' Heel - Chance for Res Debuff
  • (46) Touch of Lady Grey - Chance for Negative Damage
  • (46) Shield Breaker - Chance for Lethal Damage

Level 47: Fly

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (50) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 49: Evasive Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Brawl

  • (A) Empty

Level 1: Containment 


Level 1: Sprint

formerly @JimmyVine (on Infinity & Victory)

currently @Cenozoic (on Reunion)

 

Cenozoic (Mind/Psionic Dominator) ... Los Infiernos (Fire/Devices Blaster) ... Slof (Stone/Spines Tanker) ... Zen's Furnace (Illusion/Dark Controller) ... Cryovolcano (Earth/Cold Controller)

 

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4 hours ago, Cenozoic said:

 

Here is the one I use in-game.  Note that I didn't choose Stalagmites so that I could use Hover.

 

This Hero build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Cryovolcanic v1.1: Level 50 Mutation Controller
Primary Power Set: Earth Control
Secondary Power Set: Cold Domination
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Fossilize

  • (A) Lockdown - Accuracy/Hold
  • (7) Lockdown - Accuracy/Recharge
  • (9) Lockdown - Recharge/Hold
  • (9) Lockdown - Endurance/Recharge/Hold
  • (11) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (11) Lockdown - Chance for +2 Mag Hold

Level 1: Infrigidate

  • (A) Accuracy IO
  • (48) Impeded Swiftness - Chance of Damage(Smashing)
  • (48) Achilles' Heel - Chance for Res Debuff
  • (48) Touch of Lady Grey - Chance for Negative Damage
  • (50) Shield Breaker - Chance for Lethal Damage

Level 2: Stone Cages

  • (A) Superior Will of the Controller - Accuracy/Control Duration
  • (3) Superior Will of the Controller - Control Duration/Recharge
  • (3) Superior Will of the Controller - Endurance/Recharge
  • (5) Superior Will of the Controller - Accuracy/Control Duration/Endurance
  • (5) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
  • (7) Superior Will of the Controller - Recharge/Chance for Psionic Damage

Level 4: Ice Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 6: Quicksand

  • (A) Recharge Reduction IO

Level 8: Snow Storm

  • (A) Endurance Reduction IO

Level 10: Glacial Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 12: Boxing

  • (A) Accuracy IO

Level 14: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (15) Gladiator's Armor - TP Protection +3% Def (All)
  • (15) Unbreakable Guard - +Max HP

Level 16: Weave

  • (A) Red Fortune - Defense/Endurance
  • (17) Red Fortune - Defense/Recharge
  • (17) Red Fortune - Endurance/Recharge
  • (19) Red Fortune - Defense/Endurance/Recharge
  • (19) Red Fortune - Defense
  • (25) Red Fortune - Endurance

Level 18: Earthquake

  • (A) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (27) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (27) Dark Watcher's Despair - Recharge/Endurance
  • (29) Dark Watcher's Despair - To Hit Debuff

Level 20: Arctic Fog

  • (A) Red Fortune - Defense/Endurance
  • (21) Red Fortune - Defense/Recharge
  • (21) Red Fortune - Endurance/Recharge
  • (23) Red Fortune - Defense/Endurance/Recharge
  • (23) Red Fortune - Defense
  • (25) Red Fortune - Endurance

Level 22: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 24: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 26: Volcanic Gasses

  • (A) Superior Entomb - Accuracy/Hold
  • (29) Superior Entomb - Hold/Recharge
  • (31) Superior Entomb - Endurance/Recharge
  • (31) Superior Entomb - Accuracy/Hold/Endurance
  • (34) Superior Entomb - Accuracy/Hold/Endurance/Recharge
  • (37) Superior Entomb - Recharge/Chance for +Absorb

Level 28: Benumb

  • (A) Recharge Reduction IO
  • (40) Recharge Reduction IO
  • (43) Accuracy IO

Level 30: Hasten

  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO

Level 32: Animate Stone

  • (A) Blood Mandate - Accuracy/Damage
  • (33) Blood Mandate - Damage/Endurance
  • (33) Blood Mandate - Accuracy/Endurance
  • (33) Blood Mandate - Accuracy/Damage/Endurance
  • (34) Blood Mandate - Accuracy
  • (34) Blood Mandate - Damage

Level 35: Sleet

  • (A) Superior Frozen Blast - Accuracy/Damage
  • (36) Superior Frozen Blast - Damage/Endurance
  • (36) Superior Frozen Blast - Accuracy/Damage/Endurance
  • (36) Superior Frozen Blast - Accuracy/Damage/Recharge
  • (37) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
  • (37) Superior Frozen Blast - Recharge/Chance for Immobilize

Level 38: Heat Loss

  • (A) Preemptive Optimization - Accuracy/Recharge
  • (39) Preemptive Optimization - EndMod/Endurance
  • (39) Preemptive Optimization - EndMod/Recharge
  • (39) Preemptive Optimization - EndMod/Accuracy/Endurance
  • (40) Preemptive Optimization - EndMod/Accuracy/Recharge
  • (40) Preemptive Optimization - EndMod/Endurance/Recharge

Level 41: Scorpion Shield

  • (A) Red Fortune - Defense/Endurance
  • (42) Red Fortune - Defense/Recharge
  • (42) Red Fortune - Endurance/Recharge
  • (42) Red Fortune - Defense/Endurance/Recharge
  • (43) Red Fortune - Defense
  • (43) Red Fortune - Endurance

Level 44: Poisonous Ray

  • (A) Accuracy IO
  • (45) Apocalypse - Chance of Damage(Negative)
  • (45) Gladiator's Javelin - Chance of Damage(Toxic)
  • (45) Achilles' Heel - Chance for Res Debuff
  • (46) Touch of Lady Grey - Chance for Negative Damage
  • (46) Shield Breaker - Chance for Lethal Damage

Level 47: Fly

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (50) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 49: Evasive Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Brawl

  • (A) Empty

Level 1: Containment 


Level 1: Sprint

TYVM! I love Stalagmites. Always open with it. Though this is VERY helpful since this is my first ever /Cold troller.

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5 hours ago, Cenozoic said:

 

Here is the one I use in-game.  Note that I didn't choose Stalagmites so that I could use Hover.

 

This Hero build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Cryovolcanic v1.1: Level 50 Mutation Controller
Primary Power Set: Earth Control
Secondary Power Set: Cold Domination
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Fossilize

  • (A) Lockdown - Accuracy/Hold
  • (7) Lockdown - Accuracy/Recharge
  • (9) Lockdown - Recharge/Hold
  • (9) Lockdown - Endurance/Recharge/Hold
  • (11) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (11) Lockdown - Chance for +2 Mag Hold

Level 1: Infrigidate

  • (A) Accuracy IO
  • (48) Impeded Swiftness - Chance of Damage(Smashing)
  • (48) Achilles' Heel - Chance for Res Debuff
  • (48) Touch of Lady Grey - Chance for Negative Damage
  • (50) Shield Breaker - Chance for Lethal Damage

Level 2: Stone Cages

  • (A) Superior Will of the Controller - Accuracy/Control Duration
  • (3) Superior Will of the Controller - Control Duration/Recharge
  • (3) Superior Will of the Controller - Endurance/Recharge
  • (5) Superior Will of the Controller - Accuracy/Control Duration/Endurance
  • (5) Superior Will of the Controller - Accuracy/Control Duration/Endurance/Recharge
  • (7) Superior Will of the Controller - Recharge/Chance for Psionic Damage

Level 4: Ice Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 6: Quicksand

  • (A) Recharge Reduction IO

Level 8: Snow Storm

  • (A) Endurance Reduction IO

Level 10: Glacial Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 12: Boxing

  • (A) Accuracy IO

Level 14: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (15) Gladiator's Armor - TP Protection +3% Def (All)
  • (15) Unbreakable Guard - +Max HP

Level 16: Weave

  • (A) Red Fortune - Defense/Endurance
  • (17) Red Fortune - Defense/Recharge
  • (17) Red Fortune - Endurance/Recharge
  • (19) Red Fortune - Defense/Endurance/Recharge
  • (19) Red Fortune - Defense
  • (25) Red Fortune - Endurance

Level 18: Earthquake

  • (A) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (27) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (27) Dark Watcher's Despair - Recharge/Endurance
  • (29) Dark Watcher's Despair - To Hit Debuff

Level 20: Arctic Fog

  • (A) Red Fortune - Defense/Endurance
  • (21) Red Fortune - Defense/Recharge
  • (21) Red Fortune - Endurance/Recharge
  • (23) Red Fortune - Defense/Endurance/Recharge
  • (23) Red Fortune - Defense
  • (25) Red Fortune - Endurance

Level 22: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 24: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 26: Volcanic Gasses

  • (A) Superior Entomb - Accuracy/Hold
  • (29) Superior Entomb - Hold/Recharge
  • (31) Superior Entomb - Endurance/Recharge
  • (31) Superior Entomb - Accuracy/Hold/Endurance
  • (34) Superior Entomb - Accuracy/Hold/Endurance/Recharge
  • (37) Superior Entomb - Recharge/Chance for +Absorb

Level 28: Benumb

  • (A) Recharge Reduction IO
  • (40) Recharge Reduction IO
  • (43) Accuracy IO

Level 30: Hasten

  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO

Level 32: Animate Stone

  • (A) Blood Mandate - Accuracy/Damage
  • (33) Blood Mandate - Damage/Endurance
  • (33) Blood Mandate - Accuracy/Endurance
  • (33) Blood Mandate - Accuracy/Damage/Endurance
  • (34) Blood Mandate - Accuracy
  • (34) Blood Mandate - Damage

Level 35: Sleet

  • (A) Superior Frozen Blast - Accuracy/Damage
  • (36) Superior Frozen Blast - Damage/Endurance
  • (36) Superior Frozen Blast - Accuracy/Damage/Endurance
  • (36) Superior Frozen Blast - Accuracy/Damage/Recharge
  • (37) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
  • (37) Superior Frozen Blast - Recharge/Chance for Immobilize

Level 38: Heat Loss

  • (A) Preemptive Optimization - Accuracy/Recharge
  • (39) Preemptive Optimization - EndMod/Endurance
  • (39) Preemptive Optimization - EndMod/Recharge
  • (39) Preemptive Optimization - EndMod/Accuracy/Endurance
  • (40) Preemptive Optimization - EndMod/Accuracy/Recharge
  • (40) Preemptive Optimization - EndMod/Endurance/Recharge

Level 41: Scorpion Shield

  • (A) Red Fortune - Defense/Endurance
  • (42) Red Fortune - Defense/Recharge
  • (42) Red Fortune - Endurance/Recharge
  • (42) Red Fortune - Defense/Endurance/Recharge
  • (43) Red Fortune - Defense
  • (43) Red Fortune - Endurance

Level 44: Poisonous Ray

  • (A) Accuracy IO
  • (45) Apocalypse - Chance of Damage(Negative)
  • (45) Gladiator's Javelin - Chance of Damage(Toxic)
  • (45) Achilles' Heel - Chance for Res Debuff
  • (46) Touch of Lady Grey - Chance for Negative Damage
  • (46) Shield Breaker - Chance for Lethal Damage

Level 47: Fly

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (50) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 49: Evasive Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Brawl

  • (A) Empty

Level 1: Containment 


Level 1: Sprint

Is it not worth slotting Sleet and Infrigidate for Defense Debuff sets? Having issues with Mids so can't play with the numbers.

Edited by BurningDezire
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If you want.  With Earth’s -Def, doesn’t make much difference.

formerly @JimmyVine (on Infinity & Victory)

currently @Cenozoic (on Reunion)

 

Cenozoic (Mind/Psionic Dominator) ... Los Infiernos (Fire/Devices Blaster) ... Slof (Stone/Spines Tanker) ... Zen's Furnace (Illusion/Dark Controller) ... Cryovolcano (Earth/Cold Controller)

 

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I agree that stalagmites is  a great opening. It is one of the best earth control power, as it has a very quick animation, it recharges quite fast and it debuff defenses, obviously. This is why I never take flight on an earth controller (but this is me). If I need to fly and hover (like hami raids and shadow shards TFs), I just go log off in the shadow shards for the rechargeable jet pack. An earth controller can stand back, a bit away from the fight, as non of its significant powers are PBAoE (and can keep mobs away). Moreover, Stoney might only have single target attacks, but he likes to switch targets a lot and he has a very efficient taunt in its melee attacks.   

 

 Obviously, if you have a secondary, like Kinetics, that is more efficient in melee, then you have to adjust.  

 

As far as slotting for defense debuff, an earth controller, whatever the secondary, I don't think it is worth it, as all the powers debuff defenses and you have 3 patches you can lay on the ground to help out if required. 

Edited by LynxNordique
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27 minutes ago, LynxNordique said:

I agree that stalagmites is  a great opening. It is one of the best earth control power, as it has a very quick animation, it recharges quite fast and it debuff defenses, obviously. This is why I never take flight on an earth controller (but this is me). If I need to fly and hover (like hami raids and shadow shards TFs), I just go log off in the shadow shards for the rechargeable jet pack. An earth controller can stand back, a bit away from the fight, as non of its significant powers are PBAoE (and can keep mobs away). Moreover, Stoney might only have single target attacks, but he likes to switch targets a lot and he has a very efficient taunt in its melee attacks.   

 

 Obviously, if you have a secondary, like Kinetics, that is more efficient in melee, then you have to adjust.  

 

As far as slotting for defense debuff, an earth controller, whatever the secondary, I don't think it is worth it, as all the powers debuff defenses and you have 3 patches you can lay on the ground to help out if required. 

You guys make good points. Ty. And yeah. I've ALWAYS opened with Stalagmites. By the time the tank gets to the mob, all of em are stunned and looking retarded before being locked down further lol. Stalagmites > Stone Cages > EQ. Then whatever I feel like. By then aggro shifts to tanks and other DPS dealers. Usually. I've used that chain on many teams (Earth/Dark) without tanks on it to keep things moving along.

 

If I see a second mob close by, I don't wait for the trigger happy blaster or pet aggro. I throw down tar patch and quick sand and then volcanic gasses. 

Edited by BurningDezire
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  • 7 months later

So as i had made a few earth trollers myself i ran into the same situation when it comes to stalagmites which is an awesome power to use 

 

however it cant be used while flying and its the ONLY power that cant be casted in the air. It is time consuming to untoggle the flying powers to 

 

cast this awesome power so PLEASE let me know if this is going to be looked at in the near future. Overall i hope everyone stays safe and be well.

 

THANKS IN ADVANCE.......

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10 hours ago, Maria La Loca said:

So as i had made a few earth trollers myself i ran into the same situation when it comes to stalagmites which is an awesome power to use 

 

however it cant be used while flying and its the ONLY power that cant be casted in the air. It is time consuming to untoggle the flying powers to 

 

cast this awesome power so PLEASE let me know if this is going to be looked at in the near future. Overall i hope everyone stays safe and be well.

 

THANKS IN ADVANCE.......

     Cometfall was my first Earth controller and one of my first few (3rd?) characters.  He was a Flyer/Hover character and with practice you can get very effective dropping out of Hover to use Stalagmites and back to Hover altitude.  With the various boosts to Hover performance and the flight pool I imagine it's easier now than back in Cometfall's heyday (i3 to i5) so I wouldn't hold my breath waiting for changes to Stalagmites allowing its use off the ground.  Personally I'm surprised more of the powers don't require on or near ground to use.  But you never know and it's  all 'supernatural' in any case.

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  • 2 weeks later

In the spirit of 'I'm playing with my friend who is already playing a Tanker' I thought I could make something to support instead of double melee.

 

I started with Earth/Kin for the sweet sweet Speedboost and Earthquake, but now I'm thinking Earth/Sonic since what I'm reading from the combo is that I can debuff acc, defense, AND resists.

 

Still not as nice as Speedboost, but on top of the Sonic shields it's probably good for the low levels. Higher level I would still go back to Kin.

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On 2/17/2021 at 1:26 PM, Xiddo said:

The stars aligned last week and I did a Yin where 3 of the 8 (2 controller, 1 dom) all had Earth Control.
I'm a plant or fire control person normally but have now been looking Earth more. It seems... Pretty good. Nice lockdown, which I love. I know it isn't super damage but that's fine.

 

I wanna make something with Earth Control but am tied up between Earth/Kin, Earth/Rad, or an Earth/Fire dom.

Earth/Dark was a back-up contender but I've got a fire/dark in the wings already.

I know ppl love storm with earth but my first 50 on live was a stormer and I was an idiot kid, without mids, and had no idea what to do with it. I now have really bad associations with the set, it's my CoH vodka.

 

I assume Earth/Rad is highly regarded because you debuff the backend out of the already locked down mobs? Teams excel then.

Kin is kin.
I love doms a lot and haven't tried fire on one yet. Hoping the damage will even out the lack of dam on earth.

 

Any advice for earth appreciated - like...

1. Does the FF proc work in Earthquake on just the cast or also the pulses? Good places for a -res proc too?

2. Is the little rock-man good? As I said, I'd normally be teaming on this toon. Do you need the chunky boy when you have teammates to soak up the bullets?

3. Im assuming every power solid? I won't be getting the single immob. I know the autohit -def from quicksand is a boon.

4. is it an end heavy set?



You are going to love Earth/ control on a Dominator.  Because of Domination, controls are just better on a Dom. 

Earth/EARTH for the super SMASH feel
Earth/Dark for a strong hitter, with instruments for survival and defense. 
Earth/Psi for a Dominator that does not need ageless for endgame content 
Earth/Rad for an ultimate defense debuff Dominator, hits all right and also has a very good heal. 

Earth/Trick arrow for lots of control on a controller
Earth/Storm if you want a controller that does dmg, lots of damage relatively speaking (for a troller)

My preference?  Absolutely go with Dominator

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1 hour ago, Sovera said:

In the spirit of 'I'm playing with my friend who is already playing a Tanker' I thought I could make something to support instead of double melee.

 

I started with Earth/Kin for the sweet sweet Speedboost and Earthquake, but now I'm thinking Earth/Sonic since what I'm reading from the combo is that I can debuff acc, defense, AND resists.

 

Still not as nice as Speedboost, but on top of the Sonic shields it's probably good for the low levels. Higher level I would still go back to Kin.

What type of tank? If it's a primarily resistance based build then you'd be better off going /cold to bolster their defense.

 

As for kin, don't forget, you may not have -resist, but you have -damage and you get team +damage

What this team needs is more Defenders

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