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Posted

Going through all the Earth/ and /Martial builds.

 

I'm not trying to stay range or stay melee, though I'd likely be in melee.

 

Would combining Caltrops with Stone Cages and Earthquake be a good idea?

Posted

I've played both, although not together. For Earth, skip the sleep and probably the ST immobilize. Everything else is worth taking. Quicksand and Earthquake don't require more than a recharge or two. For Martial, the 3 melee attacks are all OK, although none of them is a heavy hitter. Take as few or many as you have room for. Trick Shot is your only ranged AoE and worth taking. Explosive Shuriken is effectively a ST attack - the splash damage is miniscule. The snipe is very good. Envenomed Blades is interesting, but would be better if it had a secondary effect beside the toxic DoT.

 

I'm on the fence about Caltrops. I've tried slotting for damage and slotting procs, but neither has really impressed me. I think it's probably skippable. I don't think combining with Stone Cages would be useful - you don't need the slow if everything is immobilized, and you could just slot the procs in Stone Cages. Dropping a slow on top of Earthquake is sometimes useful, but I think Quicksand is better. 

 

 

Posted (edited)

I have an Earth/Martial, but my build is all ranged (well maybe I have Dragons Tail, can’t remember). It’s an Earth/Martial/Fire so I use Fossilize/Trick Shot/Masterful Throw/Exploding Shuriken as s/t attacks and Trick Shot/Fire Ball/Rain of Fire for AoE.

 

I wanted to fit Caltrops in, but it’s best with 5 procs, and I think I was hunting for bonuses by that time.

Edited by arcane
Posted

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

Click this DataLink to open the build!

Level 50 Mutation Dominator
Primary Power Set: Earth Control
Secondary Power Set: Martial Assault
Power Pool: Concealment
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Fossilize -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(7), Dcm-Dmg/Rchg(9), Dcm-Acc/EndRdx/Rchg(9), Dcm-Acc/Dmg/Rchg(11), UnbCns-Dam%(11)
Level 1: Shuriken Throw -- Empty(A)
Level 2: Stone Cages -- GrvAnc-Immob/Rchg(A), GrvAnc-Acc/Immob/Rchg(13), GrvAnc-Acc/Rchg(13), GrvAnc-Immob/EndRdx(15), GrvAnc-Hold%(15)
Level 4: Trick Shot -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(17), Dcm-Dmg/Rchg(17), Dcm-Acc/Dmg/Rchg(19), Dcm-Build%(19), GldJvl-Dam%(21)
Level 6: Quicksand -- RechRdx-I(A)
Level 8: Stealth -- Rct-Def(A), Rct-Def/EndRdx(21), Rct-EndRdx/Rchg(23), Rct-Def/Rchg(23), Rct-Def/EndRdx/Rchg(27), Rct-ResDam%(50)
Level 10: Infiltration -- WntGif-RunSpd/Jump/Fly/Rng(A), WntGif-ResSlow(25), LucoftheG-Def/Rchg+(25), ShlWal-ResDam/Re TP(50)
Level 12: Stalagmites -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(27), AbsAmz-Acc/Rchg(29), AbsAmz-EndRdx/Stun(29), AbsAmz-ToHitDeb%(31)
Level 14: Boxing -- Empty(A)
Level 16: Envenomed Blades -- GssSynFr--Build%(A)
Level 18: Earthquake -- DarWtcDsp-ToHitDeb/Rchg(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(48), DarWtcDsp-Rchg/EndRdx(48), DarWtcDsp-ToHitDeb/EndRdx(50)
Level 20: Dragon's Tail -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(31), Arm-Acc/Rchg(31), Arm-Dmg/EndRdx(33), Arm-Dam%(33)
Level 22: Hover -- LucoftheG-Def/Rchg+(A)
Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-End/Res(33), GldArm-ResDam(34), GldArm-3defTpProc(36)
Level 26: Volcanic Gasses -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(36), BslGaz-EndRdx/Rchg/Hold(37), BslGaz-Acc/EndRdx/Rchg/Hold(37)
Level 28: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def(34), LucoftheG-Def/Rchg+(34)
Level 30: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def(36), LucoftheG-Def/Rchg+(39)
Level 32: Animate Stone -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(37), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(40)
Level 35: Masterful Throw -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(40), Apc-Dmg/EndRdx(40), Apc-Dam%(42), CldSns-%Dam(42)
Level 38: Explosive Shuriken -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(43), Dcm-Dmg/Rchg(43), Dcm-Acc/EndRdx/Rchg(43), Dcm-Acc/Dmg/Rchg(45), GldJvl-Dam%(45)
Level 41: Water Spout -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(46), Rgn-Knock%(46)
Level 44: Shark Skin -- GldArm-End/Res(A), GldArm-Res/Rech/End(46), GldArm-ResDam(48)
Level 47: Tactics -- EndRdx-I(A)
Level 49: Hibernate -- Prv-Absorb%(A)
Level 1: Domination 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(5), NmnCnv-Regen/Rcvry+(7)
Level 1: Stamina -- PrfShf-EndMod(A), PrfShf-End%(3), PwrTrns-EndMod(3), PwrTrns-+Heal(5)
Level 49: Quick Form 
------------

 

Here's what I have so far.  Level 27 right now.  Contemplating taking out Quicksand for Caltrops and moving the slots in Earthquake and 1 of the Winter's Gift IOs in Infiltration over to Caltrops, for 5 slot Positron's Blast set.

 

However, I do like Quicksand just for the Earth Control concept of it. 🙂  Maybe just slot a Damage Proc in Quicksand to give it a bit of a damage component.

Posted

One of the things I like about Quicksand is that it has an autohit -25% defense debuff. Fighting Sky Raiders with force field generators or Nemesis popping Vengeance? No problem. It also doesn't generate fear the way Caltrops does.

Posted
1 hour ago, Uun said:

One of the things I like about Quicksand is that it has an autohit -25% defense debuff. Fighting Sky Raiders with force field generators or Nemesis popping Vengeance? No problem. It also doesn't generate fear the way Caltrops does.

Cimerorans have very high defensive buffs and quicksand substantially improves chances to hit them. Also, given that the clear majority of Cimerorans' damage and debuffs are delivered in melee it's very helpful to drop a quicksand under their feet, given that it debuffs mob movement speed by a base value of 90%. 

 

The scatter brought about by caltrops is sometimes helpful and sometimes the opposite of helpful. In contrast, quicksand can be used to create a kill zone for team AOEs by slowing mobs down and grouping them up in a predictable location as they stream into a fight. 

 

 

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