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Earth/TA Debuff/Control Monster. Solos just fine.


KaizenSoze

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I love trick arrow and having been looking for combos. I tried the double sleep stacking, but it just does work well enough in practice.

 

Still Earth and TA work very well together. And it's a blast to play. The harder the content the better is shines.

 

This char is already 50 with all incarnates, just not T4s. Can solo DA "radio" missions at 4x8. I did a trapdoor run in 10 mins.

 

I am not a regular controller player, so my slotting is probably... odd.

 

Pros:

Ex'emp down very well.

Every debuff and control is double. Two slows, two immobilizes, two holds single and aoe, two aoe knockdowns

33% -tohit with flash and earthquake

-70% defense, this very helpful in hard content or at low level. Quicksand, Acid Arrow, Oil Slick Arrow.

-35% resists on single target

Pets survives and does decent damage with all the debuffs.

 

Cons:

Single target is meh. Still good enough for soloing with the pet.

 

Might do a more solo friendly version with more procs.

 

Suggestions, MIDS is glitching with a full export. Only the data chunk is working.

Spoiler
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Edited by KaizenSoze
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I think my only comment on the build is that you skipped Stalagmites, which is one of Earth Control's shining powers.  I'd probably drop stealth for it.

 

Also, Tactics doesn't need the +perception IO, it already gives +perception.

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What this team needs is more Defenders

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31 minutes ago, Psyonico said:

I think my only comment on the build is that you skipped Stalagmites, which is one of Earth Control's shining powers.  I'd probably drop stealth for it.

 

Also, Tactics doesn't need the +perception IO, it already gives +perception.

I know that's an odd choice. I did that because I didn't have a way to double stack.

 

I might revisit that in future.

 

You're right the perception piece is overkill. I have hatred of getting blinded. Probably change it in the future.

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Here's another approach to the powersets you've put together. It's not clearly better overall, with tradeoffs being made for both builds; key defense totals are higher for your build, but resistances are noticeably better with the build below. FWIW, the build below has better recharge and will probably do more damage overall. Plus, rune of protection offers even higher resists and a source of mez protection on a part-time basis. The resist aura IO in animate stone should hopefully help stony stay upright a bit better. Resistances against recharge and speed debuffs are noticeably better for the build below. 

 

Wanting tactics in the build to avoid being blinded is understandable; it's a pain to have a character blinded. But, once tactics is set aside you would probably find that a couple of yellow inspirations on hand is good enough for the majority of situations. YMMV about this, of course. 

 

The single target chain includes poisonous ray, stone prison, and arcane bolt. Boxing could be used as a gap filler when gaps arise. AOE is provided by oil slick arrow, acid arrow, and enflame. 

 

Hopefully what's below proves at least interesting, and perhaps even helpful in some way. 

 

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Earth Control
Secondary Power Set: Trick Arrow
Power Pool: Sorcery
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Fossilize -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5)
Level 1: Entangling Arrow -- GrvAnc-Hold%(A), GrvAnc-Immob/EndRdx(5), GrvAnc-Immob/Rchg(7), GrvAnc-Acc/Immob/Rchg(7), GrvAnc-Acc/Rchg(9)
Level 2: Stone Prison -- HO:Nucle(A), HO:Nucle(13)
Level 4: Arcane Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(17), SprWntBit-Acc/Dmg/Rchg(17), SprWntBit-Dmg/EndRdx/Acc/Rchg(19), SprWntBit-Dmg/Rchg(27), FrcFdb-Rechg%(29)
Level 6: Quicksand -- DS:DSyncSlowRechEnd(A)
Level 8: Flash Arrow -- CldSns-ToHitDeb(A), CldSns-ToHitDeb/EndRdx/Rchg(13), CldSns-Acc/ToHitDeb(15), CldSns-Acc/EndRdx/Rchg(15)
Level 10: Mystic Flight -- WntGif-ResSlow(A)
Level 12: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(23), KntCmb-Dmg/Rchg(25), KntCmb-Dmg/EndRdx/Rchg(21)
Level 14: Stalagmites -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SprWiloft-EndRdx/Rchg(36), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(21), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(23), SprWiloft-Rchg/Dmg%(29)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 18: Earthquake -- DS:DSyncSlowRechEnd(A)
Level 20: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(31), GldArm-End/Res(39), GldArm-ResDam(46)
Level 22: Rune of Protection -- GldArm-ResDam(A)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), ShlWal-Def/EndRdx(36)
Level 26: Volcanic Gasses -- UnbCns-Hold/Rchg(A), UnbCns-Acc/Hold/Rchg(31), UnbCns-Acc/Rchg(33), UnbCns-EndRdx/Hold(33), UnbCns-Dam%(33)
Level 28: Disruption Arrow -- RechRdx-I(A)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(34), Rct-ResDam%(34)
Level 32: Animate Stone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(36), ExpRnf-Acc/Dmg/Rchg(37), ExpRnf-+Res(Pets)(37), Dmg-I(37)
Level 35: Oil Slick Arrow -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(39), Rgn-Acc/Rchg(39), Rgn-Acc/Dmg/Rchg(40), Rgn-Dmg/Rchg(40)
Level 38: Scorpion Shield -- LucoftheG-Def/Rchg+(A), RedFrt-Def/EndRdx(40), RedFrt-Def(42)
Level 41: Enflame -- Artl-Acc/Dam(A), Artl-Dam/End(42), Artl-Dam/Rech(43), Artl-Acc/Dam/Rech(43), Artl-Acc/Rech/Rng(43), Artl-End/Rech/Rng(42)
Level 44: Poisonous Ray -- Apc-Dam%(A), Apc-Dmg/Rchg(45), Apc-Dmg/EndRdx(45), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(46)
Level 47: Acid Arrow -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(47), Bmbdmt-+FireDmg(47), PstBls-Dam%(47), Ann-ResDeb%(48), AchHee-ResDeb%(48)
Level 49: EMP Arrow -- BslGaz-Acc/Rchg(A), BslGaz-Acc/Hold(49), BslGaz-EndRdx/Rchg/Hold(50), BslGaz-Acc/EndRdx/Rchg/Hold(46)
Level 1: Containment 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Flight-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(9), NmnCnv-Regen/Rcvry+(11), Prv-Absorb%(27)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11)
Level 50: Intuition Radial Paragon 
Level 4: Arcane Power 
------------

Edited by EnjoyTheJourney
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On 1/19/2022 at 5:06 PM, KaizenSoze said:

I know that's an odd choice. I did that because I didn't have a way to double stack.

 

I might revisit that in future.

 

You're right the perception piece is overkill. I have hatred of getting blinded. Probably change it in the future.

     Yes you will not be Blinded while running Tactics (outside of maybe something created in AE that stacks silly amounts of perception debuffs).

     And yes I'd be real reluctant to not take Stalagmites.  It's among the faster AoE stuns.  Granted with no other stuns you'll only stun Bosses when 'Overpower' kicks in (20% chance) but all those minions and Lts are out of action.

     I'd also be looking to get Acid Arrow in relatively early.  It does something relatively unique among debuff powers, it debuffs their resistance to being debuffed.  

 

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I'm going to agree with the rest of the crowd that Stalagmites is a key power. I'd be reluctant to skip it. If you are adamant about stacking it, you can combo it with Fissure in the Earth APP, which has a 50% chance for Mag 2 stun. Between the 20% chance to Overpower and 50% chance to Stun with Fissure you can stun a signficant number of bosses. Anything that's not stunned you can hit with Seismic Smash, which is Mag 4 and will always hold a boss and will help a lot with your single target damage hole. It does mean venturing into melee range, which may or may not be attractive to you. 

 

I'd also recommend skipping Tactics. Earth Control has -Defense as its secondary effect so +ToHit isn't as needed as it might be otherwise. Tactics is useful for avoiding Blindness, true, but there are better ways to deal with that in my opinion. 

 

 

BTW I wasn't able to open the build and look at it because my version of Mids won't open it, but make sure you proc Ice Arrow with damage procs. It hits like a truck when procced out. I notice Ice Arrow wasn't in Journey's build, I would definitely add it in. It makes a huge difference on Controllers.

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