So I am looking for a Ranged Earth build, or a Earth/Cold hybrid build. Any suggestions? I'm guessing that Cave In is going to by me bread and butter attack. Any other thoughts?
Last power can be w/e. I tried to stay in-set for most of it. You can opt to boost its dps by going out-of-set for a Crushing debuff, though that's also up to theme. NW could also be a good dps passive for charged Cave Ins and Tremors- as could Quarry if using Int SS. Hurl from Might can help proc MSA to make the rotation more affordable; just make sure Preemptive Strike is being used on charged Cave In and not on Hurl. You can also stun-lock single enemies w/ Cave In's stun on Staggered targets (its why I put points in Battle of Wits), and AoE CC a bit w/ Tremor. Gears mostly for Int, w/ some Con and Dex.
Okay, I tried the quarry version of the build, and it's not bad. The charge speed is really slow on everything, how do you think NW would compare and would it help that problem? Also, would I need to change anything? Finally, thoughts on getting a crushing debuff into the build knowing that I'm aiming for a shaman like hero. Also, are there other devices/powers that help with charge speed?
NW can speed up the charges a bit, sure, but its still gonna be based on long Cave In casts for its best ST dps. Nothing really would have to be changed, per se. Quarry can give you more Int to help w/ energy costs and cd reduction, so energy may be a bit tighter with other passives, but not by much. As long as the main rotation is smooth then changing the passive to NW is fine.
Also, are there other devices/powers that help with charge speed?
There isn't much else you can do to increase your own charge speed. Avenger Mastery can cut the charge time of Stone Shot, provided you register a couple crits first. Being in range of a teammate running Aura of Arcane Clarity (with high Presence) boosts your charge speed. The power Vengeance stacks a buff that increases its own charge speed, if you wanted to try that as your AoE attack.
Night Warrior's defense penetration would be redundant in a Detect Vulnerability build (for most content), but the all-damage bonus and charge speed boost are definitely tempting.
Finally, thoughts on getting a crushing debuff into the build knowing that I'm aiming for a shaman like hero.
Advantaged Arc of Ruin (with a staff/club skin) could work for a shaman concept, but then you're fighting in melee range. With an appropriate costume, Chest Beam could be a magical blast from an amulet.
I'd probably opt for advantaged Incendiary/Frag Grenades, and play them off as volatile potions. Spacing the two a few seconds apart could keep MSA rolling during combat. The Open Wound and Scorched Ground advantages are nice little DPS boosts, but you could leave them out if the FX are a bit too intense for the theme.
Below is a version taking those suggestions into account. I played up the Stun aspect a little more, with a few more ways to apply it. I figured Skarn's Bane could fit the concept for your AoE (general magic spell, summoning a curse from your ancestors, etc). Voodoo dolls/fetishes also seemed like they could fit.
I went with Radiance as the EB, just to fit something for power progression. With that in the mix, you could consider shuffling points from the second-tier INT tree into Revitalize, especially if you're using some devices with long, non-static cooldowns.
Travel power is just a suggested placeholder.
If you notice energy problems (like if you forget to use Conviction to keep MSA rolling outside of combat), you could consider swapping the DEX superstat for REC or END.
Yea, if theme permits, I would def second using either (or both) of Muni's Frag/Fire grenades w/ their respective advs that boost Crushing dmg. One of ranged Earth's weaknesses is lack of an in-set Crushing debuff, but importing such a debuff can def make it more competitive.
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Super Stats
Level 6: Intelligence (Primary)
Level 10: Dexterity (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Specialist (Dex: 10, Con: 10, Int: 8, Rec: 10)
Level 6: Covert Ops Training (Str: 3, Dex: 3, Con: 3, Int: 3)
Level 9: Healthy Mind (Con: 5, Int: 5)
Level 12: Acrobat (Dex: 5, Con: 5)
Level 15: Coordinated (Dex: 5, Int: 5)
Level 18: Quick Recovery (Con: 5, Rec: 5)
Level 21: Negotiator (Int: 5, Rec: 5)
Powers
Level 1: Wield Earth (advantages)
Level 1: Stone Shot (Rank 2, Rank 3)
Level 6: Earth Form (Rank 2, Rank 3)
Level 8: Concentration (advantages)
Level 11: Tremor (Rank 2, Rank 3)
Level 14: Conviction (Rank 2, Rank 3)
Level 17: Molecular Self-Assembly
Level 20: Hurl (Rank 2, Nailed to the Ground)
Level 23: Cave In (Rank 2, Rank 3)
Level 26: Resurgence (Rank 2)
Level 29: Stone Shroud (Rank 2, Rank 3)
Level 32: Imbue (advantages)
Level 35: Aurora (advantages)
Level 38:
Adv. Points: 30/36
Travel Powers
Level 6:
Level 35:
Specializations
Intelligence: Tactician (2/2)
Intelligence: Battle of Wits (3/3)
Intelligence: Detect Vulnerability (3/3)
Intelligence: Expertise (2/2)
Avenger: Ruthless (2/2)
Avenger: Round 'em Up (3/3)
Avenger: Offensive Expertise (2/2)
Avenger: Preemptive Strike (3/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Mass Destruction (2/3)
Mastery: Intelligence Mastery (1/1)
Last power can be w/e. I tried to stay in-set for most of it. You can opt to boost its dps by going out-of-set for a Crushing debuff, though that's also up to theme. NW could also be a good dps passive for charged Cave Ins and Tremors- as could Quarry if using Int SS. Hurl from Might can help proc MSA to make the rotation more affordable; just make sure Preemptive Strike is being used on charged Cave In and not on Hurl. You can also stun-lock single enemies w/ Cave In's stun on Staggered targets (its why I put points in Battle of Wits), and AoE CC a bit w/ Tremor. Gears mostly for Int, w/ some Con and Dex.
- Be safe and have fun, champs - for science!
- Be safe and have fun, champs - for science!
Night Warrior's defense penetration would be redundant in a Detect Vulnerability build (for most content), but the all-damage bonus and charge speed boost are definitely tempting.
Advantaged Arc of Ruin (with a staff/club skin) could work for a shaman concept, but then you're fighting in melee range. With an appropriate costume, Chest Beam could be a magical blast from an amulet.
I'd probably opt for advantaged Incendiary/Frag Grenades, and play them off as volatile potions. Spacing the two a few seconds apart could keep MSA rolling during combat. The Open Wound and Scorched Ground advantages are nice little DPS boosts, but you could leave them out if the FX are a bit too intense for the theme.
Below is a version taking those suggestions into account. I played up the Stun aspect a little more, with a few more ways to apply it. I figured Skarn's Bane could fit the concept for your AoE (general magic spell, summoning a curse from your ancestors, etc). Voodoo dolls/fetishes also seemed like they could fit.
I went with Radiance as the EB, just to fit something for power progression. With that in the mix, you could consider shuffling points from the second-tier INT tree into Revitalize, especially if you're using some devices with long, non-static cooldowns.
Travel power is just a suggested placeholder.
If you notice energy problems (like if you forget to use Conviction to keep MSA rolling outside of combat), you could consider swapping the DEX superstat for REC or END.
Super Stats
Level 6: Intelligence (Primary)
Level 10: Dexterity (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Glacier (Dex: 8, Con: 10, Int: 10, End: 10)
Level 6: Acrobat (Dex: 5, Con: 5)
Level 9: Coordinated (Dex: 5, Int: 5)
Level 12: Healthy Mind (Con: 5, Int: 5)
Level 15: Accurate (Dex: 5, End: 5)
Level 18: Boundless Reserves (Con: 5, End: 5)
Level 21: Investigator (Int: 5, End: 5)
Powers
Level 1: Radiance (advantages)
Level 1: Stone Shot (Rank 2, Shard Burst)
Level 6: Conviction (Rank 2, Rank 3)
Level 8: Concentration (advantages)
Level 11: Molecular Self-Assembly
Level 14: Night Warrior (Rank 2, Rank 3)
Level 17: Skarn's Bane (Rank 2, Tranced)
Level 20: Cave In (Rank 2, Rank 3)
Level 23: Voodoo Doll (Rank 2, Voodoo Curse)
Level 26: Curse (Jinxed, Covet)
Level 29: Incendiary Grenade (Chemical Burn)
Level 32: Frag Grenade (Cuts and Scrapes)
Level 35: Resurgence (Rank 2)
Level 38: Aurora (advantages)
Adv. Points: 36/36
Travel Powers
Level 6: Athletics (Rank 2, Rank 3)
Level 35:
Specializations
Intelligence: Tactician (2/2)
Intelligence: Battle of Wits (3/3)
Intelligence: Detect Vulnerability (3/3)
Intelligence: Expertise (2/2)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Mass Destruction (2/3)
Avenger: Ruthless (2/2)
Avenger: Round 'em Up (3/3)
Avenger: Surprise Attack (2/2)
Avenger: Preemptive Strike (3/3)
Mastery: Avenger Mastery (1/1)
- Be safe and have fun, champs - for science!