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noogens2

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  1. I’ve played a lot of Plant and a lot of Earth but never Plant/Earth together. I think it would be strong combo but won’t be as damaging as fire/earth. Here are my thoughts. Minuses - You lose the damage aura in hotfeet - Imps do more damage then Fly Trap - Using seeds as pseudo damage is less effective. Earth does a lot of knockdown. The ice powers do slows and knockdowns. The enemies are attacking each other significantly less than optimal. Pluses - The build would be safer. Seeds is stupidly OP with a short recharge and long duration. Creepers are actually good soft control. - You can slot the confuse Purple set in seeds which gives you 5% defense and 10% recharge. This gives more flexibility on slotting for defense bonuses. Hit or miss - Procced out creepers are pretty decent but the creepers don’t move very quickly. They are good if you are soloing at a slower pace but they don’t keep up on any medium paced team. - The regen is “ok” at best for spirit tree and it’s stationary so I don’t see that as a game changer.
  2. Like Cazden21 said, one of the main reasons to roll fire/earth is for the double damage auras as they greatly contribute to your damage and damage is the main reason for the build. You also don’t need to spam cages as they have a long duration and you only need to apply it once before you’ve killed everything. You can literally jump in to the middle of a level 50 group of minions on Peregine island, do fire cages and tremor, and everything is dead in less than 5 seconds. I’ve also extensively played Fire/Ice which also has double damage auras but the procability of earth made it a little stronger in my opinion. In response to MBRE2006, the build was min/maxed with incarnates in mind. Yes the end usage is horrible but you have endless endurance via Ageless and perms-Domination. Without incarnates, the build would be made differently focusing on end reduction/recovery . You can always do a second build if you want to min/max pre level 50. I loved playing this character so I wanted to take it the furthest I could. Also the build was made through countless hours of playing and tweaking and not just on a spreadsheet. Min/maxing is meaningless if it doesn’t work well in practice. As far as playing lower level content it’s not as horrible as you think. You just selectively turn off various toggles and be mindful of your blue bar. You can always use Recovery Serums from P2W, base buffs, blue insps, etc. I played the Posi 1 TF (level 15) last night and I thought the build did pretty well. The only expensive toggle was hot feet and I was not constantly gasping for end. I was actually able to have permadom at level 15 thanks to the force feedback proc-ing frequently.
  3. Since I love this game, I want to contribute back to the community. I've only seen 1 maybe 2 other Fire/Earth builds the whole time playing on Everlasting so I thought I would share my build with everyone as I believe this combo is vastly underrated. I've gotten compliments about my build being a "beast" and "tanktroller" so I hope others can get the same enjoyment as I have and inspire others to take their toons to the next level. Fire/Earth/Ice is easily the most damaging dominator I've played. The build also has good survivability and underrated crowd control. From the 150+ hours playing Fire/Earth, lots of respecs, and experimenting with beta test server builds, I've finally settled on a min/max build I'm happy with. Build Philosphy I try to address 3 main weaknesses of dominators with this build : squishiness (no inherit defense with low HP), endurance issues, and middling AOE damage. Living in melee range means softcapping defense is vital. You can't control everything and damage will coming from all directions especially in late game content. Using a defense base shield is superior to a resistance based one. Since you can't heal and have low HP, not getting hit is better than receiving numerous lower damage hits you can't heal automatically. Softcapping means you can often jump into the middle spawns with minimal crowd control and start to do damage immediately. Softcapping allows you to do things like to brush off the onslaught of swords during the last mission of Tinmage while other squishies are running for their lives. In my opinion, the Ice Mastery pool is a tier above all other epic pools for dominators. Sleet alone makes it the overall best. Add in a defense shield, AOE damage, and +HP power gives you an excellent pool. Shooting for recharge bonuses is no longer the ultimate goal like it was on Live. With Homecoming, the new IO sets, proc changes, and IO availabilty (remember 2 billion inf glad armor IOs on Live) allow us a lot more flexibility on min/maxing. The release of new IO sets in the latest patch greatly opened up the options to soft cap ranged defense which in turn allowed me to squeeze in more damage. Procs greatly enhance your damage over what was previously possible - Your 2 MVP attacks are Seismic Smash and Tremor so use those as often as possible. Build Pros High AOE damage with 2 damage auras, 2 AOE, and 1 PBAOE High single target damage: Sleet + PowerBuildup + Seismic Smash + two Purple procs = 1100+ damage on level 50 targets. Add in Interface incarnate procs and Hybrid alpha and damage goes higher. I've experimented with more procs in Seismic Smash but I like this slotting the best. Softcap Smash/Lethal/Ranged Defense - This is effectively softcapping against melee and ranged attacks Leverages lots of procs to take your damage higher and enhance recharge It can farm old school maps such as Council and Battle Maiden maps at +4/8 with bosses where you can control the spawns. However, it's not good on maps like AE ComicCon because of low damage resistance and lack of regen/healing. Roll a brute if you really want to farm. Build Cons This is extremely late blooming but I think you will be rewarded for the dedication. Endurance issues aren't totally rectified until you get T4 Ageless Core Destiny power. You can get by using blues inspirations, turning off toggles, and buying Serums from the p2w vendor. Only has one ranged power (I consider Fissure melee-ish). I had Hurl Boulder for awhile but respecced out it once I found that you had to be on the ground to use it and I couldn't use it while flying around the Hamidon portion of the Lady Grey TF. I just use Nemesis Staff, Stone Spears, and char for ranged damage for the limited cases where I need it. This is a level 50 focused build. It's not the best at being exemplared but can still hold it's own with proper insp usage and selective toggle usage. But I think most doms are mediocre at best at lower levels Notes The new Targeted AOE IO set "Artillery" grants 4 ranged defense when 6 slotted (1pt with 3 slots, 3 additional pts with 6 slots) About 10 seconds short of perma-hasten but force feedback procs and Ageless more than fill that void. No pets but you can swap out an AOE power for Fire Imps and slot it with Blood Mandate Incarnates I used Alpha - T4 Intuition Radial (right side). Musculature is a good alternative Interface - T3 Reacitve Radial (right side) or T4 Degenerative Core (Left Side) Destiny - T4 Ageless Core (left side) Hybrid - T4 Assault Radial (Both sides are good though) Build for Mids 2.6.0.7 - The missing slots are for the new Artillery IO's which provide a little over 12% of ranged defense total. Anything that is frankenslotted or seems to be underslotted has been boosted to +5. The same build using the unofficial mids found here https://forums.homecomingservers.com/topic/16930-mids-reborn-unofficial-mrbu/
  4. I used Darkir's build as a base and modified it to my personal tastes with focusing more on defense bonuses for overall PVE play and less on resists which is more farming oriented. Soft capped to S/L/E and Ranged defense. Being capped to smash/lethal is practically the same as being melee softcapped because almost all melee attacks have a smash or lethal component Softcaps without need to +level boost the IOs so you can attune all the IOs to keep set bonuses for lower level pay - Stilll needs Agility Core Paragon Alpha Slot Siphon power is replaced by superspeed because I like to have a travel power and not rely on mobs for siphon speed You gain invisibility with SS and sprint slotted with stealth IO which allows you to stealth missions more easily Gives extra power to slot Blessing of the Zephyr to get range defense bonus Getting rid of siphon power makes playing kinetics slightly less busy.... but I would take siphon power before you get fulcrum shift. Added Apocalypse proc in Snipe Removed procs from fireball and rain of fire because I don't think the low proc chance is worth it in these powers. Moved those slots to recharge siphon speed and fulcrum shift faster. Adds Max HP IO Moved slots powers around to be more excemplar friendly -Speedboost slotted with extra speed from Blessing of Zephyr may make some teammates hate you but they can always go to Null the Gull to cancel the effect. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Mutation Corruptor Primary Power Set: Fire Blast Secondary Power Set: Kinetics Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Mace Mastery Villain Profile: Level 1: Fire Blast -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(3), SprScrBls-Acc/Dmg/Rchg(3) Level 1: Transfusion -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(5), NmnCnv-Heal/Rchg(5), NmnCnv-Heal/EndRdx/Rchg(11), NmnCnv-Heal(11), NmnCnv-Regen/Rcvry+(13) Level 2: Fire Ball -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(13), Rgn-Acc/Rchg(25), Rgn-Dmg/EndRdx(33), Rgn-Knock%(34) Level 4: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(48) Level 6: Rain of Fire -- SprScrBls-Dmg/EndRdx/Rchg(A), SprScrBls-Acc/Dmg/EndRdx/Rchg(7), SprScrBls-Rchg/+End(7), Rgn-Dmg(9) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34), ShlWal-ResDam/Re TP(34), Ksm-ToHit+(36) Level 12: Aim -- RechRdx-I(A) Level 14: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(15), RedFrt-EndRdx/Rchg(15), RedFrt-Def/EndRdx/Rchg(17), RedFrt-Def(23), RedFrt-EndRdx(25) Level 16: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(17), GssSynFr--Build%(40), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--ToHit/EndRdx(46), GssSynFr--Rchg/EndRdx(48) Level 18: Blaze -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(19), SprMlcoft-Acc/Dmg/Rchg(19), SprMlcoft-Dmg/EndRdx/Rchg(21), SprMlcoft-Acc/Dmg/EndRdx/Rchg(21), SprMlcoft-Rchg/Dmg%(23) Level 20: Speed Boost -- EndMod-I(A), BlsoftheZ-ResKB(36), BlsoftheZ-Travel/EndRdx(50) Level 22: Boxing -- Empty(A) Level 24: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(36), RctArm-ResDam(37), RctArm-EndRdx(37), StdPrt-ResDam/Def+(37), GldArm-3defTpProc(43) Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Dmg/ActRdx/Rchg(27), StnoftheM-Dmg/EndRdx/Rchg(29), StnoftheM-Dam%(29), Apc-Dam%(43) Level 28: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(31), RedFrt-Def/EndRdx/Rchg(31), RedFrt-EndRdx/Rchg(31), RedFrt-Def(33), RedFrt-EndRdx(33) Level 30: Siphon Speed -- RechRdx-I(A), RechRdx-I(50) Level 32: Inferno -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Dam%(40), FuroftheG-ResDeb%(40) Level 35: Transference -- PrfShf-EndMod/Rchg(A) Level 38: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(45) Level 41: Scorpion Shield -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(42), RedFrt-EndRdx/Rchg(42), RedFrt-Def/EndRdx/Rchg(42), RedFrt-Def(43), RedFrt-EndRdx(48) Level 44: Repel -- EndRdx-I(A), FrcFdb-Rechg%(45), SuddAcc--KB/+KD(50) Level 47: Vengeance -- LucoftheG-Def/Rchg+(A) Level 49: Increase Density -- UnbGrd-Max HP%(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Clr-EndRdx(A) Level 1: Prestige Power Slide -- Clr-EndRdx(A) Level 1: Prestige Power Quick -- Clr-EndRdx(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Scourge Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(46) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(46) Level 0: Marshal Level 0: Invader Level 0: High Pain Threshold Level 0: Born In Battle Level 1: Quick Form Level 50: Agility Core Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1535;700;1400;HEX;| |78DA6D94594F135114C7EF745A4B4B4B41680B164A17962E5028A0C62D24A018051| |216B7F8421A186012D2366D49F4D107BF803EF8055C1345FD1E465078D3379F5D5E| |3531F574FE7F4B13B8E9CCEFCE39F7EC339DBF77D9B373F5C1A4D27CD35BB972796| |5BA502A6D172B8552D3FC762557310B795DC972CA15AAEB569672F90D632D336396| |8C9529B1AB040F7553DBEBEB9959336F54CCD5B2722F140A5B99E5A261ACF9ACED9| |C915B334AE54DB3E8B59E67CC8DCD8A99DFF0FCD716E52174A568AE660E7DCEE756| 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  5. I loved controllers and dominators on live but Blasters received such a buff that they are becoming my favorite AT. The I always tried to do blastroller builds with controllers before, but with the blaster buffs, I can roll a true blastroller. Fire blast is the highest damage primary and tactical arrow is very strong (maybe overtuned). Glue arrow + Rain of fire is great soft control and damage combo. The current version of ESD Arrow is a great AOE hold that has a slighlty smaller radius than controller holds but more than compensates by having a much shorter recharge time (90s vs 240s). Damage slotted electrified arrow helps with lower level attack chains and those times when AV's like to run. Features of this build Perma-hasten soft capped to smash/lethal/energy/negative/ranged - most of the attacks in the game only skips one power in tactical arrow so you can use all the toys if you're a flyer, you can sub combat jumping and superspeed for hover/fly sustain 8/9 toggles without issue while attacking non-stop totally flexible with incarnate powers although I do recommend anything with damage for the alpha slot. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Blaster Primary Power Set: Fire Blast Secondary Power Set: Tactical Arrow Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Fire Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7) Level 1: Electrified Net Arrow -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11) Level 2: Fire Ball -- Rgn-Dmg(A), Rgn-Dmg/Rchg(13), Rgn-Acc/Rchg(13), Rgn-Acc/Dmg/Rchg(15), Rgn-Dmg/EndRdx(17) Level 4: Glue Arrow -- Slow-I(A), Slow-I(23) Level 6: Rain of Fire -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/EndRdx(21), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(21), SprDfnBrr-Rchg/+Status Protect(15) Level 8: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 10: Upshot -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(25) Level 12: Aim -- GssSynFr--Build%(A) Level 14: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), Ksm-ToHit+(39) Level 16: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(17) Level 18: Blaze -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(31), Thn-Dmg/Rchg(33), Thn-Acc/Dmg/Rchg(33), Thn-Acc/Dmg/EndRdx(33), Thn-Dmg/EndRdx/Rchg(27) Level 20: Eagle Eye -- NmnCnv-Heal/EndRdx(A), EndMod-I(31), EndMod-I(39) Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(36), KntCmb-Dmg/Rchg(37), KntCmb-Knock%(23) Level 24: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(36), UnbGrd-Max HP%(36), RctArm-ResDam/EndRdx(46), RctArm-ResDam(34), RctArm-ResDam/Rchg(45) Level 26: Blazing Bolt -- StnoftheM-Dam%(A), StnoftheM-Acc/Dmg(27), StnoftheM-Dmg/EndRdx(29), StnoftheM-Dmg/EndRdx/Rchg(37), StnoftheM-Dmg/ActRdx/Rchg(29), Apc-Dam%(31) Level 28: Agility -- Run-I(A) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34), LucoftheG-Def/EndRdx(34) Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(42), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(37), SprBlsWrt-Rchg/Dmg%(40) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43), LucoftheG-Def(43) Level 38: Gymnastics -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45) Level 41: Ice Arrow -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(43), BslGaz-Rchg/Hold(50), BslGaz-EndRdx/Rchg/Hold(50) Level 44: ESD Arrow -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(45), BslGaz-Rchg/Hold(46), BslGaz-EndRdx/Rchg/Hold(46) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48) Level 49: Assault -- EndRdx-I(A) Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(48), KntCmb-Knock%(50) Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(40) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A), PrfShf-End%(40) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Musculature Radial Paragon ------------
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