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Fire/Earth Dominator Build - the beast mode scraptroller featuring buckets of damage and softcap defenses


noogens2

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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.

Spoiler

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 Dominator
Primary Power Set: Fire Control
Secondary Power Set: Earth Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(5)
Level 1: Stone Spears -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(9), Thn-Dmg/EndRdx/Rchg(9)
Level 2: Stone Mallet -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(13)
Level 4: Tremor -- Obl-Dmg(A), Obl-%Dam(15), Arm-Dam%(17), FrcFdb-Rechg%(17), FuroftheG-ResDeb%(19), ExpStr-Dam%(19)
Level 6: Fire Cages -- EnfOpr-Acc/EndRdx(A)
Level 8: Hot Feet -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(21), Arm-Dmg/EndRdx(21), Arm-Dmg(23), Arm-Acc/Rchg(23)
Level 10: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(25)
Level 12: Flashfire -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(25), SprAscoft-EndRdx/Rchg(27), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(27), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(29), SprAscoft-Rchg/+Dmg%(29)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 16: Power Up -- RechRdx-I(A)
Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(31), BslGaz-Rchg/Hold(31), BslGaz-EndRdx/Rchg/Hold(33)
Level 20: Heavy Mallet -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/Rchg(33), KntCmb-Dmg/EndRdx/Rchg(34), TchofDth-Dam%(34), ExpStr-Dam%(34)
Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36)
Level 24: Boxing -- Empty(A)
Level 26: Bonfire -- OvrFrc-Dam/KB(A)
Level 28: Seismic Smash -- Hct-Dmg/EndRdx(A), Hct-Dmg(36), Hct-Dam%(36), Hct-Dmg/Rchg(37), Hct-Acc/Dmg/Rchg(37), UnbCns-Dam%(37)
Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(39), UnbGrd-Max HP%(39)
Level 32: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(39), LucoftheG-Def(40)
Level 35: Sleet -- Empty(A), Empty(40), Empty(40), Empty(42), Empty(42), Empty(42)
Level 38: Fissure -- Empty(A), Empty(43), Empty(43), Empty(43), Empty(45), Empty(45)
Level 41: Mud Pots -- Erd-Dmg(A), Erd-Acc/Dmg/EndRdx/Rchg(45), Erd-Dmg/Rchg(46)
Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def(46)
Level 47: Ice Storm -- Empty(A), Empty(48), Empty(48), Empty(48), Empty(50), Empty(50)
Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50)
Level 1: Brawl -- Empty(A)
Level 1: Domination 
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 -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
Level 1: Quick Form 
------------
------------
Set Bonus Totals:

  • 4% DamageBuff(Smashing)
  • 4% DamageBuff(Lethal)
  • 4% DamageBuff(Fire)
  • 4% DamageBuff(Cold)
  • 4% DamageBuff(Energy)
  • 4% DamageBuff(Negative)
  • 4% DamageBuff(Toxic)
  • 4% DamageBuff(Psionic)
  • 13.5% Defense(Smashing)
  • 13.5% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 21% Defense(Energy)
  • 21% Defense(Negative)
  • 6% Defense(Psionic)
  • 9.75% Defense(Melee)
  • 20.06% Defense(Ranged)
  • 6% Defense(AoE)
  • 1.8% Max End
  • 8% Enhancement(Immobilized)
  • 75% Enhancement(RechargeTime)
  • 52% Enhancement(Accuracy)
  • 4% Enhancement(Stunned)
  • 4% Enhancement(Held)
  • 4% Enhancement(Confused)
  • 4.4% Enhancement(Terrorized)
  • 8% Enhancement(Sleep)
  • 13.5% SpeedFlying
  • 129.7 HP (12.75%) HitPoints
  • 13.5% JumpHeight
  • 13.5% SpeedJumping
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 28.75%
  • MezResist(Held) 28.75%
  • MezResist(Immobilized) 28.75%
  • MezResist(Sleep) 28.75%
  • MezResist(Stunned) 28.75%
  • MezResist(Terrorized) 28.75%
  • MezResist(Teleport) 100% (20% chance)
  • 14% (0.23 End/sec) Recovery
  • 30% (1.27 HP/sec) Regeneration
  • 5.25% Resistance(Smashing)
  • 5.25% Resistance(Lethal)
  • 18% Resistance(Fire)
  • 18% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)
  • 3% Resistance(Toxic)
  • 3% Resistance(Psionic)
  • 13.5% SpeedRunning

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The same build using the unofficial mids found here https://forums.homecomingservers.com/topic/16930-mids-reborn-unofficial-mrbu/

 

Spoiler

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 Dominator
Primary Power Set: Fire Control
Secondary Power Set: Earth Assault
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(5)
Level 1: Stone Spears -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(9), Thn-Dmg/EndRdx/Rchg(9)
Level 2: Stone Mallet -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(13)
Level 4: Tremor -- Obl-Dmg(A), Obl-%Dam(15), Arm-Dam%(17), FrcFdb-Rechg%(17), FuroftheG-ResDeb%(19), ClvBlo-Acc/Dmg(19)
Level 6: Fire Cages -- EnfOpr-Acc/EndRdx(A)
Level 8: Hot Feet -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(21), Arm-Dmg/EndRdx(21), Arm-Dmg(23), Arm-Acc/Rchg(23)
Level 10: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(25)
Level 12: Flashfire -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(25), SprAscoft-EndRdx/Rchg(27), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(27), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(29), SprAscoft-Rchg/+Dmg%(29)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 16: Power Up -- RechRdx-I(A)
Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(31), BslGaz-Rchg/Hold(31), BslGaz-EndRdx/Rchg/Hold(31)
Level 20: Heavy Mallet -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/Rchg(33), KntCmb-Dmg/EndRdx/Rchg(33), TchofDth-Dam%(34), FrcFdb-Rechg%(34)
Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36)
Level 24: Boxing -- Empty(A)
Level 26: Bonfire -- OvrFrc-Dam/KB(A)
Level 28: Seismic Smash -- Hct-Dmg/EndRdx(A), Hct-Dmg(36), Hct-Dam%(36), Hct-Dmg/Rchg(37), Hct-Acc/Dmg/Rchg(37), UnbCns-Dam%(37)
Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(39), UnbGrd-Max HP%(39)
Level 32: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(40)
Level 35: Sleet -- Artl-Acc/Rech/Rng(A), Artl-Dam/End(40), Artl-End/Rech/Rng(40), Artl-Dam/Rech(45), Artl-Acc/Dam(46), Artl-Acc/Dam/Rech(46)
Level 38: Fissure -- Artl-Acc/Dam(A), Artl-Dam/End(42), Artl-Dam/Rech(42), Artl-Acc/Dam/Rech(42), Artl-Acc/Rech/Rng(43), Artl-End/Rech/Rng(43)
Level 41: Mud Pots -- Erd-Dmg(A), Erd-Acc/Dmg/EndRdx/Rchg(43), Erd-Dmg/Rchg(45)
Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def(46)
Level 47: Ice Storm -- Artl-End/Rech/Rng(A), Artl-Acc/Dam(48), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-Acc/Dam/Rech(50)
Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50)
Level 1: Brawl -- Empty(A)
Level 1: Domination 
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 -- 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+(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
Level 1: Quick Form 
Level 0: Born In Battle 
Level 0: High Pain Threshold 
Level 0: Invader 
Level 0: Marshal 
------------
------------
Set Bonus Totals:

  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 13.5% Defense(Smashing)
  • 13.5% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 31.31% Defense(Energy)
  • 31.31% Defense(Negative)
  • 6% Defense(Psionic)
  • 9.75% Defense(Melee)
  • 32.25% Defense(Ranged)
  • 6% Defense(AoE)
  • 1.8% Max End
  • 8% Enhancement(Immobilized)
  • 75% Enhancement(RechargeTime)
  • 79% Enhancement(Accuracy)
  • 4% Enhancement(Stunned)
  • 4% Enhancement(Held)
  • 4% Enhancement(Confused)
  • 4.4% Enhancement(Terrorized)
  • 8% Enhancement(Sleep)
  • 13.5% SpeedFlying
  • 129.7 HP (12.75%) HitPoints
  • 13.5% JumpHeight
  • 13.5% SpeedJumping
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 28.75%
  • MezResist(Held) 28.75%
  • MezResist(Immobilized) 28.75%
  • MezResist(Sleep) 28.75%
  • MezResist(Stunned) 28.75%
  • MezResist(Terrorized) 28.75%
  • MezResist(Teleport) 100% (20% chance)
  • 14% (0.23 End/sec) Recovery
  • 60% (2.54 HP/sec) Regeneration
  • 5.25% Resistance(Smashing)
  • 5.25% Resistance(Lethal)
  • 18% Resistance(Fire)
  • 18% Resistance(Cold)
  • 3% Resistance(Energy)
  • 3% Resistance(Negative)
  • 3% Resistance(Toxic)
  • 3% Resistance(Psionic)
  • 13.5% SpeedRunning

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Edited by noogens2
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I second this build, as I have a Fire/Earth over on Excelsior. Lots of fun and pretty nice for locking down hard targets while keep everything else flopping. Only real complaint about it is the visual spam (Bonfire/Sleet/General Fire effects) even when you tone down the colors. Also can cause framerate issues with some people. Nitpicks aside, it really is one of my favorite toons lately.

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Your end usage is terrible. And I'm not trying to sound negative, but you want to keep it a 2:1 ratio. This isn't a late blooming build, you're solely relying on incarnates.

You got perma dom, yay!

Don't sacrifice your build just to look good on a spreadsheet. 

 

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If the build is purely for incarnate level play then it's fine. OP did note that this build is going to be for that level of content.

 

I'm just not sold on the damage auras, especially ones that cause mob fear which requires you to spam end sucking AoE immob on top of your already end heavy SM attacks.

 

If I were to build fire/earth this is what I might have done.

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

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Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Earth Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(7), BslGaz-EndRdx/Rchg/Hold(9), BslGaz-Acc/EndRdx/Rchg/Hold(9)
Level 1: Stone Spears -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(46), Thn-Dmg/Rchg(48), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(48), Thn-Dmg/EndRdx/Rchg(50)
Level 2: Fire Cages -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SprAscoft-EndRdx/Rchg(3), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5), SprAscoft-Rchg/+Dmg%(7)
Level 4: Tremor -- FrcFdb-Rechg%(A), SprAvl-Acc/Dmg/EndRdx/Rchg(11), SprAvl-Acc/Dmg/EndRdx(34), Arm-Dam%(34), FuroftheG-ResDeb%(34), HO:Nucle(40)
Level 6: Super Speed -- WntGif-ResSlow(A), BlsoftheZ-Travel/EndRdx(50), BlsoftheZ-ResKB(50)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Flashfire -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(13), AbsAmz-Acc/Rchg(13), AbsAmz-EndRdx/Stun(15), AbsAmz-ToHitDeb%(15), SprDmnGrs-Rchg/Fiery Orb(17)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(17)
Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-EndRdx/Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(21)
Level 20: Heavy Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/EndRdx(25), SprBlsCol-Dmg/EndRdx/Acc/Rchg(27), SprBlsCol-Rchg/HoldProc(27)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(23), Rct-Def/EndRdx(23), Rct-ResDam%(25)
Level 24: Power Up -- RechRdx-I(A)
Level 26: Bonfire -- SuddAcc--KB/+KD(A)
Level 28: Seismic Smash -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(29), Hct-Dmg/EndRdx(33), Hct-Dam%(33), UnbCns-Dam%(33)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31)
Level 32: Fire Imps -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(37), ExpRnf-Dmg/EndRdx(40), ExpRnf-Acc/Dmg/Rchg(43), ExpRnf-EndRdx/Dmg/Rchg(43), ExpRnf-+Res(Pets)(43)
Level 35: Sleet -- Artl-Acc/Dam(A), Artl-Dam/End(36), Artl-Dam/Rech(36), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(37)
Level 38: Fissure -- Artl-Acc/Dam(A), Artl-Dam/End(39), Artl-Acc/Dam/Rech(39), FrcFdb-Rechg%(39), HO:Nucle(40), Ann-ResDeb%(42)
Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(42)
Level 44: Ice Storm -- Artl-Acc/Dam(A), Artl-Dam/End(45), Artl-Dam/Rech(45), Artl-Acc/Dam/Rech(45), Artl-Acc/Rech/Rng(46), Artl-End/Rech/Rng(46)
Level 47: Tactics -- HO:Cyto(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Quick Form
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 -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Agility Core Paragon
------------

 

 

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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3 hours ago, Nemu said:

If the build is purely for incarnate level play then it's fine. OP did note that this build is going to be for that level of content.

 

I'm just not sold on the damage auras, especially ones that cause mob fear which requires you to spam end sucking AoE immob on top of your already end heavy SM attacks.

 

If I were to build fire/earth this is what I might have done.

 

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 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Earth Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(7), BslGaz-EndRdx/Rchg/Hold(9), BslGaz-Acc/EndRdx/Rchg/Hold(9)
Level 1: Stone Spears -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(46), Thn-Dmg/Rchg(48), Thn-Acc/Dmg/Rchg(48), Thn-Acc/Dmg/EndRdx(48), Thn-Dmg/EndRdx/Rchg(50)
Level 2: Fire Cages -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SprAscoft-EndRdx/Rchg(3), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5), SprAscoft-Rchg/+Dmg%(7)
Level 4: Tremor -- FrcFdb-Rechg%(A), SprAvl-Acc/Dmg/EndRdx/Rchg(11), SprAvl-Acc/Dmg/EndRdx(34), Arm-Dam%(34), FuroftheG-ResDeb%(34), HO:Nucle(40)
Level 6: Super Speed -- WntGif-ResSlow(A), BlsoftheZ-Travel/EndRdx(50), BlsoftheZ-ResKB(50)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Flashfire -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(13), AbsAmz-Acc/Rchg(13), AbsAmz-EndRdx/Stun(15), AbsAmz-ToHitDeb%(15), SprDmnGrs-Rchg/Fiery Orb(17)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(17)
Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-EndRdx/Rchg/Hold(19), BslGaz-Acc/EndRdx/Rchg/Hold(21)
Level 20: Heavy Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/EndRdx(25), SprBlsCol-Dmg/EndRdx/Acc/Rchg(27), SprBlsCol-Rchg/HoldProc(27)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(23), Rct-Def/EndRdx(23), Rct-ResDam%(25)
Level 24: Power Up -- RechRdx-I(A)
Level 26: Bonfire -- SuddAcc--KB/+KD(A)
Level 28: Seismic Smash -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(29), Hct-Dmg/EndRdx(33), Hct-Dam%(33), UnbCns-Dam%(33)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31)
Level 32: Fire Imps -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(37), ExpRnf-Dmg/EndRdx(40), ExpRnf-Acc/Dmg/Rchg(43), ExpRnf-EndRdx/Dmg/Rchg(43), ExpRnf-+Res(Pets)(43)
Level 35: Sleet -- Artl-Acc/Dam(A), Artl-Dam/End(36), Artl-Dam/Rech(36), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(37)
Level 38: Fissure -- Artl-Acc/Dam(A), Artl-Dam/End(39), Artl-Acc/Dam/Rech(39), FrcFdb-Rechg%(39), HO:Nucle(40), Ann-ResDeb%(42)
Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(42)
Level 44: Ice Storm -- Artl-Acc/Dam(A), Artl-Dam/End(45), Artl-Dam/Rech(45), Artl-Acc/Dam/Rech(45), Artl-Acc/Rech/Rng(46), Artl-End/Rech/Rng(46)
Level 47: Tactics -- HO:Cyto(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Quick Form
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 -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Agility Core Paragon
------------

 

 

Fire/Earth’s niche is that it has two damage auras. One round of AoE after dropping Sleet + the ticks from the two damage auras would be substantial. Especially after locking them down.

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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. 

Edited by noogens2
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I have a sense that Plant/Earth will have roughly similar damage from a proc-ed out Carrion Creepers, but more control from Seeds, with 'Tree of Life' being enough Regen to be a near heal.   So overall would be safer, with similar damage and maybe faster clear times from the Confuse.     But this is just theory from time played on both Plant and Fire Control, a lot which was back on live.  But I've never tried Earth Assault...   

 

Has anyone played both Fire/Earth and Plant/Earth kitted out at 50 to compare?

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15 hours ago, Dr Causality said:

I have a sense that Plant/Earth will have roughly similar damage from a proc-ed out Carrion Creepers, but more control from Seeds, with 'Tree of Life' being enough Regen to be a near heal.   So overall would be safer, with similar damage and maybe faster clear times from the Confuse.     But this is just theory from time played on both Plant and Fire Control, a lot which was back on live.  But I've never tried Earth Assault...   

 

Has anyone played both Fire/Earth and Plant/Earth kitted out at 50 to compare?

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. 

Edited by noogens2
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Quote

Minuses

- You lose the damage aura in hotfeet

- 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. 

You lose Hotfeet dmg.  But you gain the proc damage from Creepers and Seed's Confuse isn't just for getting enemies attacking each other, it can also be turned into a reliable direct dmg power with procs.  This works better on Controllers due to their additional ATO dmg proc, but Dom's who keep their Seeds +Rech Enhancement under 52% can still get 2 x 71.75*.95=136 Dmg on avg.   That means Seeds can reliably burst for dmg equal to about the first 10s worth of fully slotted Hotfeet damage.  Even at under 52% Recharege slotting on Seeds, high global Recharge builds will still be able to keep the cooldown under 20s, so Seeds can do 50% of Hotfeet's DPS just from procs, but with the advantages of range and burst dmg.      Then you've got still Carrion Creeper's Dmg and the Confuse turning a portion of what attacks enemies do get off go back on them.

 

Hotfeet shines on Controllers who can get double base damage out of it from containment, whereas containment doesn't work for proc damage from summons like Carrion Creepers.  But it's a much different case on Doms that don't get containment bonus dmg.   I certainly could be wrong, but I do not expect Fire Control to out damage Plant on Doms.

 

Quote

- Imps do more damage then Fly Trap

Definitely.  The problem with Imps is they are also much more fragile and Dom's have limited tools for keeping pets alive.   If Fire can keep the Imps alive, then the three of them will do more dmg than Fly Trap.  But the Flytrap is sturdier, Plant has more soft control, and Tree of Life can help keep your pets HP topped off...   FlyTrap takes procs to catch up on the dmg, or in case you don't have another good source for slotting Achilles.

 

 

Quote

 

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.

 

Far point.

 

Quote

- The regen is “ok” at best for spirit tree and it’s stationary so I don’t see that as a game changer.

 

Stationary is the real problem, same as Creepers.    But it's a massive 40' radius and the Regen is better than ok.  Even on a low HP Dom's the Tree of Life Regen can be significant and will be helpful in AV fights.  When you stack with easily Capped HP from HoarFrost, a two slotted Tree of Life should be an additional ~ 20HP/s Regen.  Doesn't help much with Burst damage.  But to put it in perspective at 20HP/s you're getting a Controller's 'Radiation Aura' heal every 6s.  And you can easily get your total Regen up over 30HP which at capped HP means going from 0 - 100% Health roughly every 50s.    

 

 

Anyway, I don't want to derail your Fire/Earth thead, I was just curious if anyone had some head-to-head experience with the two since I'm playing around with Plant/Earth builds in Mid's....

 

Edited by Dr Causality
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I'm still not convinced that spirit tree is worth taking but to each his own.  I didn't really think about proccing out seeds because the purple confuse set has great set bonuses but I guess it all depends on the overall build to see if it's worth the tradeoff.  

 

Anyways, I reconfigured the build slightly with changing the slotting in Weave, sleet, and combat jumping.  I reslotted Weave with 3 Lotg and six slotted Sleet with Artillery IOs since they give a higher ranged defense bonus.  This allowed me to save slot which I used to change the defense IO in Combat Jumping to the Scaling Resist IO. 

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12 minutes ago, noogens2 said:

I'm still not convinced that spirit tree is worth taking but to each his own. 

I can see that.   I think I partly take to feel like I'm contributing more on teams in AV fights where my mezzes don't help as much.    With a 3,000 HP Tank that 300% Regen actually amounts to something substantial. 

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Just PL'ed this up - my first perma dom!  Only done a few missions starting on +5/0  to get the feel after pimping it out. Very smashy blapper style while the DOTs melt things.

Only complaint is running out of convenient keybinds and endurance mgmt will take a little getting used to.

 

Fun build :)

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So I added a couple of videos in the OP showing a bit how this plays.  Many times I don't use immobilize in order to let anything missed with flashfire to run into the bonfire at my feet.  

 

I was monitoring my work chat at the same time so I had a few misclicks but you'll get the idea.  

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On 4/6/2020 at 6:05 PM, Dr Causality said:

I have a sense that Plant/Earth will have roughly similar damage from a proc-ed out Carrion Creepers, but more control from Seeds, with 'Tree of Life' being enough Regen to be a near heal.   So overall would be safer, with similar damage and maybe faster clear times from the Confuse.     But this is just theory from time played on both Plant and Fire Control, a lot which was back on live.  But I've never tried Earth Assault...   

 

Has anyone played both Fire/Earth and Plant/Earth kitted out at 50 to compare?

i have! i was struggling to decide between fire/earth or plant/earth. on the test server i really struggled to get good endurance control with fire/earth and thought the double aura wasn’t worth the trouble.

 

i decided on plant/earth/ice and loved it so much i spent much more on her build than normal. she’s the toon i like to play to make the game feel like easy mode.

 

i didn’t really focus too much on procs because endurance reduction was more important in how i play. carrion creepers is fully proc’d, though...and it’s easily permanent too. i can spam my heavy hitters without really needing incarnates. i don’t care too much about soft capping defense/resistance, but i have no problems with survivability.

 

needless to say, plant/earth is a freaking steamroller of a build. the combo of carrion creepers, seeds of confusion, and earth assault is absurdly strong

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On 4/10/2020 at 4:08 PM, noogens2 said:

So I added a couple of videos in the OP showing a bit how this plays.  Many times I don't use immobilize in order to let anything missed with flashfire to run into the bonfire at my feet.  

 

I was monitoring my work chat at the same time so I had a few misclicks but you'll get the idea.  

You do know you can get your game account banned as the homecoming team clearly stated not to post videos on media sites anymore?

Edited by mbre2006
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5 hours ago, mbre2006 said:

You do know you can get your game account banned as the homecoming team clearly stated not to post videos on media sites anymore?

The videos are set to not be public and are only viewable by people with the exact link which hasn't been posted anywhere outside this thread.  Also there aren't any labels or descriptions on the videos mentioning homecoming so I didn't see an issue.  If i'm wrong I'll take the vids down.  

 

On 4/11/2020 at 6:01 PM, JayboH said:

What is the damage difference between ice and earth damage auras?

It's the same base damage according to mids.  The earth aura does fire damage and the ice aura does cold damage.  

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which AoE power would you drop for Imps? I'm thinking maybe fissure?

How useful is the Resist Bonus Aura for pets? Expedient Reinforcements drop the def yet a little more and add extra recharge (nothing earth shattering), but if aura truly makes the pets more solid it might be good (although the idea is to control things so that pets can destroy them)

 

I usually find that Superspeed without extra run speed is sufficient for my taste, so I could move the extra slot to Combat Jump and add a defense IO which would bring ranged defense back to softcapped (45.2 I think). 

 

I also put a stealth IO in one of the prestige sprints, which combined with SS makes you fully invisible. another reason not to push SS speed too far or I can't navigate caves when SS is on. 

 

EDIT: nevermind the 2 enhancements in SS provide a ranged defense bonus, so not advantageous

Edited by Papaschtroumpf
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In defense of the original build, I have been playing something almost identical to it (going with the same philosophy that the Damage AoE are what makes this build special, although I wanted the imps)

I slot attuned IOs, so i can slot them as soon as they are accepted (as early as 7 or 10 for ATOs if I remember right). Hotfeet makes it really hard to manage endurance until you have the +end IOs in Stamina and Health. so you could take it later, although if you exemplar later, those IOs will still be available, so it's really an issue only during initial leveling.

I made a few IO changes to the initial build to help a little more with Endurance, and obviously deal with not being to slot purples and superiors until 50. 

I've played both teamed and solo (+0x8 at this level) and you do have to watch and manage your endurance, but I rarely use blues. Domination refills your blue bar and helps dealing with it. don;t fight with superspeed on, don't spam Fire Cages, it does very little damage and immobs for a long time, but recharges quickly so it's tempting to spam it but it does very little damage and has a high endurance cost. You can hit it twice in a row to stack on bosses though. I added the fiery orb to it just to see if it's any good since I have never used it (first Dominator since Homecoming, I tend to like controllers)

I grew up in the days on no inherent stamina and no IOs, so maybe my relationship with Endurance is different than many. I do have some toons whose endurance bar barely moves, and that's nice too, but I find this build is highly playable so far. My biggest issue is that I forgot I'm not a brute, so once in a while I get destroyed in 1/2s because I got away with it for the previous 9 groups, but once at of 10, something goes horribly wrong, such as getting mezzed or getting hit hard

 

This is my modified version of the initial build so far. I'm not really going in the exact order for slot allocation, I'm playing it by ear based on leveling up and what I feel I need. I do try to complete sets early if possible, and the fact that in the mid-20s 'm going after recharge bonuses shows that End is not a big concern.

 

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 Dominator
Primary Power Set: Fire Control
Secondary Power Set: Earth Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(5)
Level 1: Stone Spears -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(9), Thn-Dmg/EndRdx/Rchg(9)
Level 2: Stone Mallet -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(13)
Level 4: Tremor -- Avl-Acc/Dmg/EndRdx/Rchg(A), ScrDrv-Acc/Dmg/EndRdx(15), FrcFdb-Rechg%(17), FuroftheG-ResDeb%(17), ExpStr-Dam%(19), ScrDrv-Dam%(19)
Level 6: Fire Cages -- DmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), DmnGrs-Rchg/Fiery Orb(39)
Level 8: Hot Feet -- PcnoftheT-Acc/EndRdx(A), ScrDrv-Acc/Dmg/EndRdx(21), Mlt-Acc/Dmg/EndRdx(21), ScrDrv-Dmg/EndRdx(23), OvrFrc-Acc/Dmg/End(23)
Level 10: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(25)
Level 12: Flashfire -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(25), SprAscoft-EndRdx/Rchg(27), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(27), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(29), SprAscoft-Rchg/+Dmg%(29)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 16: Power Up -- RechRdx-I(A)
Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(31), BslGaz-Rchg/Hold(31), BslGaz-EndRdx/Rchg/Hold(33)
Level 20: Heavy Mallet -- BlsCol-Acc/Dmg(A), BlsCol-Dmg/EndRdx(33), BlsCol-Acc/Dmg/EndRdx(33), BlsCol-Dmg/EndRdx/Acc/Rchg(34), BlsCol-Rchg/HoldProc(34), ExpStr-Dam%(34)
Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36)
Level 24: Boxing -- Empty(A)
Level 26: Bonfire -- OvrFrc-Dam/KB(A)
Level 28: Seismic Smash -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(36), CrsImp-Dmg/EndRdx/Rchg(36), CrsImp-Acc/Dmg/Rchg(37), CrsImp-Acc/Dmg/EndRdx(37), GldNet-Dam%(37)
Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(39)
Level 32: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(39), LucoftheG-Def(40)
Level 35: Sleet -- Empty(A), Empty(40), Empty(40), Empty(42), Empty(42), Empty(42)
Level 38: Fire Imps -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(43), ExpRnf-Dmg/EndRdx(43), ExpRnf-Acc/Dmg/Rchg(43), ExpRnf-EndRdx/Dmg/Rchg(45), ExpRnf-+Res(Pets)(45)
Level 41: Mud Pots -- Erd-Dmg(A), Erd-Acc/Dmg/EndRdx/Rchg(45), Erd-Dmg/Rchg(46)
Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46), LucoftheG-Def(46)
Level 47: Ice Storm -- Empty(A), Empty(48), Empty(48), Empty(48), Empty(50), Empty(50)
Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50)
Level 1: Brawl -- Empty(A)
Level 1: Domination 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- UnbLea-Stlth(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 -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
Level 1: Quick Form 
------------

 

 

I'm sure there are better/different builds, but he OP is viable in my opinion and experience. You feel the lack of AoE defense, and this build has very little resistance (Tough is slotted as a mule), so you are still squishy but that's what controls and mitigations like knockdown are for.

 

 

 

One question: the Overwhelming Force in BonFire isa "Chance for KB->KD". Does this mean it only does it if it procs and I will get some knockback? If so then I'd rather lose a littel bit of the damage and slot a Sudden Acceleration IO that eliminates 100% of the KB

 

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While leveling up, I definitely encourage to try all the earth powers to see what you like and don't like.   I actually found all the powers useful.  I personally liked having a melee attack chain so I took all the melee powers.  I actually didn't mind hurl boulder but didn't find myself using it enough to keep it in the build.   

 

As far the question about what AOE to drop for imps, for me it would be a toss up between Fissure and Ice Storm.  Fissure is available earlier for exemping, takes a lot of diferent proces, and recharges fairly quickly but has a tiny radius.  Ice Storm has a much bigger radius, does more damage, comes later when leveling up, and has a long recharge.  So pick your poison.    If you want to be tougher, you can skip both AOEs and pick up Hoarfrost for the +HP.

 

As far as dealing with end costs while leveling up, I didn't bother with the fighting pool and took leadership for victory rush until I had enough IOs to manage end better.   I stuck only end redux and no damage in hotfeet until I could frankenslot IOs.  Mudpots is actually a very expensive toggle so I would put more end redux in there too.  

 

I made a lot of sacrifices on slotting for recharge, procs, and durability in order to chase defense bonuses.   You can definitely go for a lot less range defense bonuses to round out the build better but you just have to be more dilgent on  CCing mobs before jumping into them.  

 

Other thoughts

  • I usually put the stealth in IO in all my builds and forgot to put it in the one that was posted.
  • I like Force Feedback in Heavy Mallet so that I have a ff proc in both melee power and aoe.  It fires pretty often in your attack chain.  
  • I played around with the Fiery Orb proc and found it to be very underwhelming performance-wise but at least it looks cool.  Dominating grasp is a pretty bad ATO set.  
  • Overwhelming Force Kb -> Kd applies on every hit so it works like Sudden Acceleration. 

 

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Thanks for the feedback. The reasons you give were my reasons to drop fissure in the end. 

I did get to play with bonfire today and you're right the proc seems to do 100% knockdown. Game changer! I remember my old fire/kin dropping bonfire back in the day.

I think I agree with you about the fire orb but have not paid enough attention to make a final decision.

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This is all good news to me! I am just working on a Fire/Earth. My question is regarding the damage auras. I have heard both that it is good to proc them out and that it is not good to proc them out. What is the truth???

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