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FIRST, SOME BACKSTORY: Since rejoining COH, I've been trying to find the right AT and Powers for my standard gamer-tag SmokenBongs. I've tried Plant/Fire & Earth/Earth in both Controller and Dominator and haven't loved the play. I've explored Fire/Fire in a number of sets and it hasn't felt right either... This has brought me to Earth/Fire Dominator or Controller. 

 

THE HERO CONCEPT: SmokenBongs Man is a guy who has uncovered a magic bong which looked a lot like a helmet and when placed on his head, he gained the power of Earth and Fire. I've made my Earth Powers look green and used the red lava effect, so they look a little like fluffy nugs with red hairs 😃. I encase my enemies in them and then "light them up" to leave them passive and on the ground "napping" lol.

 

THE GOAL: I'd like to keep my theme and maximize damage while remaining as survivable as possible.

 

CHANGES BEING DEBATED: I understand I'll want to get at least my ranged defense capped and may want to replace Combat Jumping and Super Jump for Hover and Fly so I can abuse that ranged defense (though I believe I still need to raise it somehow) and stay out of melee range. More Procs? Should I try and include more recharge?

 

THE BUILD: 

Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

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

Villain Profile:
Level 1: Fossilize

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (3) Basilisk's Gaze - Accuracy/Recharge
  • (3) Basilisk's Gaze - Endurance/Recharge/Hold
  • (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold

Level 1: Flares

  • (A) Decimation - Chance of Build Up
  • (5) Decimation - Accuracy/Damage
  • (7) Decimation - Damage/Endurance
  • (7) Decimation - Damage/Recharge
  • (9) Decimation - Accuracy/Damage/Recharge

Level 2: Stone Cages

  • (A) Superior Ascendency of the Dominator - Accuracy/Control Duration
  • (9) Superior Ascendency of the Dominator - Control Duration/Recharge
  • (11) Superior Ascendency of the Dominator - Endurance/Recharge
  • (11) Superior Ascendency of the Dominator - Accuracy/Control Duration/Endurance
  • (13) Superior Ascendency of the Dominator - Accuracy/Control Duration/Endurance/Recharge
  • (13) Superior Ascendency of the Dominator - Recharge/Chance for +Damage

Level 4: Fire Breath

  • (A) Positron's Blast - Accuracy/Damage
  • (15) Positron's Blast - Damage/Endurance
  • (15) Positron's Blast - Damage/Recharge
  • (17) Positron's Blast - Damage/Range
  • (17) Positron's Blast - Chance of Damage(Energy)

Level 6: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (19) Luck of the Gambler - Defense/Endurance

Level 8: Boxing

  • (A) Empty

Level 10: Fire Blast

  • (A) Thunderstrike - Accuracy/Damage
  • (19) Thunderstrike - Damage/Endurance
  • (21) Thunderstrike - Damage/Recharge
  • (21) Thunderstrike - Accuracy/Damage/Recharge
  • (23) Thunderstrike - Accuracy/Damage/Endurance
  • (23) Thunderstrike - Damage/Endurance/Recharge

Level 12: Super Jump

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range

Level 14: Stalagmites

  • (A) Absolute Amazement - Stun/Recharge
  • (25) Absolute Amazement - Accuracy/Stun/Recharge
  • (27) Absolute Amazement - Accuracy/Recharge
  • (27) Absolute Amazement - Endurance/Stun
  • (29) Absolute Amazement - Chance for ToHit Debuff

Level 16: Embrace of Fire

  • (A) Recharge Reduction IO

Level 18: Earthquake

  • (A) Dark Watcher's Despair - To Hit Debuff
  • (29) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (31) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (31) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (31) Achilles' Heel - Chance for Res Debuff

Level 20: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (33) Gladiator's Armor - TP Protection +3% Def (All)

Level 22: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (43) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 24: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (43) Reactive Defenses - Scaling Resist Damage

Level 26: Volcanic Gasses

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (33) Basilisk's Gaze - Accuracy/Recharge
  • (34) Basilisk's Gaze - Endurance/Recharge/Hold
  • (34) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold

Level 28: Consume

  • (A) Performance Shifter - EndMod
  • (43) Performance Shifter - Chance for +End

Level 30: Tactics

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (33) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (46) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance

Level 32: Animate Stone

  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (34) Expedient Reinforcement - Accuracy/Damage
  • (36) Expedient Reinforcement - Damage/Endurance
  • (36) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (36) Expedient Reinforcement - Endurance/Damage/Recharge
  • (37) Expedient Reinforcement - Resist Bonus Aura for Pets

Level 35: Blazing Bolt

  • (A) Sting of the Manticore - Damage/Endurance/Recharge
  • (37) Sting of the Manticore - Accuracy/Damage
  • (37) Sting of the Manticore - Damage/Endurance
  • (39) Sting of the Manticore - Damage/Interrupt/Recharge
  • (39) Sting of the Manticore - Chance of Damage(Toxic)

Level 38: Blaze

  • (A) Apocalypse - Damage
  • (39) Apocalypse - Damage/Recharge
  • (40) Apocalypse - Accuracy/Damage/Recharge
  • (40) Apocalypse - Damage/Endurance
  • (40) Apocalypse - Chance of Damage(Negative)

Level 41: Hasten

  • (A) Recharge Reduction IO
  • (42) Recharge Reduction IO

Level 44: Fire Ball

  • (A) Artillery - Accuracy/Damage
  • (45) Artillery - Damage/Endurance
  • (45) Artillery - Damage/Recharge
  • (45) Artillery - Endurance/Recharge/Range
  • (46) Artillery - Accuracy/Damage/Recharge
  • (46) Artillery - Accuracy/Recharge/Range

Level 47: Fire Shield

  • (A) Unbreakable Guard - Resistance
  • (48) Unbreakable Guard - Resistance/Endurance
  • (48) Unbreakable Guard - RechargeTime/Resistance
  • (48) Unbreakable Guard - Resistance/Endurance/RechargeTime

Level 49: Vengeance

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Brawl

  • (A) Empty

Level 1: Domination 


Level 1: Quick Form 
Level 1: Prestige Power Dash

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|-------------------------------------------------------------------|

 

* Any and all help is greatly appreciated as this is my first try at making a build by myself and I am sure there can be improvement! *

Edited by SmokenBongs
Formatting
Posted
2 hours ago, SmokenBongs said:

may want to replace Combat Jumping and Super Jump for Hover and Fly

 

Remember that Stalagmites (and other powers with the foot stomping animation) requires you to be on the ground to activate it. So Hover/Fly may allow you to use the power only if you're right next to the ground, so... I'm not sure that's a very practical option. It is your main defensive power, after all.

 

However, it shouldn't matter much... with Stone Cages (and all of the -Def making them more likely to hit), it seems likely that you shouldn't have to worry about mobs reaching you.

Posted
16 hours ago, Coyote said:

 

Remember that Stalagmites (and other powers with the foot stomping animation) requires you to be on the ground to activate it. So Hover/Fly may allow you to use the power only if you're right next to the ground, so... I'm not sure that's a very practical option. It is your main defensive power, after all.

 

However, it shouldn't matter much... with Stone Cages (and all of the -Def making them more likely to hit), it seems likely that you shouldn't have to worry about mobs reaching you.

The fact that I'd be locking stuff down made me think that ranged would be enough, but then I started second guessing. Will I want to get the ranged def up more (still below the soft cap which I believe is 45%)? If so, any recommendations on how to do that?

Also, I forgot in the original post (since edited), how does my recharge look? 

 

I'm still new to making my own build and trying to get a better understanding on all this.

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