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Build Request: fire/fire


Glowman

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Here's a fairly generic Fire/Fire/Ice permadom build. This would be used with Destiny: Barrier to carry Slash, Lethal, and Ranged defense to the soft cap.

 

 

image.thumb.png.f48fb524d73b16bf7e7a1342d3c530a6.png

 

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This Villain build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

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

Villain Profile:
Level 1: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5), HO:Perox(5), Apc-Dmg(7)
Level 1: Flares -- Empty(A)
Level 2: Fire Cages -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(9), Artl-Acc/Dam/Rech(9), Artl-Acc/Rech/Rng(11), Artl-End/Rech/Rng(11)
Level 4: Fire Breath -- PstBls-Dam%(A), PstBls-Dmg/Rng(15), PstBls-Acc/Dmg/EndRdx(15), PstBls-Dmg/EndRdx(17), PstBls-Acc/Dmg(17)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 8: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(19), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/Rchg(21), SprAvl-Acc/Dmg/EndRdx/Rchg(23)
Level 10: Fire Blast -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(23), SprWntBit-Acc/Dmg/Rchg(25), SprWntBit-Acc/Dmg/EndRdx(25), SprWntBit-Acc/Dmg(27)
Level 12: Flashfire -- SprAscoft-Rchg/+Dmg%(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(27), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(29), SprAscoft-EndRdx/Rchg(29), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(31), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(31)
Level 14: Boxing -- Empty(A)
Level 16: Embrace of Fire -- RechRdx-I(A)
Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(31), BslGaz-Rchg/Hold(33), BslGaz-Acc/Rchg(33)
Level 20: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(33), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(34)
Level 22: Weave -- LucoftheG-Def/Rchg+(A)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 26: Bonfire -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(36)
Level 28: Consume -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(36), PreOptmz-EndMod/Rech(36), PreOptmz-EndMod/Acc/End(37), PreOptmz-EndMod/Acc/Rech(37), PreOptmz-EndMod/End/Rech(37)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(39), ShlWal-ResDam/Re TP(39), Rct-ResDam%(39)
Level 32: Fire Imps -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(40), ExpRnf-Dmg/EndRdx(40), ExpRnf-Acc/Dmg/Rchg(40), ExpRnf-EndRdx/Dmg/Rchg(42), ExpRnf-+Res(Pets)(50)
Level 35: Blazing Bolt -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(42), StnoftheM-Dmg/ActRdx/Rchg(42), StnoftheM-Dmg/EndRdx(43), StnoftheM-Acc/Dmg(43), GldJvl-Dam%(43)
Level 38: Blaze -- Apc-Dam%(A), Apc-Dmg/EndRdx(45), Apc-Acc/Rchg(45), Apc-Acc/Dmg/Rchg(45), Apc-Dmg/Rchg(46)
Level 41: Sleet -- RechRdx-I(A)
Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), GldArm-3defTpProc(46), LucoftheG-Def(46), LucoftheG-Def/EndRdx(48)
Level 47: Ice Storm -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(48), Rgn-Acc/Rchg(48), Rgn-Acc/Dmg/Rchg(50), Rgn-Dmg/Rchg(50)
Level 49: Hibernate -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Domination 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13), EndMod-I(13)
Level 49: Quick Form 
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I went this direction: Fire/Fire/Fire. I basically took @Jagxyz Plant/Fire/Fire from @Hopestar's list and did a 1:1 swap for the fire powers. I like the higher resists in S/L it offers. Difference in Ranged Defense is Seeds of Confusion was swapped for Hot Feet. A Purple Confusion set is better than a Uncommon Slow set.

 

My question is are there more changes I can make to the Fire primary? Better powers or sets I should take?  

 

This Villain build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

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

Villain Profile:
Level 1: Char

  • (A) Superior Dominating Grasp - RechargeTime/Fiery Orb
  • (3) Superior Dominating Grasp - Accuracy/Control Duration/Endurance/RechargeTime
  • (3) Superior Dominating Grasp - Accuracy/Control Duration/Endurance
  • (5) Superior Dominating Grasp - Endurance/RechargeTime
  • (5) Superior Dominating Grasp - Control Duration/RechargeTime
  • (7) Superior Dominating Grasp - Accuracy/Control Duration

Level 1: Flares

  • (A) Empty

Level 2: Fire Cages

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

Level 4: Incinerate

  • (A) Hecatomb - Damage
  • (13) Hecatomb - Chance of Damage(Negative)
  • (15) Hecatomb - Accuracy/Damage/Recharge
  • (15) Hecatomb - Accuracy/Recharge
  • (17) Hecatomb - Damage/Recharge

Level 6: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (17) Reactive Defenses - Defense
  • (19) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (19) Reactive Defenses - Scaling Resist Damage

Level 8: Hot Feet

  • (A) Pacing of the Turtle - Accuracy/Slow
  • (21) Pacing of the Turtle - Damage/Slow
  • (21) Pacing of the Turtle - Accuracy/Endurance
  • (23) Pacing of the Turtle - Range/Slow
  • (23) Pacing of the Turtle - Endurance/Recharge/Slow
  • (25) Pacing of the Turtle - Chance of -Recharge

Level 10: Fire Blast

  • (A) Superior Winter's Bite - Accuracy/Damage/Endurance
  • (25) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime
  • (27) Superior Winter's Bite - Accuracy/Damage
  • (27) Superior Winter's Bite - Damage/RechargeTime
  • (29) Superior Winter's Bite - Accuracy/Damage/Recharge

Level 12: Hasten

  • (A) Recharge Reduction IO
  • (29) Recharge Reduction IO

Level 14: Boxing

  • (A) Empty

Level 16: Embrace of Fire

  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO

Level 18: Cinders

  • (A) Superior Entomb - Endurance/Recharge
  • (31) Superior Entomb - Accuracy/Hold/Endurance/Recharge
  • (31) Superior Entomb - Accuracy/Hold/Endurance
  • (33) Superior Entomb - Hold/Recharge
  • (42) Superior Entomb - Accuracy/Hold

Level 20: Tough

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

Level 22: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (33) Reactive Defenses - Defense
  • (34) Reactive Defenses - Defense/Endurance

Level 24: Maneuvers

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

Level 26: Bonfire

  • (A) Detonation - Damage/Recharge
  • (36) Sudden Acceleration - Knockback to Knockdown
  • (36) Force Feedback - Chance for +Recharge
  • (36) Detonation - Accuracy/Damage

Level 28: Consume

  • (A) Recharge Reduction IO

Level 30: Assault

  • (A) Endurance Reduction IO

Level 32: Fire Imps

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

Level 35: Blazing Bolt

  • (A) Sting of the Manticore - Damage/Endurance
  • (39) Sting of the Manticore - Accuracy/Interrupt/Range
  • (40) Sting of the Manticore - Damage/Interrupt/Recharge
  • (40) Sting of the Manticore - Damage/Endurance/Recharge
  • (40) Sting of the Manticore - Accuracy/Damage

Level 38: Blaze

  • (A) Apocalypse - Damage
  • (42) Apocalypse - Accuracy/Recharge
  • (42) Apocalypse - Accuracy/Damage/Recharge
  • (43) Apocalypse - Damage/Recharge
  • (43) Apocalypse - Chance of Damage(Negative)

Level 41: Fire Ball

  • (A) Ragnarok - Damage
  • (43) Ragnarok - Damage/Recharge
  • (45) Ragnarok - Accuracy/Damage/Recharge
  • (45) Ragnarok - Accuracy/Recharge
  • (45) Ragnarok - Damage/Endurance

Level 44: Rain of Fire

  • (A) Positron's Blast - Accuracy/Damage
  • (46) Positron's Blast - Accuracy/Damage/Endurance
  • (46) Positron's Blast - Damage/Recharge
  • (46) Positron's Blast - Chance of Damage(Energy)
  • (48) Positron's Blast - Damage/Endurance

Level 47: Fire Shield

  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (48) Gladiator's Armor - End/Resist
  • (48) Gladiator's Armor - Resistance
  • (50) Gladiator's Armor - Resistance/Rech/End
  • (50) Gladiator's Armor - Recharge/Endurance
  • (50) Gladiator's Armor - Recharge/Resist

Level 49: Vengeance

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

Level 1: Domination 


Level 1: Brawl
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Not picking up Sleet is a critical and unforgiveable mistake when building a dominator - it's a defender strength AoE debuff with a great recharge when slotted. Easily -30% res and -45% defense. When another team member has a similar debuffing power it makes team play great and really increases the "box of tricks" feel a dominator can bring to a team.

 

No longer just control and damage but now a strong debuffer too! If you pick veng, you've got a nice team buff also - I find it hard to play anything else other than my mind/fire dom as it has a bit of everything

 

I personally only build for recharge and don't bother with silly defensive builds, a permadom has all the survival abilities it needs. If you need a boost during hectic times, just pop a purple or mez something

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Hey, I would take Sleet and Hibernate as the panic button, would definitely fit veng into it if you're big into teaming - it makes a death in the team very exciting! Everyone gets a mini god mode for 90 seconds or so

 

If you're into defense then frozen armor is a great pick, it depends how much you plan on being at range vs melee. My mind/fire hasn't got a single melee power so I didn't build for defense and live life by the seat of my pants instead 😄

 

Ice storm might help get your AoE damage up a bit, combined with bonfire and hot feet it could be a nice combo

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On 6/8/2021 at 8:30 AM, MoonSheep said:

I personally only build for recharge and don't bother with silly defensive builds, a permadom has all the survival abilities it needs. If you need a boost during hectic times, just pop a purple or mez something

Can confirm recharge is the way to go. I build all my alts for recharge uber alles, except my tanks. Getting your power hitters up faster makes a huge difference in control and kill speed. I am hardly ever satisfied with anything under 95% global recharge, before Hasten. But, I really try to get past 100% because then you should be at perma-hasten.

 

The other thing that massive recharge does is cut down on the number of powers that make a complete attack rotation. Many people need to take 4 ST powers for a rotation, I can usually get away with just 3. That means I have a spare power slot for something nice.

 

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  • 5 weeks later
On 6/5/2021 at 3:11 AM, StoneKarma said:

I went this direction: Fire/Fire/Fire. I basically took @Jagxyz Plant/Fire/Fire from @Hopestar's list and did a 1:1 swap for the fire powers. I like the higher resists in S/L it offers. Difference in Ranged Defense is Seeds of Confusion was swapped for Hot Feet. A Purple Confusion set is better than a Uncommon Slow set.

 

My question is are there more changes I can make to the Fire primary? Better powers or sets I should take? 

I dunno, not having Flashfire made me do a double take.  Cinders takes almost a full minute with that build.

image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

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6 hours ago, JayboH said:

I dunno, not having Flashfire made me do a double take.  Cinders takes almost a full minute with that build.

 

The idea was to have Cinders and Char Mag 3 hold stack on single target. But I might be wrong about how useful that is?

 

I don't seem to have much luck with /stun, does it work well here on a Dom?

 

You are correct about the recharge, Flashfire is about 20 secs vs Cinders about 60 secs.

 

Looks like a lose a little bit of Ranged Defense 35% down to 32%, don't know that it matters very much. 

 

 

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1 hour ago, StoneKarma said:

The idea was to have Cinders and Char Mag 3 hold stack on single target. But I might be wrong about how useful that is?

 

Domination does most of the heavy lifting, I wouldn't worry about something like stacking a superlong recharge AoE hold with a single target hold, you'd be better off just casting your single target hold a second time before the duration wears off.  Cinders is, like most AoE holds, marginally useful every great once in a while, when you can instead have Flashfire ready to go for every single fight, and again Domination does most of the heavy lifting.

 

For me, I can't think of a single reason I'd ever pick Cinders over Flashfire, unless I intended to never use either one regularly and just wanted a mule for set bonuses of a specific kind.

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Seconding and thirding what was said upthread. Flashfire is the reason to roll a Fire Dominator. 

 

If you're going to skip Flashfire, reroll as a Blaster, and go with Whatever/Fire/Fire. You'll still get Hot Feet and Bonfire, pick up Burn, do a ton more damage, get decent self healing and have a much more manageable blue bar. Blasters don't get Flashfire though--that's the reason to go Dom, mainly.*

 

Fire Dominators are a tricky beast. At least as a Fire/Fire you don't have to worry about your endurance crashing. I rolled a Fire/Ice Dominator thinking the to damage auras would combo okay together, but I'm about to rename him "He Who Has No Blue Bar."    

 

 

[*Edited to add: Blasters also don't get Sleet, Water Spout, or Link Minds, the three other biggest reasons to go Dom IMO.]

Edited by oedipus_tex
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3 hours ago, oedipus_tex said:

Seconding and thirding what was said upthread. Flashfire is the reason to roll a Fire Dominator. 

 

If you're going to skip Flashfire, reroll as a Blaster, and go with Whatever/Fire/Fire. You'll still get Hot Feet and Bonfire, pick up Burn, do a ton more damage, get decent self healing and have a much more manageable blue bar. Blasters don't get Flashfire though--that's the reason to go Dom, mainly.*

 

Fire Dominators are a tricky beast. At least as a Fire/Fire you don't have to worry about your endurance crashing. I rolled a Fire/Ice Dominator thinking the to damage auras would combo okay together, but I'm about to rename him "He Who Has No Blue Bar."    

 

 

[*Edited to add: Blasters also don't get Sleet, Water Spout, or Link Minds, the three other biggest reasons to go Dom IMO.]

Do you happen to have a fire/fire/fire build or a fire/fire/whatever? 

image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

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1 hour ago, JayboH said:

Do you happen to have a fire/fire/fire build or a fire/fire/whatever? 

 

 

Here's a really basic one I started a while back for Water/Fire/Fire Blaster. I'm not a Blaster expert so I just threw it together without thinking too hard about attack chains or optimal DPS.

 

Defense isn't soft capped, but its one Purple away from that to Smash/Lethal/Ranged and Melee. Has Hot Feet and Bonfire. Hasten not quite perma, made up for some with Bonfire's chance for +100% Recharge.

 

 

image.thumb.png.af70440fb678709856396d8041489743.png

 

 

 

While this lacks a Flashfire style power, it picks up a ranged nuke that recharges in about 36- 40 seconds depending on the Hasten cycling. With Tidal Forces and Build Up it will wipe out the enemy spawn. No idea if putting the Blaster ATO damage proc is best slotting, I was just slapping stuff into place. With more thought should be able to make this a lot more scary.

 

image.png.58a9748da891a4c435a104c2d6dd0c6e.png

 

 

Anyway yeah, take Flashfire on that Dom build. Or reroll to Blaster and nuke stuff into orbit. 

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14 hours ago, oedipus_tex said:

 

 

Here's a really basic one I started a while back for Water/Fire/Fire Blaster. I'm not a Blaster expert so I just threw it together without thinking too hard about attack chains or optimal DPS.

 

Defense isn't soft capped, but its one Purple away from that to Smash/Lethal/Ranged and Melee. Has Hot Feet and Bonfire. Hasten not quite perma, made up for some with Bonfire's chance for +100% Recharge.

 

 

image.thumb.png.af70440fb678709856396d8041489743.png

 

 

 

While this lacks a Flashfire style power, it picks up a ranged nuke that recharges in about 36- 40 seconds depending on the Hasten cycling. With Tidal Forces and Build Up it will wipe out the enemy spawn. No idea if putting the Blaster ATO damage proc is best slotting, I was just slapping stuff into place. With more thought should be able to make this a lot more scary.

 

image.png.58a9748da891a4c435a104c2d6dd0c6e.png

 

 

Anyway yeah, take Flashfire on that Dom build. Or reroll to Blaster and nuke stuff into orbit. 

Oh sorry I meant a Fire/Fire dominator, not a blaster

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image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

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3 hours ago, JayboH said:

Oh sorry I meant a Fire/Fire dominator, not a blaster

 

 

I posted a pretty basic one up thread.

 

Big picture, on a Dominator I'd probably recommend skipping the Fire APP. It's not terrible, it does give you two AoE blasts, which Doms are sorely lacking. It's just that by going with that you're not really embracing one of the main reasons (IMO) to go Dom over a Blaster:

  • Ice APP for Sleet, which brings you in a Controller/force multiplier direction. I can't understate how much Sleet evens the ball game.
  • Psi APP for Link Minds and Indom Will, Defense bonuses on an archetype that really needs them and mezz protection insurance in case something with -recharge disrupts your Domination cycle (a constant threat in difficult end game play) 
  • Leviathan APP for Water Spout, a power available on a few other archetypes that only true shines on Dominators IMO due to how the combo of safety + damage it adds

 

 

UPDATE: Have to backtrack a little on Fire APP in this scenario.

 

For some reason I thought the Fire damage bonus in Embrace of Fire was nerfed on Homecoming from 30 seconds down to 10 seconds. However, Mids says 30 seconds, and I just looked in game, and its still 30 seconds. I don't know why I thought Homecoming had a weaker version.

 

Given that, the Fire APP may make some sense when paired specifically with Fire Assault.  

Edited by oedipus_tex
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Ok on rereading, I admit I haven't been totally fair to Fire Dominators. There is one additional reason to go with them over Blaster variants: Fire Cages.

 

Although Fire Cages doesn't do amazing damage, it is the true that being able to lock enemy movement down is a thing some people, including me, are fans of versus allowing stuff to just run around. You don't need to spam the power too often, just tap enemies with it once they're in a position you like. If you decide to take Fold Space you can even pre-lock them and hoover them into position.

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7 hours ago, oedipus_tex said:

Ok on rereading, I admit I haven't been totally fair to Fire Dominators. There is one additional reason to go with them over Blaster variants: Fire Cages.

 

Although Fire Cages doesn't do amazing damage, it is the true that being able to lock enemy movement down is a thing some people, including me, are fans of versus allowing stuff to just run around. You don't need to spam the power too often, just tap enemies with it once they're in a position you like. If you decide to take Fold Space you can even pre-lock them and hoover them into position.

Yeah it's in the footage you asked us to share in the other thread.  Flashfire+Fire Cage.

 

Thanks, I will take a look at the build above.

image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

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  • 2 months later
On 6/1/2021 at 8:07 PM, oedipus_tex said:

Here's a fairly generic Fire/Fire/Ice permadom build. This would be used with Destiny: Barrier to carry Slash, Lethal, and Ranged defense to the soft cap.

 

 

image.thumb.png.f48fb524d73b16bf7e7a1342d3c530a6.png

 

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This Villain build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

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

Villain Profile:
Level 1: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(5), HO:Perox(5), Apc-Dmg(7)
Level 1: Flares -- Empty(A)
Level 2: Fire Cages -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(9), Artl-Acc/Dam/Rech(9), Artl-Acc/Rech/Rng(11), Artl-End/Rech/Rng(11)
Level 4: Fire Breath -- PstBls-Dam%(A), PstBls-Dmg/Rng(15), PstBls-Acc/Dmg/EndRdx(15), PstBls-Dmg/EndRdx(17), PstBls-Acc/Dmg(17)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 8: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(19), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/Rchg(21), SprAvl-Acc/Dmg/EndRdx/Rchg(23)
Level 10: Fire Blast -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(23), SprWntBit-Acc/Dmg/Rchg(25), SprWntBit-Acc/Dmg/EndRdx(25), SprWntBit-Acc/Dmg(27)
Level 12: Flashfire -- SprAscoft-Rchg/+Dmg%(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(27), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(29), SprAscoft-EndRdx/Rchg(29), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(31), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(31)
Level 14: Boxing -- Empty(A)
Level 16: Embrace of Fire -- RechRdx-I(A)
Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(31), BslGaz-Rchg/Hold(33), BslGaz-Acc/Rchg(33)
Level 20: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(33), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(34)
Level 22: Weave -- LucoftheG-Def/Rchg+(A)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 26: Bonfire -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(36)
Level 28: Consume -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(36), PreOptmz-EndMod/Rech(36), PreOptmz-EndMod/Acc/End(37), PreOptmz-EndMod/Acc/Rech(37), PreOptmz-EndMod/End/Rech(37)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A), WntGif-ResSlow(39), ShlWal-ResDam/Re TP(39), Rct-ResDam%(39)
Level 32: Fire Imps -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(40), ExpRnf-Dmg/EndRdx(40), ExpRnf-Acc/Dmg/Rchg(40), ExpRnf-EndRdx/Dmg/Rchg(42), ExpRnf-+Res(Pets)(50)
Level 35: Blazing Bolt -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(42), StnoftheM-Dmg/ActRdx/Rchg(42), StnoftheM-Dmg/EndRdx(43), StnoftheM-Acc/Dmg(43), GldJvl-Dam%(43)
Level 38: Blaze -- Apc-Dam%(A), Apc-Dmg/EndRdx(45), Apc-Acc/Rchg(45), Apc-Acc/Dmg/Rchg(45), Apc-Dmg/Rchg(46)
Level 41: Sleet -- RechRdx-I(A)
Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), GldArm-3defTpProc(46), LucoftheG-Def(46), LucoftheG-Def/EndRdx(48)
Level 47: Ice Storm -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(48), Rgn-Acc/Rchg(48), Rgn-Acc/Dmg/Rchg(50), Rgn-Dmg/Rchg(50)
Level 49: Hibernate -- RechRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Domination 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13), EndMod-I(13)
Level 49: Quick Form 
------------

 



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What other incarnates do/would you pick with this one other than barrier? 

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This Villain build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

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

Villain Profile:
Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(5)
Level 1: Flares -- HO:Nucle(A), HO:Nucle(50)
Level 2: Roots -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(5), PstBls-Dmg/EndRdx(7), PstBls-Dmg/Rng(7), PstBls-Dam%(9), SprDmnGrs-Rchg/Fiery Orb(9)
Level 4: Incinerate -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(11), Hct-Acc/Rchg(11), Hct-Dmg/EndRdx(13), Hct-Dam%(13)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 8: Seeds of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(15), CrcPrs-Acc/Conf/Rchg(17), CrcPrs-Acc/Rchg(17), CrcPrs-Conf/EndRdx(19), CrcPrs-Conf%(19)
Level 10: Fire Blast -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(21), Apc-Acc/Rchg(21), Apc-Dmg/EndRdx(23), Apc-Dam%(23)
Level 12: Super Speed -- Clr-EndRdx(A), Clr-Stlth(25)
Level 14: Combat Jumping -- Ksm-ToHit+(A), LucoftheG-Def/Rchg+(25), ShlWal-ResDam/Re TP(27)
Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(27)
Level 18: Vines -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(29), SprAscoft-EndRdx/Rchg(29), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(31), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(50), SprAscoft-Rchg/+Dmg%(50)
Level 20: Kick -- Empty(A)
Level 22: Tough -- GldArm-End/Res(A), GldArm-ResDam(31), GldArm-3defTpProc(31), StdPrt-ResDam/Def+(33)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33)
Level 26: Carrion Creepers -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(33), Rgn-Acc/Rchg(34), Rgn-Dmg/EndRdx(34), Rgn-Knock%(34), Bmbdmt-+FireDmg(36)
Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(36)
Level 30: Tactics -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit/EndRdx/Rchg(39)
Level 32: Fly Trap -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(39), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(40)
Level 35: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(40), StnoftheM-Acc/ActRdx/Rng(40), StnoftheM-Dmg/ActRdx/Rchg(42), StnoftheM-Dmg/EndRdx/Rchg(42)
Level 38: Blaze -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(42), Dcm-Dmg/Rchg(43), Dcm-Acc/EndRdx/Rchg(43), Dcm-Acc/Dmg/Rchg(43)
Level 41: Fire Ball -- PstBls-Dmg/EndRdx(A), PstBls-Dmg/Rchg(45), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(45), PstBls-Dam%(46)
Level 44: Rain of Fire -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/Rchg(46), SprFrzBls-Dmg/EndRdx(46)
Level 47: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(48), UnbGrd-Rchg/ResDam(48), UnbGrd-Max HP%(48)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Domination 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(37), Mrc-Rcvry+(37)
Level 1: Hurdle -- Jump-I(A)
Level 1: Stamina -- PwrTrns-+Heal(A), PwrTrns-EndMod(36), PwrTrns-Dam/EndMod(37)
Level 12: Speed Phase 
Level 49: Quick Form 
Level 50: Agility Partial Core Revamp 
------------

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  • 10 months later

Old thread, but here's the Fire/Fire/Fire I ended up with:

I took most of the recommendations above, and here we are. Suggestions? Did the new content change anything for me? Any way I can sneak a travel power in here? That's a LOT of toggles. Am I going to have problems? 

 

This Villain build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

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

Villain Profile:
Level 1: Char -- UnbCns-Hold(A), UnbCns-Hold/Rchg(43), UnbCns-Acc/Hold/Rchg(46), UnbCns-Acc/Rchg(50), UnbCns-Dam%(50)
Level 1: Flares -- Empty(A)
Level 2: Fire Cages -- SprAscoft-Rchg/+Dmg%(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(3), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SprAscoft-EndRdx/Rchg(5), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(7)
Level 4: Incinerate -- Hct-Dmg(A), Hct-Dam%(9), Hct-Acc/Dmg/Rchg(9), Hct-Acc/Rchg(11), Hct-Dmg/Rchg(11)
Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-Def(13), ShlWal-ResDam/Re TP(13), Rct-ResDam%(15)
Level 8: Hot Feet -- Arm-Dam%(A), Arm-Dmg/Rchg(15), Arm-Acc/Dmg/Rchg(17), Arm-Acc/Rchg(17), Arm-Dmg/EndRdx(19)
Level 10: Fire Blast -- SprWntBit-Acc/Dmg/EndRdx(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(21), SprWntBit-Acc/Dmg(21), SprWntBit-Dmg/Rchg(23), SprWntBit-Acc/Dmg/Rchg(23)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 14: Boxing -- Empty(A)
Level 16: Embrace of Fire -- RechRdx-I(A)
Level 18: Flashfire -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(27), SprDmnGrs-EndRdx/Rchg(27), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(29), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(29), SprDmnGrs-Rchg/Fiery Orb(43)
Level 20: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(31)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(33), Rct-Def(33)
Level 26: Bonfire -- Dtn-Dmg/Rchg(A), SuddAcc--KB/+KD(33), FrcFdb-Rechg%(34), Dtn-Acc/Dmg(34)
Level 28: Consume -- EffAdp-Acc/Rchg(A)
Level 30: Assault -- EndRdx-I(A)
Level 32: Fire Imps -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg/Rchg(34), ExpRnf-+Res(Pets)(36), ExpRnf-Dmg/EndRdx(36), ExpRnf-Acc/Dmg(36), ExpRnf-Acc/Rchg(37)
Level 35: Blazing Bolt -- StnoftheM-Dmg/EndRdx(A), StnoftheM-Acc/ActRdx/Rng(37), StnoftheM-Dmg/ActRdx/Rchg(37), StnoftheM-Dmg/EndRdx/Rchg(39), StnoftheM-Acc/Dmg(39)
Level 38: Blaze -- Apc-Dmg/EndRdx(A), Apc-Acc/Rchg(39), Apc-Acc/Dmg/Rchg(40), Apc-Dmg/Rchg(40), Apc-Dam%(40)
Level 41: Rain of Fire -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(42), Rgn-Knock%(43)
Level 44: Fire Ball -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(45), OvrFrc-Acc/Dmg/End(45), OvrFrc-Dmg/End/Rech(45), OvrFrc-Acc/Dmg/End/Rech(46), OvrFrc-Dam/KB(46)
Level 47: Fire Shield -- GldArm-End/Res(A), GldArm-Res/Rech/End(48), GldArm-ResDam(48), GldArm-3defTpProc(48)
Level 49: Melt Armor -- AnlWkn-Acc/Rchg(A), AnlWkn-%ToHit(50)
Level 1: Domination 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(19), Prv-Absorb%(25)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(7)
Level 49: 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 4: Ninja Run 
Level 50: Musculature Core Paragon 
Level 50: Ageless Core Epiphany 
------------

 

 

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