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Plants/Fire - Dom or controller?


Onlyasandwich

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Hello and good evening!

 

Edit: Updated build.

Another update! Rounded out recharge, lost some S/L resist. 

 

Recently I started a thread on the controller forums looking to optimize a Plant/Fire controller for a new character theme I put together. The goal of this build was to cram in as much damage as possible while eschewing defense, relying on my controls to do the heavy lifting for survival.

 

However, it occurs to me that controlling while doing as much damage as possible is kinda built-in to Doms, and hey presto, free mez protection as well! Why was I making this as a controller? I'm still building the controller in any case, but am not terribly inspired by Fire as a support set.

 

So here I am with a first pass build in dom form, and I'd love a look from your lovely eyes.

 

A few priorities:

  • Damage first! I am valuing defense at basically nothing on this build, though I'm still grabbing the uniques. If you think of a high-impact use for the slot one of the uniques takes even, suggest away! I'm not saying defense is in reality useless, but it is the challenge I am giving myself in playing this build.
  • Positioning. I like that /Fiery allows for ranged positioning, which meshes well with lining up Seeds. I'm not inherently against melee at all, but don't think Incinerate is worth it in this case (definitely not combustion!). If you have good argument to change, I'd love to hear it!
  • Perma-dom. Yes please - I do have it by an okayish margin right now. (~82% global with Hasten off). 
  • Slow resist. I always build for this, but even more important on a Dom so I don't easily lose perma-dom due to some silly slows.
  • Theme. Fire all the way. I love Sleet as much as the next guy, but we have to burn. : )

 

Where I'd love to improve:

  • It pains me to slot a hold as a hold, and not a proccy abomination these days. If you can think of a way to maintain my totals and proc out Strangler, I'm all ears.
  • More recharge? Currently it's fine, but more pad for perma-dom is never a bad thing.
  • A bit more global accuracy. There are a few powers (well, just Vines and Melt Armor really) that aren't at cap vs +4's. I'm okay with this, but a bit more would be nice. 

 

Things I'm unsure about:

  • Too many aoes? Recharge totals are telling me this is still a useful rotation, but do you think it's too much? Honestly I really wanted Enflame when I first opened up this build, given better AT modifiers for Doms, and that it looks really cool. Would you think swapping Rain of Fire for flame might be a good idea?
  • Slotting for Carrion Creepers. Does this need accuracy? The pet powers on CoD show regular 1.0 acc, so not auto-hit. I don't really see other builds incorporating acc here though. Also the procs - I see that slow procs are pretty optimal, but what about others? I crammed ranged aoe in there for the second round, but don't have experience with what is maximum impact here. I'd love to hear your optimal strategies for slotting this unique power. 
  • I'm a bit more confident in my slotting for Fly Trap, but if you have other tricks for getting the most out of this bitey thing, fire away!
  • I have ignored Flares, picking up Fire Blast as essentially a replacement. This seems like a pretty good idea on doms, who still have the old extra efficient Fire Blast. Is it dumb in your opinion? If so, why?
  • Flex powers. There are a few powers I chose not because they are amazing, but because they are either useful minimally slotted, or make a decent mule. Open to swapping these if there's a good reason:  Spore Burst, Consume, Hover, Spirit Ward. I'm honestly open to flexing away the whole Sorcery pool if there's a good argument. Rune is pretty nice though.
  • End consumption. Since I skipped Fighting and Leadership, I actually run pretty lean! Consume is there to back me up on occasion as well. Based on the active powers, how end hungry would you find this combo, and do you think I have enough support? I've pretty much neglected extra end uniques.

 

The build:

 

Spoiler

This Villain build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

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

Villain Profile:
Level 1: Strangler -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(23), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(23), SprAscoft-EndRdx/Rchg(25), SprAscoft-Rchg/+Dmg%(29)
Level 1: Flares -- Empty(A)
Level 2: Roots -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(3), Rgn-Acc/Rchg(3), Rgn-Dmg/EndRdx(17), Rgn-Knock%(25), SprDmnGrs-Rchg/Fiery Orb(29)
Level 4: Fire Breath -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(5), PstBls-Dmg/Rng(5), PstBls-Acc/Dmg/EndRdx(46), PstBls-Dam%(46), Bmbdmt-+FireDmg(48)
Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(7), Rct-ResDam%(7), Ksm-ToHit+(15)
Level 8: Seeds of Confusion -- MlsIll-Acc/Rchg(A), MlsIll-Acc/EndRdx(9), MlsIll-Conf/Rng(9), MlsIll-Acc/Conf/Rchg(17), MlsIll-Dam%(45), Ccp-Dam%(46)
Level 10: Fire Blast -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(11), Dcm-Acc/Dmg/Rchg(11), Dcm-Acc/EndRdx/Rchg(13), Dcm-Dmg/Rchg(15), GldJvl-Dam%(50)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Mystic Flight -- WntGif-ResSlow(A)
Level 16: Embrace of Fire -- RechRdx-I(A)
Level 18: Vines -- UnbCns-EndRdx/Hold(A), UnbCns-Hold/Rchg(19), UnbCns-Acc/Hold/Rchg(19), UnbCns-Acc/Rchg(21), UnbCns-Dam%(21)
Level 20: Spirit Ward -- Prv-Absorb%(A)
Level 22: Spore Burst -- FrtHyp-Sleep/Rchg(A)
Level 24: Hover -- LucoftheG-Def/Rchg+(A)
Level 26: Carrion Creepers -- Bmbdmt-Acc/Dam/Rech(A), Bmbdmt-+FireDmg(27), Artl-Acc/Dam/Rech(27), PstBls-Dam%(34), JvlVll-Dam%(37), TraoftheH-Dam%(40)
Level 28: Consume -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(31), Arm-Acc/Rchg(31), Arm-Dmg/EndRdx(43), Arm-Dam%(45)
Level 30: Rune of Protection -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31)
Level 32: Fly Trap -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-EndRdx/Dmg/Rchg(33), SlbAll-Build%(34), TchofLadG-%Dam(34)
Level 35: Blazing Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Dmg/EndRdx/Acc/Rchg(36), GldJvl-Dam%(36), StnoftheM-Dam%(37), Apc-Dam%(37)
Level 38: Blaze -- Apc-Dmg(A), Apc-Dmg/Rchg(39), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(40), GldJvl-Dam%(40)
Level 41: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(42), PstBls-Dmg/EndRdx(42), PstBls-Dam%(42), JvlVll-Dam%(43), Bmbdmt-+FireDmg(43)
Level 44: Fire Shield -- ResDam-I(A), HO:Ribo(45)
Level 47: Rain of Fire -- SprFrzBls-Acc/Dmg/Rchg(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(48), SprFrzBls-Dmg/EndRdx(48)
Level 49: Melt Armor -- AnlWkn-Acc/Rchg(A), AchHee-ResDeb%(50)
Level 1: Domination 
Level 1: Brawl -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(50)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 49: Quick Form 
Level 50: Musculature Radial Paragon 
------------

 

Edited by Onlyasandwich
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Plant/Fire is one of the most classic high damage Dominator combos. The comparable Controller set, Thermal, is a support set that provides healing and buffs/debuffs, but not a lot of damage. Based on what you're looking for, you'll probably be happiest with Plant/Fire Dominator.

 

 

I didnt have a chance to look through your build closely, but I notice there's a lot of opportunity for improved Defense. Here's a generic Plant/Fire Dom build you can reference for comparison that would give you capped Slash Lethal and Ranged defense when comboed with low ebbs of Destiny Barrier. I don't think its perfect, but may help you with ideas.

 

I'm unsure this is the current optimal slotting for Carrion Creepers and a few other powers, but I think this is close.

 

The Dominator +damage ato proc here is in Roots, which assumes an AoE focused approach. Roots is an excellent AoE blast in its own right and worth spamming.

 

 

image.thumb.png.371af7b9f1e8598f577b5323560f9ac4.png

 

 

This Villain build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/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: Concealment
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(5), BslGaz-EndRdx/Rchg/Hold(5)
Level 1: Flares -- Empty(A)
Level 2: Roots -- PstBls-Dam%(A), SprAscoft-Rchg/+Dmg%(7), PstBls-Acc/Dmg/EndRdx(23), PstBls-Acc/Dmg(23), PstBls-Dmg/Rchg(25), PstBls-Dmg/EndRdx(25)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 6: Fire Breath -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(13), PstBls-Acc/Dmg(15), PstBls-Dmg/EndRdx(15), PstBls-Dmg/Rng(17)
Level 8: Seeds of Confusion -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(9), CrcPrs-Acc/Rchg(11), CrcPrs-Acc/Conf/Rchg(11), CrcPrs-Conf/Rchg(17), CrcPrs-Conf(46)
Level 10: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(27), SprWntBit-Acc/Dmg/EndRdx(34), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(39)
Level 12: Spore Burst -- CaloftheS-Heal%(A)
Level 14: Boxing -- Empty(A)
Level 16: Embrace of Fire -- RechRdx-I(A)
Level 18: Vines -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-Rchg/Hold(19), BslGaz-EndRdx/Rchg/Hold(21)
Level 20: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(21)
Level 22: Stealth -- LucoftheG-Def/Rchg+(A)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), Rct-ResDam%(42)
Level 26: Carrion Creepers -- IceMisTrmt-+ColdDmg(A), TraoftheH-Dam%(27), PstBls-Dam%(43), Bmbdmt-+FireDmg(46), Rgn-Acc/Rchg(46), Rgn-Acc/Dmg/Rchg(50)
Level 28: Consume -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(29), PreOptmz-EndMod/Rech(29), PreOptmz-EndMod/Acc/End(31), PreOptmz-EndMod/Acc/Rech(31), PreOptmz-EndMod/End/Rech(31)
Level 30: Weave -- LucoftheG-Def/Rchg+(A)
Level 32: Fly Trap -- ExpRnf-+Res(Pets)(A), ExpRnf-EndRdx/Dmg/Rchg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg(34), ExpRnf-Acc/Rchg(34)
Level 35: Blazing Bolt -- GldJvl-Dam%(A), StnoftheM-Dam%(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Acc/Dmg(36), StnoftheM-Dmg/EndRdx(37), StnoftheM-Dmg/ActRdx/Rchg(37)
Level 38: Blaze -- Apc-Dam%(A), Apc-Dmg/EndRdx(39), Apc-Acc/Rchg(39), Apc-Acc/Dmg/Rchg(40), Apc-Dmg/Rchg(40), GldJvl-Dam%(40)
Level 41: Sleet -- RechRdx-I(A)
Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(45)
Level 47: Ice Storm -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(48), Artl-Acc/Dam/Rech(48), Artl-Dam/Rech(48), Artl-Dam/End(50), Artl-Acc/Dam(50)
Level 49: Hibernate -- RechRdx-I(A)
Level 1: Domination 
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx/Rchg(42), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/Rchg(43)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(7), NmnCnv-Regen/Rcvry+(45)
Level 1: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(3), PwrTrns-EndMod(13)
Level 49: Quick Form 
Level 50: Musculature Core Paragon 
------------

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Edited by oedipus_tex
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Thank you for sharing the excellent build, @oedipus_tex! I will comb through it for slotting strategies to adapt into mine.

 

I do understand the basic difference between the Fire sets at play here. Perhaps a better way to state my question is which one is a more interesting synergy with the primary. My goal of absolute damage is relative to the AT involved.

 

I have pretty firmly decided that Plant/Fire dom will be a much better choice, in any case. /Fire on controllers doesn't really offer anything particularly compelling to this thematic combo other than a nicer version of melt armor and a good regen debuff for AVs.

 

This build does indeed forego many defense opportunities! That is intentional. I'm certain that going with higher defense would be smoother play, but am dropping all pretense of caring about defense here in order to grab every drop of damage possible. I have plenty of softcap builds and am itching to drop the shackles of those defense set bonuses! My hope is that Plant's powerful controls on a dom will be enough to stay alive with careful application.

 

This build is also married to Fire epic for thematic reasons.

 

@Carnifax did some great testing on Carrion Creepers regarding optimal proc slotting, and I thought it would be useful to share here as well for any who might be interested:

 

  

1 hour ago, Carnifax said:

I used my Parser to test procs of different types in Creepers. General ranking is : Damage procs > Controller purple proc > Immob Proc >> Slow procs >> KB Procs

 

On an 8 man council (Creeper Patch + Creeper Vines)

Bombardment (Dam) : 161 + 57 = 218
Explosive Strike (KB) : 22 + 15 = 37
Impeded Swiftness (Slow) : 32 + 55 = 87
Javelin Volley (Dam) : 161 + 69 = 230
Posi's Blast (Dam) : 175 + 62 = 237
Trap of the Hunter (immob) : 132 + 0 = 132

 

The controller proc acts like an Immob proc here (because the only control Creepers do is immob) but it has a higher proc rate. It's also part of an excellent set so I personally don't break it. 

 

So proc wise, the best slotting I've found is Posi's Blast + Javelin Volley + Bombardment + Trap of the Hunter and then two random Acc/Dam/Recharge IOs (one of them can be Bombardment for 5% range on cones). My Plant Stormie thus has Bombardment Acc/Dam/Recharge, Bombardment proc, Artillery Acc/Dam/Recharge, Posi's Blast proc, Javelins Volley Proc, Trap of the Hunter proc. 

 

Note that the Grav Anchor purple immob proc would be pretty nice on Creepers too if you wanted one that would hold things (on things in the patches, they won't trigger from Vine attacks). 

 

I also like Achilles Heel in Fly Trap but that's up to you really. 

 

As a result, I've come to the following slotting as pretty optimal:

  • Bombardment Acc/Dam/Rech, Bombardment Proc.
  • Ragnarok Acc/Dam/Rech +5'd
  • Posi Proc, Javelin Proc, Trap of the Hunter Proc.

 

Edited by Onlyasandwich
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2 hours ago, Onlyasandwich said:

This build does indeed forego many defense opportunities! That is intentional. I'm certain that going with higher defense would be smoother play, but am dropping all pretense of caring about defense here in order to grab every drop of damage possible. I have plenty of softcap builds and am itching to drop the shackles of those defense set bonuses! My hope is that Plant's powerful controls on a dom will be enough to stay alive with careful application.

 

 

That's a noble goal. I think grabbing damage is important, and to an extent your plan will work.

 

I think what you'll also find is that Controls that aren't backed by Defense can hem you in and actually lower your kill rate. Most Dominators reach a point during battle when it makes sense to abandon the current pack of enemies and head toward the next one while a few are still alive. Melee characters do this all the time without thinking about it. That's the moment you probably want Defenses for, so you don't get stuck having to finish off every member of a pack or expend a valuable control power before proceeding.

 

Dominators don't have a lot of healing, regen, or debuff to fall back on. They have control powers, and decent modifiers. Other than that they are one of the most vulnerable classes in the game. Even the best permadoms with lots of Defense tend to die with frequency just because of lucky rolls from enemies. Even if you decide not to go for full cap, I think at least reaching a threshold around 32.5 defense to Ranged is helpful. If you happen to take an APP that has a Slash/Lethal armor, hitting at least those values for that armor is helpful too. Remember, dying on a Dominator sucks. You can't just get back up and start blasting again. You have to rebuild the Dom bar to try to achieve momentum again. In some difficult content you can even find yourself locked out of Domination for long periods while you try to regain your footing.

 

I do think your character will be fun to play either way. Best of luck on your journey.  

Edited by oedipus_tex
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TA in all forms is definitely fun! This character is more about optimizing for this specific theme, which is Plants and flamey stuff. Dom Plants/Fiery is definitely where I am. : )

 

@DreadShinobi provided some really useful insight on my Seeds slotting, and I've updated that in the OP. On a perma-dom, no real use for the contagious confusion proc, as domination will handle boss magnitude anyhow! I'm also not chasing ranged D, so even less motivation to hit that purple set.

 

As a result, I can get even more damage swapping to 5 piece Malaise + caco proc. This does eat a small amount of global recharge. I'm considering whether it would then be worthwhile to swap my posi slotting in Fire Breath to 5 piece Rag. It would lose a damage proc, but juice up recharge a bit more, along with some more global acc. The knockdown proc isn't necessarily a waste either. I might first just try running with recharge totals as is to see how close to the wire it feels for perma-dom.

 

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  • 1 month later
On 2/19/2022 at 2:10 AM, oedipus_tex said:

Plant/Fire is one of the most classic high damage Dominator combos. The comparable Controller set, Thermal, is a support set that provides healing and buffs/debuffs, but not a lot of damage. Based on what you're looking for, you'll probably be happiest with Plant/Fire Dominator.

 

 

I didnt have a chance to look through your build closely, but I notice there's a lot of opportunity for improved Defense. Here's a generic Plant/Fire Dom build you can reference for comparison that would give you capped Slash Lethal and Ranged defense when comboed with low ebbs of Destiny Barrier. I don't think its perfect, but may help you with ideas.

 

I'm unsure this is the current optimal slotting for Carrion Creepers and a few other powers, but I think this is close.

 

The Dominator +damage ato proc here is in Roots, which assumes an AoE focused approach. Roots is an excellent AoE blast in its own right and worth spamming.

 

 

image.thumb.png.371af7b9f1e8598f577b5323560f9ac4.png

 

 

This Villain build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/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: Concealment
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(3), BslGaz-Rchg/Hold(5), BslGaz-EndRdx/Rchg/Hold(5)
Level 1: Flares -- Empty(A)
Level 2: Roots -- PstBls-Dam%(A), SprAscoft-Rchg/+Dmg%(7), PstBls-Acc/Dmg/EndRdx(23), PstBls-Acc/Dmg(23), PstBls-Dmg/Rchg(25), PstBls-Dmg/EndRdx(25)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(9)
Level 6: Fire Breath -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(13), PstBls-Acc/Dmg(15), PstBls-Dmg/EndRdx(15), PstBls-Dmg/Rng(17)
Level 8: Seeds of Confusion -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(9), CrcPrs-Acc/Rchg(11), CrcPrs-Acc/Conf/Rchg(11), CrcPrs-Conf/Rchg(17), CrcPrs-Conf(46)
Level 10: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(27), SprWntBit-Acc/Dmg/EndRdx(34), SprWntBit-Acc/Dmg/Rchg(37), SprWntBit-Dmg/EndRdx/Acc/Rchg(39)
Level 12: Spore Burst -- CaloftheS-Heal%(A)
Level 14: Boxing -- Empty(A)
Level 16: Embrace of Fire -- RechRdx-I(A)
Level 18: Vines -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-Rchg/Hold(19), BslGaz-EndRdx/Rchg/Hold(21)
Level 20: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(21)
Level 22: Stealth -- LucoftheG-Def/Rchg+(A)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), Rct-ResDam%(42)
Level 26: Carrion Creepers -- IceMisTrmt-+ColdDmg(A), TraoftheH-Dam%(27), PstBls-Dam%(43), Bmbdmt-+FireDmg(46), Rgn-Acc/Rchg(46), Rgn-Acc/Dmg/Rchg(50)
Level 28: Consume -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(29), PreOptmz-EndMod/Rech(29), PreOptmz-EndMod/Acc/End(31), PreOptmz-EndMod/Acc/Rech(31), PreOptmz-EndMod/End/Rech(31)
Level 30: Weave -- LucoftheG-Def/Rchg+(A)
Level 32: Fly Trap -- ExpRnf-+Res(Pets)(A), ExpRnf-EndRdx/Dmg/Rchg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg(34), ExpRnf-Acc/Rchg(34)
Level 35: Blazing Bolt -- GldJvl-Dam%(A), StnoftheM-Dam%(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Acc/Dmg(36), StnoftheM-Dmg/EndRdx(37), StnoftheM-Dmg/ActRdx/Rchg(37)
Level 38: Blaze -- Apc-Dam%(A), Apc-Dmg/EndRdx(39), Apc-Acc/Rchg(39), Apc-Acc/Dmg/Rchg(40), Apc-Dmg/Rchg(40), GldJvl-Dam%(40)
Level 41: Sleet -- RechRdx-I(A)
Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(45)
Level 47: Ice Storm -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(48), Artl-Acc/Dam/Rech(48), Artl-Dam/Rech(48), Artl-Dam/End(50), Artl-Acc/Dam(50)
Level 49: Hibernate -- RechRdx-I(A)
Level 1: Domination 
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx/Rchg(42), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/Rchg(43)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(7), NmnCnv-Regen/Rcvry+(45)
Level 1: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(3), PwrTrns-EndMod(13)
Level 49: Quick Form 
Level 50: Musculature Core Paragon 
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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|-------------------------------------------------------------------|

Am using this build,and having fun with it. So...THANK  YOU.

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