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Fire/Earth/Ice....too many choices!!!!


The_Warpact

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Ok, my newest foray into the world of Domination has led me to a new idea/theme. Hence, Fire and Earth Assault, while attempting the build which is perma, I have found that concessions had to be made to sort of get him to where he is at. There is literally like 10 things that can be thrown at once to really knock some enemies into the twilight zone...flash-fire, smoke, bonfire, fire cages, etc, etc.

But, that's another issue I will figure out through playing the toon, but, hot damn sssooo many choices. Which I figured blast the hell out of the baddies, lock 'em down, hop in and smash them to chewy bits of BBQ deliciousness. In addition I tried to get close on def/res caps for s/l.

Anyways, I have prepared a build, please, look over and let me know if there is anything that can be changed, or that I missed, or just general advice. I did not factor in Incarnate stuff as that is not my way.

 

 

This Villain build was built using Mids Reborn 3.1.1.2
https://github.com/LoadedCamel/MidsReborn

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: Fighting
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Char -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), 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(31)
Level 1: Stone Spears -- Apc-Dmg(A), Apc-Dmg/Rchg(31), Apc-Acc/Dmg/Rchg(31), Apc-Dmg/EndRdx(34), Apc-Dam%(37)
Level 2: Fire Cages -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(7), SprAscoft-EndRdx/Rchg(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(11), SprAscoft-Rchg/+Dmg%(11)
Level 4: Stone Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/Rchg(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Tremor -- SuddAcc--KB/+KD(A), ScrDrv-Dam%(42), Obl-%Dam(42), Arm-Dam%(43)
Level 10: Super Speed -- WntGif-ResSlow(A), BlsoftheZ-ResKB(15)
Level 12: Flashfire -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(40), AbsAmz-Acc/Stun/Rchg(40), AbsAmz-Acc/Rchg(40), AbsAmz-EndRdx/Stun(42)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(17), UnbGrd-ResDam/EndRdx/Rchg(19), StdPrt-ResDam/Def+(19)
Level 18: Hot Feet -- EndRdx-I(A)
Level 20: Heavy Mallet -- Hct-Dmg(A), Hct-Dmg/Rchg(21), Hct-Acc/Dmg/Rchg(21), Hct-Acc/Rchg(25), Hct-Dmg/EndRdx(37)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(23), Ksm-ToHit+(23), Rct-Def/EndRdx(39), Rct-Def(39), Rct-Def/EndRdx/Rchg(39)
Level 24: Smoke -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(25), DarWtcDsp-ToHitDeb/EndRdx(27), DarWtcDsp-Slow%(27)
Level 26: Power Up -- RechRdx-I(A)
Level 28: Seismic Smash -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(34), TchofDth-Dmg/Rchg(36), TchofDth-Acc/Dmg/EndRdx(36), TchofDth-Dmg/EndRdx/Rchg(43), TchofDth-Dam%(46)
Level 30: Bonfire -- SuddAcc--KB/+KD(A), Bmbdmt-Acc/Rech/End(34), Bmbdmt-Acc/Dam/Rech(36), Bmbdmt-Acc/Dam/Rech/End(43)
Level 32: Fire Imps -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-+Res(Pets)(33)
Level 35: Mud Pots -- EndRdx-I(A)
Level 38: Fissure -- SuddAcc--KB/+KD(A), PstBls-Dam%(50), Bmbdmt-+FireDmg(50), JvlVll-Dam%(50)
Level 41: Sleet -- AchHee-ResDeb%(A), IceMisTrmt-Acc/Dam/End(48), IceMisTrmt-Acc/Dam/End/Rech(48), IceMisTrmt-+ColdDmg(48)
Level 44: Frozen Armor -- Rct-Def(A), Rct-Def/EndRdx(45), Rct-EndRdx/Rchg(45), Rct-Def/Rchg(45), Rct-Def/EndRdx/Rchg(46), Rct-ResDam%(46)
Level 47: Hibernate -- Prv-Absorb%(A)
Level 49: Combat Jumping -- 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+(3), Mrc-Rcvry+(3)
Level 1: Hurdle -- Jump-I(A)
Level 1: Stamina -- PrfShf-End%(A), PwrTrns-EndMod(5), PwrTrns-+Heal(5)
Level 10: Speed Phase
------------
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Set Bonus Totals:

  • 13.5% DamageBuff(Smashing)
  • 13.5% DamageBuff(Lethal)
  • 13.5% DamageBuff(Fire)
  • 13.5% DamageBuff(Cold)
  • 13.5% DamageBuff(Energy)
  • 13.5% DamageBuff(Negative)
  • 13.5% DamageBuff(Toxic)
  • 13.5% DamageBuff(Psionic)
  • 11.44% Defense(Smashing)
  • 11.44% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 5.5% Defense(Energy)
  • 5.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 12.38% Defense(Melee)
  • 8% Defense(Ranged)
  • 3% Defense(AoE)
  • +5% Enhancement(Range)
  • +8% Enhancement(Stunned)
  • +8% Enhancement(Held)
  • +8% Enhancement(Confused)
  • +8.8% Enhancement(Terrorized)
  • 6.25% Enhancement(Max EnduranceDiscount)
  • +52% Enhancement(Accuracy)
  • +16% Enhancement(Immobilized)
  • +16% Enhancement(Sleep)
  • +75% Enhancement(RechargeTime)
  • GrantPower Preventive Medicine (10% chance when PreventiveMedicine, if Scourge)
  • 141.2 HP (13.88%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 68.75%
  • MezResist(Held) 68.75%
  • MezResist(Immobilized) 68.75%
  • MezResist(Sleep) 68.75%
  • MezResist(Stunned) 68.75%
  • MezResist(Terrorized) 68.75%
  • 14.5% (0.24 End/sec) Recovery
  • 22% (0.93 HP/sec) Regeneration
  • 35% ResEffect(SpeedFlying)
  • 35% ResEffect(RechargeTime)
  • 35% ResEffect(SpeedRunning)
  • 33% Resistance(Smashing)
  • 33% Resistance(Lethal)
  • 39% Resistance(Fire)
  • 39% Resistance(Cold)
  • 23.25% Resistance(Energy)
  • 23.25% Resistance(Negative)
  • 18% Resistance(Toxic)
  • 18% Resistance(Psionic)

 

 

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Hi there, thanks for sharing your build. So that this post isn't a million lines of text I'm going to concentrate just on the suggestions and not places where the slotting is done well. Hope this is helpful. 🙂

 

 

In general

You're off to a good start. Two things stick out:

 

  • The build is expensive, but you don't actually have permadom. You'll need to grab about +12 extra recharge somewhere to be comfortably there.
    • Alternatively, you can just rely on the +20% bonus from the base bonus menu, which will get you there.
  • Fire/Earth is very heavy on endurance consumption. You're going to want end redux everywhere you can get it or plan to rely on alternative means of recovery.

 

 

 

Char

This power has an unusually short animation time, much faster than the Holds most other Control sets get. For this reason, it is popular to load up this power with damage procs. A sufficiently loaded Char does significant damage, on par with or better than your Assault set powers. 

 

The second most popular slotting option for Holds is x4 Basilisk's Gaze, for the combo of +Recharge and +Ranged defense. I probably wouldn't do that with Fire Control, because the proc option is so delicious, but it's an option if you happen to have the sets or have a specialist role in mind.

 

 

 

Fire Cages

This power also has a very fast animation time. It's less open to proccing, but they aren't bad to have. I recommend putting x5 Positron's Blast here, so that you get damage and a damage proc in the set. This will also provide +6.25% recharge.

 

 

Seismic Smash

This is another proccable power. I am not an expert on slotting it. If you look around the forums you may find some examples. When tricked out it hits incredibly hard. 

 

 

Bonfire

I usually just use 2 slots here. x1 Force Feedback Chance for +100% recharge, and x1 Overwhelming Force KB to KD. The power is autohit, so any Accuracy in it is wasted. If you do enhance it, increase End Redux, Damage, or Recharge, ignore Accuracy.

 

 

Hot Feet

This is a damage aura, and one of your key powers. It should be enhanced for Damage, End Redux and Accuracy. Procs don't help much in auras. If you can afford it, I tend to go with x5 Superior Avalanche.

 

Warning: This power will drain a ton of endurance on a build that is already very endurance heavy. You're going to want to offset the end redux as much as possible.

 

 

Mud Pots

See comments above about Hot Feet, Mud Pots is a damage aura. If you take it (and you probably should given its overlap with Hot Feet) make sure you enhance it for Damage, End Redux, and Accuracy. Procs don't help very much in auras. 

 

 

Sleet and the Ice Pool in General

As strong as Sleet is, unless you are already at end game Incarnate strength where you have Destiny Ageless refilling your blue bar, I think you're going to be happier starting out with an APP that provides some endurance relief. IMO the best option is the Mu pool, for the power Power Sink. Power Sink will refill your bar on demand. It also will crash an enemy's endurance bar, and altho that won't help you out too much solo, you do have Power Up, and the combo of Power Up and Power Sink will drop a same level enemy's bar by 90%, s your Electric Blast friends will appreciate your contribution.

 

Later on, once you've reached incarnate level strength you can reevaluate and see if the Mu Pool still makes sense for you.

 

 

AoE Blast

I noticed you skipped Ice Storm. I would recommend whichever APP you pick, you take the AoE blast. Unlike a lot of other classes, Dominators derive much of their AoE potential from their APP powers. The only AoE I generally skip is the one in Leviathan (because its slow and Water Spout is good on its own).

 

Edited by oedipus_tex
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I'm also interested in trying out a fire / earth / ice dom. The build below seems like a reasonable candidate for endgame play and it might also exemp down fairly well. Layered defenses (defense, resists, absorb from 2 procs) should help survivability. Still, this is a work-in-progress and feedback is welcome and appreciated. As always, if others find useful ideas here, then that would be a welcome outcome. 

 

Edited ... : Put in another winter set combo (in ice storm) and put ragnarok IOs into fire cages. 

 

Earth assault

 

Earth assault powers feel "crunchy" and the single target attacks can hit quite hard. It also provides a good home for unique +recharge force feedback IOs. But, earth assault is an endurance heavy set that requires a melee presence on the ground to operate at full effectiveness; that means taking more aggro and absorbing more heavy melee hits from mobs compared to doms that can be effective while hovering above mobs. Also, key earth assault attack powers tend to animate slower than for multiple other sets. It has so-so DPA for its AOE, as well. Finally, earth assault by default has some difficulty with putting together a smooth single target attack chain.

 

... enter Fire Control

 

To help with these problems, char in fire control provides a quick animating and quick recharging attack that can fill gaps in the single target attack chain. It also offers a place to insert the unique ATO +dmg IO into the single target chain in a way that should lead to many activations. A perma bonfire tends to help melee survivability quite a bit, with a KB-to-KD IO in it. Hot feet and fire cages help to supplement otherwise so-so AOE damage, as well as helping to make staying in melee more survivable. 

 

This Hero 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: Fire Control
Secondary Power Set: Earth Assault
Power Pool: Sorcery
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Ice Mastery

Hero Profile:
Level 1: Char -- HO:Nucle(A), Apc-Dmg/EndRdx(3), GhsWdwEmb-Dam%(3), NrnSht-Dam%(5), GldJvl-Dam%(5), SprAscoft-Rchg/+Dmg%(7)
Level 1: Stone Spears -- HO:Nucle(A)
Level 2: Fire Cages -- Rgn-Dmg(A), Rgn-Dmg/Rchg(27), Rgn-Acc/Dmg/Rchg(33), Rgn-Acc/Rchg(33), Rgn-Dmg/EndRdx(43)
Level 4: Mystic Flight -- WntGif-ResSlow(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx/Rchg(19), SprAvl-Acc/Dmg/Rchg(25)
Level 10: Hurl Boulder -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(11), SprWntBit-Dmg/EndRdx/Acc/Rchg(11), Apc-Dam%(17), FrcFdb-Rechg%(17), OvrFrc-Dam/KB(19)
Level 12: Flashfire -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(13), AbsAmz-Acc/Rchg(13), AbsAmz-EndRdx/Stun(15), AbsAmz-ToHitDeb%(15)
Level 14: Spirit Ward -- Prv-Absorb%(A), Prv-Heal/EndRdx(33)
Level 16: Power Up -- RechRdx-I(A), RechRdx-I(34)
Level 18: Cinders -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(34), BslGaz-EndRdx/Rchg/Hold(34), BslGaz-Acc/EndRdx/Rchg/Hold(36)
Level 20: Heavy Mallet -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/EndRdx(21), SprBlsCol-Dmg/EndRdx/Acc/Rchg(23), SprBlsCol-Rchg/HoldProc(23), TchofDth-Dam%(25)
Level 22: Rune of Protection -- GldArm-3defTpProc(A), GldArm-End/Res(36), GldArm-ResDam(36)
Level 24: Boxing -- Empty(A)
Level 26: Bonfire -- SuddAcc--KB/+KD(A), FrcFdb-Rechg%(27)
Level 28: Seismic Smash -- HO:Nucle(A), Hct-Dmg(29), Hct-Dmg/EndRdx(29), Hct-Dam%(31), UnbCns-Dam%(31), SprEnt-Rchg/AbsorbProc(31)
Level 30: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(45), UnbGrd-ResDam/EndRdx(45), UnbGrd-Rchg/ResDam(45), UnbGrd-Max HP%(46)
Level 32: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(37), Rct-Def(40), Rct-Def/EndRdx(43)
Level 35: Sleet -- RechRdx-I(A), RechRdx-I(37), AchHee-ResDeb%(37)
Level 38: Fissure -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rchg(39), PstBls-Dmg/EndRdx(39), PstBls-Acc/Dmg/EndRdx(39), PstBls-Dam%(40), FrcFdb-Rechg%(40)
Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def/Rchg(42), ShlWal-Def(43)
Level 44: Hoarfrost -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(50), RechRdx-I(50)
Level 47: Ice Storm -- SprFrzBls-Dmg/EndRdx(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(48), RechRdx-I(48)
Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(50)
Level 1: Domination 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(46), Mrc-Rcvry+(46)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(48)
Level 50: Musculature Radial Paragon 
Level 50: Degenerative Core Flawless Interface 
Level 50: Melee Core Embodiment 
Level 50: Ageless Radial Epiphany 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
------------

 

Edited by EnjoyTheJourney
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