Fire/Ice Dominator guide
Ice:
Ice Bolt: (*). Rating kinda irrelevent cause its mandatory. Still, a useful power with good range and a nice (though hard to notice by itself) secondary effect. I slot with a single Acc.
Ice Sword: (3/5). Good power in terms of cost and DPS but it puts you into melee, which you'll generally want to avoid, and is single target. Ice Sword Circle (below), though more costly, is a PBAoE that does about the same damage. Still, at lvl 4 it's either this or Ice Sword Circle, and I'll tell you I spent 30 levels wishing I'd taken the single target sword rather than the "kill me now" Ice Sword Circle. If you do take this power I'd slot minimally (1 or 2 Acc, 1 - 3 Dam).
Ice Sword Circle: (3/5). As I alluded earlier, this is one of your 2 realistic choices for a power at lvl 4, and I went this route because I thought doing damage to multiple enemies is generally better than to a single one. Well, from 4 - 34 this really is not at all true. But it is situationally useful, and after your imps have grabbed aggro, much more so. I slotted 2 Acc/ 3 Dam.
Ice Blast (4/5): Your main attack power for most of the game. Good range, good damage, not to pricey in terms of end. Slot with 2 Acc and 3 Dam and maybe a redux.
Power Boost (5/5): The reason you took ice as a secondary. Take it, slot it (3 recharge) and use it often. Again, I'll just note that aside from making you a controllery diety, it also boosts things like Heal Other to obnoxious levels, and has great synergy boosting the slow effects of all your attacks.
Frost Breath (3/5). I skipped it. On the one hand, more damage is good; on the other if you solo, you'll want to pick things off one at a time; if you team a lot you won't want the aggro this cone will create. If you do pick it up I'd slot 1 or 2 Acc and 3 Dam.
Chilling Embrace (4/5): I power I learned to love on my Ice Tank. Chilling Embrace is a toggle that slows and debuffs (-dam) all enemies with a decent radius. Its good out of the box, but turns awesome when you boost it (mobs running toward you/away VERY slowly :-). Its also much easier on end than hot feet (by a magnitude of 10 if hero planner is to be believed). Slot with an end redux and then some slows if you've the slots.
Greater Ice Sword: (4/5). A big spikey sword. By now you'll have imps, so any damage dealt by you is gravy, but how can you not want a big spikey sword? 2 Acc and 3 Dam and maybe a recharge for slotting.
Bitter Ice Blast: Just as with Greater Ice Sword, by now you've imps so damage done by you is gravy, but unlike GIS, this one deals it at range, leaving you a bit more comfortable.
Slot 2 Acc and 3 Dam and then maybe a recharge.
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Power pools:
Fitness: Yes, you need stamina. At 20.
Travel pool largely a matter of preference. I went haste/SS for a couple reasons -- you have a bunch of powers with relatively longish recharge times, and haste helps with that (though I find myself not using haste cept before a boss). SS is somewhat useful with CE insofar as ytou can run very quickly by a mob, slowing them with CE (and thus causing aggro) while not having your SS suppressed. This tactic is actually a hangover from my ice tank where it is far more useful. I'll probably drop haste/SS in favor of AS/Flight because of grandville, where SS is a royal pain in the [censored].
I also took heal pool (aid other/aid self) for a few reasons. First, because if you are in a team, the heal always helps. And if you aren't, you can always heal your imps (they appreciate it). Second, because, as I mentioned, a power boosted heal can make people say "who just healed me for a billion points?????" And of course, a power boosted self heal can save your bacon.
I could definitely see use value in stealth pool (invisible imps), even some in leadership pool.
Pre-33 tactics:
If you are on a team, just be careful! Do NOT aggro whole spawns (which I why I say don't even take fire cages til post 33) -- your main task is neutralizing inconvenient enemies (mages, spec ops, nulls, etc) and picking off single enemies as you are able.
If solo, you'll need to divide and conquer. Char will take out 1; if you use the single target immob wisely you can normally use it to neutralize a second. The third you just kill. Then proceed to kill the other 2 (keeping one held). Remember that most enemies do far more damage in melee than ranged, and use your single target immob to your advantage.
Flashfire, once slotted and boosted, can be a great way to open a fight. But do remember than mobs seem to like being disoriented less than being damaged and will go after you when able (thats why you should boost it first).
Bonfire is great solo, as it can be made perma easily and is a great soft control. Bouncing mobs cannot attack you.
Post-33:
After you get your imps slotted, your core strategies won't change much -- you'll just have 3 little damage balls eating mobs all the time to help you do it. If you team, try to make sure they don't over-aggro the whole map, but boosted flashfire mixed with holds are still going to be your bread and butter. Now however, you'll be able to use Chilling Embrace more offensively, and run into the mobs (post flashfire) to slow them down to a crawl. Follow up with attacks (like ice sword circle and GIS) but let your pets take the heat -- they are replaceable and do not cause debt.
All in all, fire/ice is a very balanced and fun set to play, and you can take down any kind of enemy without too much of a problem. Yes, some EB's (particularly those with good AoEs) will put the smackdown on you. But you'll be more than able to solo very effectively, and be a very useful team member to boot. I hope you've enjoyed this humble guide, and of course feedback is welcome.
Build:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: nonsequitar
Level: 41
Archetype: Dominator
Primary: Fire Control
Secondary: Icy Assault
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01) --> Char==> Acc(1)EndRdx(3)Hold(3)Hold(5)Rechg(5)Rechg(7)
01) --> Ice Bolt==> Acc(1)Slow(9)
02) --> Fire Cages==> Acc(2)Immob(9)
04) --> Ice Sword Circle==> Acc(4)Dmg(7)Dmg(15)Acc(29)Dmg(37)
06) --> Air Superiority==> Acc(6)
08) --> Hurdle==> Jump(8)
10) --> Ice Blast==> Acc(10)Dmg(11)Dmg(11)Dmg(13)Acc(13)
12) --> Flashfire==> Acc(12)Acc(15)DisDur(19)DisDur(19)Rechg(29)Rechg(31)
14) --> Fly==> EndRdx(14)
16) --> Power Boost==> Rechg(16)Rechg(17)Rechg(17)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Cinders==> Acc(22)Hold(23)Hold(23)Acc(25)Rechg(25)Rechg(27)
24) --> Aid Other==> Heal(24)Heal(27)Heal(34)
26) --> Bonfire==> Rechg(26)
28) --> Chilling Embrace==> EndRdx(28)Slow(31)Slow(40)
30) --> Aid Self==> Heal(30)IntRdx(31)Heal(34)
32) --> Fire Imps==> Acc(32)Dmg(33)Dmg(33)Dmg(33)Acc(34)Rechg(37)
35) --> Greater Ice Sword==> Acc(35)Dmg(36)Dmg(36)Dmg(36)Acc(37)EndRdx(40)
38) --> Bitter Ice Blast==> Acc(38)Dmg(39)Dmg(39)Dmg(39)Acc(40)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Domination==> Empty(1)
02) --> Rest==> Empty(2)
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I hate it when someone posts such a good guide that I am forced to make another alt.
DAMN YOU GEEZER!
Nice guide. How come you slot your imps with a recharge? I find it's almost always back up when I need them again so wouldn't it be a better slot somewhere else? Have you picked a patron yet and why?
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Nice guide. How come you slot your imps with a recharge? I find it's almost always back up when I need them again so wouldn't it be a better slot somewhere else? Have you picked a patron yet and why?
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Thanks. The recharge is because in larger teams the imps tend to die fairly quickly (even with the heal -- in larger teams I tend to heal teammates and let the imps die), so with a recharge I can replenish them a bit more often. But certainly its a slot that you could could put elsewhere if you chose -- I didn't have anything better to use it for at the time.
As far as PPPs, I'm still at 40 so this is speculative, but the plan is Scirroco (finished the arc already):
41: power sink (is it essential? no; but I go through quite a bit of endurance and know that power sink is a great power, particularly when boosted I think it can be a weapon as well as a buff) -- will slot with recharge and end mod 3/3
44: charged armor (armor is always useful) 3 res
47: summon guardian (because one can never have too many pets running amok) (1 Acc 3 Dam? 2 recharge)
49: since I'll almost certainly be specing out haste for flight pool in light of grandville, probably haste back here.
Alternately you could go with Mako -- waterspout should have awesome synergy with flashfire. I wanted the endurance buff so went Scirroco, but was very very close to going with Mako. In that case I'd of gone waterspout/armor/pet.
Cheers!
very nice guide. I can immediately see how my fire/ice is going to differ however. This seems to be a very range oriented build and I really wanna get into the thick of things with my imps. Similar to ice/fire with artic air hot feet is actually a fantastic damage mitigator for a few reasons, #1 dead enemies don't cause damage, the -recharge on hotfeet is great, finally enemies get the heck out of the way (avoiding melee). Its also nice after flashfire sans fire cages to keep them huddled up (due to the movement slow), then wammo ice sword circle.
I can also see why you slotted a recharge in imps, they aren't very durable. With Ice/ jack seemed more durable but really started to take a bad beating in the post 40 world. I can only imagine how tough it is with imps.
Again great guide, but I personally love hot feet, ice sword and ice sword circle. To each their own!
One more comment, chilling embrace for dominators does not do -res, just -movement -recharge.
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One more comment, chilling embrace for dominators does not do -res, just -movement -recharge.
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AH right you are -- I didnt check that closely enough and presumed it carried over from the ice tank set, but you are quite right.
And I guess I'd call the build more mixed than ranged as such (post 33 that is); in order for CE to do anything at all you kinda have to mix it up with the monkeys after letting them grab aggro.
Actually, when solo I normally pull into a bonfire, let the monkeys start eating, then follow up with melee and ranged.
Thanks for the feedback ShrikeX; you are quite right that hotfeet is a viable choice -- its also much more expensive and I didnt see enough payoff for that trade myself, but it does have a couple advantages. I still think having both HF and CE is unnecessary but again I've seen toons with both who were very happy about it. Thoses of you who fancy PvP can imagine the wonders of stacked slow toggles -- every stone brute/tank would hate you :-)
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the -recharge on hotfeet is great
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I'm pretty sure Hot feet only debuffs movement speed, not recharge. The battle spam will report that it slows their recharge, but it isn't actually one of its effects as far as I know. That said I've never actually bothered to specifically test for it, and the 'fleeing effect' of course effectively reduces their attack rate as it were anyway as they aren't attacking when they are running (slowly) away from you.
Oh nice guide though by the way
Ya, that's what I had always heard. The Prima guide seems to agree.
Phantom Rose: Ill / Kin / Psi
Soleau: Ice / Icy / Ice / Core: Ice / Fire / Pyre / Wind / Eclipse / Flare / Corona
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Solo Space
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Chilling Embrace (4/5): I power I learned to love on my Ice Tank. Chilling Embrace is a toggle that slows and debuffs (-dam) all enemies with a decent radius. Its good out of the box, but turns awesome when you boost it (mobs running toward you/away VERY slowly :-). Its also much easier on end than hot feet (by a magnitude of 10 if hero planner is to be believed). Slot with an end redux and then some slows if you've the slots.
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As mentioned we don't get the -Dmg but we do have a higher -Recharge than Tanks and Blasters.
Also, to clarify the END costs. Hot Feet costs 2.08 every 2 seconds while CE is .13 every .5. In EPS terms, it comes out as follows:
Hot Feet: 1.04
Chilling Embrace: .26
Still a significant difference, but it's not that bad.
Phantom Rose: Ill / Kin / Psi
Soleau: Ice / Icy / Ice / Core: Ice / Fire / Pyre / Wind / Eclipse / Flare / Corona
---------------
Solo Space
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One more comment, chilling embrace for dominators does not do -res, just -movement -recharge.
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Oh are you sure?
I thought that was just blasters that didn't get the -dmg?
Also on the CE topic, isn't it worth it to stack hot feet + chilling embrace? I mean to slow more with less enhancements, ofc that costs a power slot + some end.
But CE + hot feet (or artic air for ice primary) seemed like nifty combos to me (haven't tried though).
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One more comment, chilling embrace for dominators does not do -res, just -movement -recharge.
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Oh are you sure?
I thought that was just blasters that didn't get the -dmg?
Also on the CE topic, isn't it worth it to stack hot feet + chilling embrace? I mean to slow more with less enhancements, ofc that costs a power slot + some end.
But CE + hot feet (or artic air for ice primary) seemed like nifty combos to me (haven't tried though).
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I did try this at one point, but CE by itself more or less floors movement for most mobs, so the hugely more expensive addition of hotfeet did not seem worth it to me.
Again, I know others run both so YMMV, but I thought the slot better used elsewhere.
not a bad guide, although it's not how I would build my fire/ice, well it's not how I built my fire/ice.
fire/ice has very good dmg, imps, with some decent AOEs. and power boost makes your control stick a bit bettter and allows you to get those AOEs off.
I got both breathe and ice sword circle with hotfeet. While breathe is really not that strong, it gets the job done. you gotta make dues with the AOEs you have. basically battles are usually Power boost, flashfire+cages, or cinders. turn on hotfeet, jump in for the ISC, then pull out for the frost breathe, and jump back in for hot feet, and another ISC.
with imps banging away. That setup is late blooming, so it's better if you respec into it. so go single target early, but I'd go AOE later. when all you slots come in for you control and dmg powers, you're a devastating dmg source. I routinely shine on the team I'm on in aoe dmg and control.
Firecages and bonfire actually go good together for a bit. there's a long duration of -kb in fire cages, towards the end of it's duration it goes away though...but it is possible to spam bonfire with fire cages for some very impressive dmg...very costly though, you have to keep on top of the cages or the KB happens.
I think a fire/ice dom *should* be more melee oriented; I mean, all of the pieces are there: great PBAoE effects (HF + CE) with a nice ghetto-hold (flashfire+fire cages) out of the box. Ice Sword Circle is some really nice icing on that cake, too. Plus, it's all powerboosted and/or dom'd!? What's not to love?
I was looking at something like this:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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01) --> Char==> Acc(1)Acc(3)Dmg(7)Dmg(19)Dmg(25)
01) --> Ice Bolt==> Acc(1)Acc(5)Dmg(9)Dmg(25)Dmg(27)
02) --> Fire Cages==> Acc(2)Acc(3)EndRdx(9)
04) --> Ice Sword Circle==> Acc(4)Acc(5)Dmg(7)Dmg(15)Dmg(23)EndRdx(31)
06) --> Hurdle==> Jump(6)
08) --> Combat Jumping==> DefBuf(8)
10) --> Ice Blast==> Acc(10)Acc(11)Dmg(11)Dmg(15)Dmg(23)
12) --> Flashfire==> Acc(12)Acc(13)Rechg(13)Rechg(19)Rechg(27)
14) --> Super Jump==> Jump(14)
16) --> Power Boost==> Rechg(16)Rechg(17)Rechg(17)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Aid Other==> Heal(22)Heal(29)Heal(40)Rechg(40)
24) --> Aid Self==> Heal(24)Heal(29)Heal(37)
26) --> Acrobatics==> EndRdx(26)EndRdx(37)
28) --> Chilling Embrace==> EndRdx(28)
30) --> Hot Feet==> EndRdx(30)EndRdx(31)EndRdx(31)Dmg(34)Dmg(34)Dmg(34)
32) --> Fire Imps==> Acc(32)Dmg(33)Dmg(33)Dmg(33)
35) --> Greater Ice Sword==> Acc(35)Acc(36)Dmg(36)Dmg(36)Dmg(37)
38) --> Bitter Ice Blast==> Acc(38)Acc(39)Dmg(39)Dmg(39)Dmg(40)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Domination==> Empty(1)
02) --> Rest==> Empty(2)
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Basically, I think putting hold durations in Char is not as good as putting damages in it. Char and Ring of Fire are decent damage (DoT, but still decent). Maybe have holds in it early on, but once you have imps and nice aoe effects, spamming hold is not needed.
I don't think you can pick a more damage-oriented dominator in the game. /Energy comes close, but who wants to deal with those lame blasts? Sure, TF and Bone Smasher are uber, but Fire Control (for doms and trollers) is all about the damage. Don't try to be controllery with it.
Just my $0.02 worth,
-r0y
"Look how many pages of crap are in this thread already!" -r0y to all threads on these forums.
Hah..funny you should post this..I was just thinking about making a fire/Ice similar to this one.
My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi
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Nice guide. How come you slot your imps with a recharge? I find it's almost always back up when I need them again so wouldn't it be a better slot somewhere else? Have you picked a patron yet and why?
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Thanks. The recharge is because in larger teams the imps tend to die fairly quickly (even with the heal -- in larger teams I tend to heal teammates and let the imps die), so with a recharge I can replenish them a bit more often. But certainly its a slot that you could could put elsewhere if you chose -- I didn't have anything better to use it for at the time.
As far as PPPs, I'm still at 40 so this is speculative, but the plan is Scirroco (finished the arc already):
41: power sink (is it essential? no; but I go through quite a bit of endurance and know that power sink is a great power, particularly when boosted I think it can be a weapon as well as a buff) -- will slot with recharge and end mod 3/3
44: charged armor (armor is always useful) 3 res
47: summon guardian (because one can never have too many pets running amok) (1 Acc 3 Dam? 2 recharge)
49: since I'll almost certainly be specing out haste for flight pool in light of grandville, probably haste back here.
Alternately you could go with Mako -- waterspout should have awesome synergy with flashfire. I wanted the endurance buff so went Scirroco, but was very very close to going with Mako. In that case I'd of gone waterspout/armor/pet.
Cheers!
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Is Hibernate from the Mako PPP any good? I thought it would fit thematically and by the description seems pretty handy (and awfully similar to an ability in a certain other MMO that shall not be named lest we summon the creatures known as Norris and Jenkins.).
This is my build. I haven't even started playing the character yet (DOWNLOAD PATCH! DOWNLOAD!) so it'd probably get some tweaking down the road.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Lucien 2: Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Icy Assault
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Flight
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Char -- Acc(A), Hold(5), Hold(7), Dmg(17), Dmg(25)
Level 1: Ice Bolt -- Acc(A), Acc(3), Dmg(9), Dmg(17), Dmg(27)
Level 2: Ice Sword -- Acc(A), Acc(3), Dmg(7), Dmg(19), Dmg(27)
Level 4: Ice Sword Circle -- Acc(A), Acc(5), Dmg(9), Dmg(19), Dmg(29)
Level 6: Swift -- Flight(A)
Level 8: Aid Other -- Heal(A), Heal(43), Heal(43)
Level 10: Ice Blast -- Acc(A), Acc(11), Dmg(11), Dmg(13), Dmg(29)
Level 12: Flashfire -- Acc(A), Acc(13), Dsrnt(34), Dsrnt(36), RechRdx(37), RechRdx(37)
Level 14: Aid Self -- Heal(A), IntRdx(15), Heal(15), Heal(42)
Level 16: Health -- Heal(A)
Level 18: Power Boost -- RechRdx(A), RechRdx(31), RechRdx(31)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Cinders -- Acc(A), Acc(23), Hold(23), Hold(25), RechRdx(31), RechRdx(46)
Level 24: Air Superiority -- Acc(A)
Level 26: Fly -- Flight(A), Flight(42)
Level 28: Chilling Embrace -- EndRdx(A), Slow(37), Slow(43)
Level 30: Smoke -- ToHitDeb(A)
Level 32: Fire Imps -- Acc(A), Acc(33), Dmg(33), Dmg(33), Dmg(34), RechRdx(34)
Level 35: Ice Slash -- Acc(A), Dmg(36), Dmg(36), Dmg(40), RechRdx(42)
Level 38: Bitter Ice Blast -- Acc(A), Acc(39), Dmg(39), Dmg(39), Dmg(40), RechRdx(40)
Level 41: Water Spout -- Dsrnt(A)
Level 44: Shark Skin -- ResDam(A), ResDam(45), ResDam(45), EndRdx(45), EndRdx(46), EndRdx(46)
Level 47: Summon Coralax -- Acc(A), Acc(48), Dmg(48), Dmg(48), Dmg(50), RechRdx(50)
Level 49: Hibernate -- RechRdx(A), RechRdx(50)
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Level 1: Brawl -- Dmg(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Domination
He's slotted based on SOs.
I'm adding this guide for variety, and because there just aren't many fire/ice dom builds out there. I also hope to make a few observations that have helped me play and thoroughly enjoy doms as an AT.
Preface: This is not a basic introduction to the dom AT -- if you want that look elsewhere; there are plenty good ones. I assume you know that a dom is not a troller or a blaster or a hybrid twixt the two but rather a unique set in and of itself. I also assume you know what domination is and does. I'll also add that I've never understood the idea that dom's are deficient in any way -- my fire/ice dom solo's relentless handily and is very useful on teams.
Introduction:
Why fire/ice? Imps and control.
Fire:
All the dom primaries have essentially similar powers -- at least one single target hold, at least one (normally two) immobs, an AoE hold, one misc control (sleep or confuse or disorient) and one soft control (knockdown, etc). All except mind have a pet at 32 (and mind's aoe confuse makes up for that). The main difference between fire and other primaries is that imps are very simple creatures -- their aptitude for damage is unmitigated with attempts to help you control. And they have GREAT aptitude for damage.
Ice:
Ice is a great secondary for several reasons, the biggest of which is power boost, which as I'm sure you know, greatly increases the effects of all your controllery powers (holds, immobs, slows, disorients, even heals). Power boost is what lets your imps shine -- with it you won't need any help controlling mobs, and you can let the imps do their job. More, with power boost on, your slow toggle (via Chilling Embrace) changes from noticeable to devastating.
On to the powers! I'll just rate and put a small description next to each.
Primary powers:
Ring of Fire (4*/5): Underrated power. Up until about 32 I used this power all the time for damage mitigation. How can a single target immob be used for damage mitigation? Easy. Immob a mob and then back around a corner. If it can't see you it can't hit you. This power has a bonus to acc and a good immob length out of the box. If you use it with power boost, you won't need more than 1 acc in it. Also useful for pvp because single target immobs have higher effectivity than aoe immobs.
I did eventually spec it out in favor of fire cages post 33, partially because you'll be teaming with other classes who have lots of aoes and the aoe immob is useful in those scenarios, and because the imps will help diffuse any aggro (by killing everything) you'd have gotten using an aoe immob.
Char: (5/5). Standard wonderful single target hold. I like the standard 2 acc/2 hold/ 2 recharge slotting.
Fire cages: (3/5). See above discussion concerning immobs. Useful later in the game, death sentence earlier than that. Slot with an Acc or two.
Smoke: (3/5). A useful power that I dropped and do not miss. The great part is that it does not cause aggro, and applies a nice debuff. This power is more useful with bigger teams, and less useful in smaller teams or solo. If you did get it I'd slot with a tohit debuff and not much else.
Hot Feet: (2/5). Not a bad power, but an endurance hog, and redundant with Chilling Embrace. I have seen people who run both, and I tried it on test, but did not feel like running both really added much, so I dropped it. If you were going to get it I'd slot with at least 1 end redux.
Flashfire: (5/5). Great power, even more so if combined with Fire Cages. Don't be bummed by its lackluster performance at first -- when slotted and power boosted, it rocks! Slot a standard 2 Acc/2 Disorient/2 Recharge.
Cinders (4/5). Good power -- effectively similar to flashfire but with a longer recharge (and alas no, they don't stack: flashfire is disorient and cinders is a hold). Standard 2 Acc/2 Hold/2 Recharge slotting.
Bonfire (3*/5). Great but situational power. Awesome knockback -- note that it is knockback and not knockdown, and this can really tick off teammates if used incorrectly. 3 situations in which this power shines: 1) pin a boss or whatever in a corner; 2) protect the squishies; 3) escape valve (plant a bonfire behind you when team engages enemies -- if things go very wrong everyone retreats through bonfire).
Fire Imps: (5/5). The reason you picked fire. I cannot possibly stress just how good the imps are. Slotting: I went 2 Acc/3 Dam/1 recharge. I don't think you need a third Acc in there (they rarely miss) and the recharge helps for larger team play when the imps tend to get killed my larger spawns.
One note: the imps do have a tendency to go crazy and over-aggro things. Don't be afraid to release them if they start being too naughty -- you are still a great dom even without them.
Ice next post.