Fire/Fire Dom Build
Well, thankfully, there is the option to have "dual builds" which are "two completely seperate builds" from eachother. This means you can have a "pvp build" and a "pve build." Definately one of the best things the dev's have done to this game.
Also...you don't want any "Patron Pool Powers" or what? I'd highly advise taking them, as they're very helpful/good.
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Also...you don't want any "Patron Pool Powers" or what? I'd highly advise taking them, as they're very helpful/good.
[/ QUOTE ]When I started playing, I could not imagine anyone saying this.
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Also...you don't want any "Patron Pool Powers" or what? I'd highly advise taking them, as they're very helpful/good.
[/ QUOTE ]When I started playing, I could not imagine anyone saying this.
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Yup, cause now they're actually quite good
I've researched the Patron Powers a bit more and have decided to replace the teleport powers with Soul Mastery powers for my solo/group build and leave the teleport powers for my PvP build.
Can anyone add some specific insight into my other questions? Please. I'm looking to respect this weekend and was hoping for some guidance. Any help would be highly appreciated.
Thank you kindly.
I've just returned after a 4 year break and have since leveled my Fire / Fire Dom up to 47. After extensive research and a bit of experience under my belt, here's what I have so far:
Incinerate, Smoke, & Bonfire are all out after trying them for awhile and not liking them. 1. Char: I've played with 2 damage enhancements in Char for several levels and haven't seconded guess the decision, until now. Would I benifit that much more by replacing them with 2 accuracy instead (for a total of 3 accuracy). I haven't noticed much of a problem with accuracy but then again I've only had 1 in place this whole time. 2. Fire Breath: Once I found out about cone effects being merged with range enhancements I put 1 in Fire Breath and loved it. So, I put another 1 in there and have liked the added distance as well. However, would I be better suited changed 1 out for another accuracy? 3. Fire Imps: Does the 1 accuracy actually help? If so, should I put more in or is it good with just 1? 4. Health: Does health benefit enough as is with only 1 slot or should I put more in? The difference didn't seem like much but again, I only know so much about the overall picture. 5. Patron Pool Powers: They didn't impress me but I haven't tried any so I'm only skipping them based on what I've read. This is a theme character and none of the patron powers impressed me on what they do and how they would fit into the concept. Any thoughs for a conceptual fire / fire dom? 6. Teleportation: These were chosen at the end as a lack of anything better to choose plus I guess it helps in PvP, which I don't do a lot of but things could change. Even in PvE I like the idea of pulling a single foe out of a crowd, quickly jumping to safety in a pinch, and helping teammates out with a quick port to a mission door. Any suggestions on anything better for my last 3 powers? Any advice would be highly appreciated. Thank you. |
2. I usually go with 2 accuracies on most attacks, but this is more a judgement call for you. If you really only fight even level and +1s, you'll probably be fine with just the single Acc slot. Anything higher and I would add a second (but a third is overkill).
3. Fire Imps only have one attack that also has a 20% accuracy bonus, so yes the one helps but no you don't need any more.
4. Health on Dom is nice to reduce down time a bit, but I certainly wouldn't slot it any heavier unless its for IO sets or mulitple uniques such as Numina +Regen/+Recover, Miracle +Recovery, or Regen Tissue +Regen.
5. Looks like this one you already have taken care of, Soul Mastery is a good set to take for a Fire/Fire (same one I have on mine, Fiery Embrace+Soul Drain is sweet).
6. Not a huge fan of Teleport outside of concept reasons, and I'm not well versed enough in PvP to comment one way or another, but as a guess they'd be more useful than Soul Mastery in PvP so I think keeping them to your second build is a good idea.
Perfect. Thank you so much for taking the time to provide specifics for me. I really appreciate it.
Take care and have fun.
Thanks again for the help. Here's what I was able to come up with for my PvE build.
I wasn't quite sure about slotting the patron powers and I refined some of the other powers as well (like removing the damage from all the controls). The only thing I changed for PvP is Hover to Teleport Foe and Fly to Teleport. I left them 1 slotted (Acc & EndRdx respectfully) since I wasn't willing to give up any slots anywhere else. Besides, they're just my "oh crap" powers and I really don't PvP much at all (1% of the time if I'm bored or need Shivan Shards).
At any rate, any further insight would be highly appreciated. Thanks again.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Frailete v2.1.50: Level 50 Natural Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Flight
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Char -- Acc-I(A), Hold-I(3), Hold-I(7), Hold-I(17)
Level 1: Flares -- Acc-I(A), Acc-I(3), Dmg-I(5), Dmg-I(15), Dmg-I(40), RechRdx-I(43)
Level 2: Fire Cages -- Acc-I(A), Acc-I(7)
Level 4: Fire Breath -- Acc-I(A), Dmg-I(5), Dmg-I(31), Dmg-I(31), Range-I(31), Range-I(36)
Level 6: Hover -- DefBuff-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Fire Blast -- Acc-I(A), Acc-I(11), Dmg-I(11), Dmg-I(15), Dmg-I(40), RechRdx-I(43)
Level 12: Flashfire -- Acc-I(A), Acc-I(13), Dsrnt-I(13), Dsrnt-I(21), RechRdx-I(23), RechRdx-I(27)
Level 14: Fly -- Flight-I(A)
Level 16: Fiery Embrace -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(36)
Level 18: Cinders -- Acc-I(A), Acc-I(19), Hold-I(19), Hold-I(21), RechRdx-I(23), RechRdx-I(27)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Heal-I(A)
Level 24: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(25)
Level 26: Combustion -- Acc-I(A), Acc-I(29), Dmg-I(29), Dmg-I(37), Dmg-I(42), RechRdx-I(46)
Level 28: Hot Feet -- EndRdx-I(A), EndRdx-I(37), Slow-I(50)
Level 30: Consume -- Acc-I(A), RechRdx-I(34), RechRdx-I(34), RechRdx-I(34)
Level 32: Fire Imps -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33)
Level 35: Blazing Bolt -- Acc-I(A), Dmg-I(36), Dmg-I(37), Dmg-I(46), RechRdx-I(46)
Level 38: Blaze -- Acc-I(A), Acc-I(39), Dmg-I(39), Dmg-I(39), Dmg-I(40), RechRdx-I(43)
Level 41: Dark Embrace -- ResDam-I(A), ResDam-I(42), ResDam-I(42)
Level 44: Soul Drain -- Acc-I(A), RechRdx-I(45), RechRdx-I(45), RechRdx-I(45)
Level 47: Summon Seer -- Acc-I(A), RechRdx-I(48), RechRdx-I(48), RechRdx-I(48)
Level 49: Combat Jumping -- DefBuff-I(A), DefBuff-I(50), DefBuff-I(50)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Domination
1. Char: I've played with 2 damage enhancements in Char for several levels and haven't seconded guess the decision, until now. Would I benifit that much more by replacing them with 2 accuracy instead (for a total of 3 accuracy). I haven't noticed much of a problem with accuracy but then again I've only had 1 in place this whole time.
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Three should be gross overkill against anything but rikti drones.
To me, Char is the most important tool in our fiery toolbox and I'd never devote less than six slots for it. Typically either acc/acc/hold/hold/hold/rech or acc/acc/hold/hold/rech/rech depending on taste (the latter being a little more optimized for high level IOs).
Of course that's a matter of personal opinion, and it'll change a lot if we start looking into IO sets instead (which, personally, I can't be bothered with ).
Thought for the day:
"Hope is the first step on the road to disappointment."
=][=
Hi Fringe, not sure if I'm too late with my 2c:
1. Char: I've played with 2 damage enhancements in Char for several levels and haven't seconded guess the decision, until now. Would I benifit that much more by replacing them with 2 accuracy instead (for a total of 3 accuracy). I haven't noticed much of a problem with accuracy but then again I've only had 1 in place this whole time. |
2. Fire Breath: Once I found out about cone effects being merged with range enhancements I put 1 in Fire Breath and loved it. So, I put another 1 in there and have liked the added distance as well. However, would I be better suited changed 1 out for another accuracy?
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3. Fire Imps: Does the 1 accuracy actually help? If so, should I put more in or is it good with just 1?
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4. Health: Does health benefit enough as is with only 1 slot or should I put more in? The difference didn't seem like much but again, I only know so much about the overall picture.
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5. Patron Pool Powers: They didn't impress me but I haven't tried any so I'm only skipping them based on what I've read. This is a theme character and none of the patron powers impressed me on what they do and how they would fit into the concept. Any thoughs for a conceptual fire / fire dom?
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6. Teleportation: These were chosen at the end as a lack of anything better to choose plus I guess it helps in PvP, which I don't do a lot of but things could change. Even in PvE I like the idea of pulling a single foe out of a crowd, quickly jumping to safety in a pinch, and helping teammates out with a quick port to a mission door. Any suggestions on anything better for my last 3 powers?
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A Penny For Your Thoughts #348691 <- Dev's Choice'd by Dr. Aeon!
Submit your MA arc for review & my arcs thread
Thanks for all the info, very useful and very helpful.
I didn't know about the combat monitor so I'll have to check that out.
Also, I didn't 6 slot Char because of a couple of reasons. 1 - I don't have endurance issues so I didn't feel the need for extra slots for that & 2 - It's always up when I want it so I didn't feel the need for extra slots for the recharge either.
I still have a couple respecs available so I'll play with this build for a bit and see how it goes. There's some very good insight in this thread so I may just report back yet.
Thanks again everyone.
If you're going to go all-out with the teleportation pool, I'd recommend taking Team TP over TP Foe. It's useful for putting you and your pets on target in a flash. Besides, you have the snipe for pulling, so that cuts into TP Foe's usefulness.
Please buff Ice Control.
Yep I find adding range enh makes a HUGE difference in how many people I can hit with these cones, and is the reason why I always add at least 2 range enh in any cones <60ft. No more than 1 acc is neccasary for Fire Breath since it also gets a hefty acc bonus. |
"Yes, winning all the time can be boring."
-Knight_Chill
"It's amazing how well you can put up with endurance issues if you hide them under a large enough pile of bodies."
-Spiritchaser speaking on Dom Revamp
So range enhances adds cone to the cone making like a 30 degree like a 45? or what?
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At least that's what I was told and I have certainly noticed the difference between 0, 1 and 2 range in Fire Breath. I see more improvement with my 1 or 2 range than I do with adding another Accuracy but YMMV.
I've just returned after a 4 year break and have since leveled my Fire / Fire Dom up to 47. After extensive research and a bit of experience under my belt, here's what I have so far:
Incinerate, Smoke, & Bonfire are all out after trying them for awhile and not liking them.
1. Char: I've played with 2 damage enhancements in Char for several levels and haven't seconded guess the decision, until now. Would I benifit that much more by replacing them with 2 accuracy instead (for a total of 3 accuracy). I haven't noticed much of a problem with accuracy but then again I've only had 1 in place this whole time.
2. Fire Breath: Once I found out about cone effects being merged with range enhancements I put 1 in Fire Breath and loved it. So, I put another 1 in there and have liked the added distance as well. However, would I be better suited changed 1 out for another accuracy?
3. Fire Imps: Does the 1 accuracy actually help? If so, should I put more in or is it good with just 1?
4. Health: Does health benefit enough as is with only 1 slot or should I put more in? The difference didn't seem like much but again, I only know so much about the overall picture.
5. Patron Pool Powers: They didn't impress me but I haven't tried any so I'm only skipping them based on what I've read. This is a theme character and none of the patron powers impressed me on what they do and how they would fit into the concept. Any thoughs for a conceptual fire / fire dom?
6. Teleportation: These were chosen at the end as a lack of anything better to choose plus I guess it helps in PvP, which I don't do a lot of but things could change. Even in PvE I like the idea of pulling a single foe out of a crowd, quickly jumping to safety in a pinch, and helping teammates out with a quick port to a mission door. Any suggestions on anything better for my last 3 powers?
Any advice would be highly appreciated. Thank you.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Frailete v1.1.50: Level 50 Natural Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Flight
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Villain Profile:
Level 1: Char -- Acc-I(A), Hold-I(3), Hold-I(7), Hold-I(31), Dmg-I(37), Dmg-I(39)
Level 1: Flares -- Acc-I(A), Acc-I(3), Dmg-I(7), Dmg-I(25), Dmg-I(37), RechRdx-I(46)
Level 2: Fire Cages -- Acc-I(A), Acc-I(5), Dmg-I(43), Dmg-I(43), Dmg-I(43), Immob-I(50)
Level 4: Fire Breath -- Acc-I(A), Dmg-I(5), Dmg-I(15), Dmg-I(27), Range-I(40), Range-I(45)
Level 6: Hover -- DefBuff-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Fire Blast -- Acc-I(A), Acc-I(11), Dmg-I(11), Dmg-I(25), Dmg-I(37), RechRdx-I(46)
Level 12: Flashfire -- Acc-I(A), Acc-I(13), Dsrnt-I(13), Dsrnt-I(15), RechRdx-I(17), RechRdx-I(31)
Level 14: Fly -- Flight-I(A)
Level 16: Fiery Embrace -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(34)
Level 18: Cinders -- Acc-I(A), Acc-I(19), Hold-I(19), Hold-I(23), RechRdx-I(23), RechRdx-I(31)
Level 20: Combustion -- Acc-I(A), Acc-I(21), Dmg-I(21), Dmg-I(27), Dmg-I(45), RechRdx-I(48)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Heal-I(A)
Level 26: Stamina -- EndMod-I(A), EndMod-I(29), EndMod-I(29)
Level 28: Ring of Fire -- Acc-I(A)
Level 30: Hot Feet -- EndRdx-I(A), EndRdx-I(34), EndRdx-I(34), Dmg-I(42), Dmg-I(42), Dmg-I(42)
Level 32: Fire Imps -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33)
Level 35: Blazing Bolt -- Acc-I(A), Dmg-I(36), Dmg-I(36), Dmg-I(36), RechRdx-I(48)
Level 38: Blaze -- Acc-I(A), Acc-I(39), Dmg-I(39), Dmg-I(40), Dmg-I(40), RechRdx-I(46)
Level 41: Consume -- Acc-I(A), Acc-I(45), RechRdx-I(48), RechRdx-I(50), RechRdx-I(50)
Level 44: Teleport Foe -- RechRdx-I(A)
Level 47: Teleport -- Range-I(A)
Level 49: Recall Friend -- RechRdx-I(A)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Domination