cinders and hot feet
Neither are necessary in my opinion.
Depends on your secondary.. mine was Psi so I am in Melee a lot so I use hotfeet and cinders is a nice OH CRAP power.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
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Depends on your secondary.. mine was Psi so I am in Melee a lot so I use hotfeet and cinders is a nice OH CRAP power.
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I second that observation but would amend to state "Depends on your playstyle" moreso than your secondary.
Cinders is very skippable.
Hot Feet is really nice if you ever plan on doing some AOE damage. I personally would never skip it, but I suppose if you are "taking all ranged powers" I can see why you might skip it.
To be honest, though, if you skip Hot Feet, why play a fire dom at all? You are probably better off with Earth/ or something because you still get the AOE stun but get so much more other control.
Your call though...
"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator
I'm just trying to understand what hot feet would do for me, what the appeal is etc, cause I don't understand it currently.
Hot feet, if you are in melee, not only causes damage over time to the foes without you having to spend any time animating it, it also provides mitigation. Hot feet carries an 'avoid' effect, which causes mobs to try and get out of the area. Unfortunately for them, they don't move that fast when under the effect of hotfeet's slow, so they mostly spend their time running verrrryyy slloooooowwly out of the area and being distracted from attacking you. Basically, the trick is that it's a damage and mitigation power rolled into one.
It's almost like a defense shield in that it cuts down on the total number of hits you take while using it - the catch is that it only works in melee. However, doms in general do their best damage in close, so imo that's not much of a drawback - the end cost is the bigger concern to me, and it definitely needs endredux slotting.
@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.
This is what it means to be a tank!
I personally wouldn't skip either, but it's depends on your playstyle.
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Hot feet, if you are in melee, not only causes damage over time to the foes without you having to spend any time animating it, it also provides mitigation. Hot feet carries an 'avoid' effect, which causes mobs to try and get out of the area. Unfortunately for them, they don't move that fast when under the effect of hotfeet's slow, so they mostly spend their time running verrrryyy slloooooowwly out of the area and being distracted from attacking you. Basically, the trick is that it's a damage and mitigation power rolled into one.
It's almost like a defense shield in that it cuts down on the total number of hits you take while using it - the catch is that it only works in melee. However, doms in general do their best damage in close, so imo that's not much of a drawback - the end cost is the bigger concern to me, and it definitely needs endredux slotting.
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I always figured they'd only spend time running when they didn't have an attack ready.
Hot feet can make for a really uncomfortable end situation(depending onslotting) since the revamp.
What's everyone's opinion on these. I hear good things, but I am considering skipping them. I'm taking all ranged powers if it makes a difference, and the recharge on cinders makes me question it's usefullness next to flashfires.
Now if cinders was a mag 4 with double the duration (without having to pop dom of course), that would make a nice power despite the long recharge.