A lil advice if would be so kind.


beyondtrial

 

Posted

I'm working my lvl27 Fire/Fire Dom at the mo, and must say i'm loving every minute of it....apart from the getting knocked on my A** every five mins, this where advice is needed.

I realise that Acro is KB/Hold protection (Mag 1, i think) but dont currently have the space to fit in the leaping pool for it, would it make more sense for me to drop my SS/Stealth combo that i took for easy ghosting if things got to tough, for the leaping pool...making me a lil more stable.

It's too early to mess about with hero planner, so i'll just jot the powers i've taken:

Char
Fire Cages
Flashfire
Cinders

Flares
Incinerate
Fire Breath
Firey Embrace

Hasten/Superspeed
Stealth
Hurdle/Health/Stamina
Challenge(Presence for added control)

I would like to keep the Presence pool as it would be a nice bonus for both solo/team play i feel, so would need to lose 3 powers for Acro...along the lines of Superspeed, Stealth, Fire Cages, that way i get to keep Hasten.

Would this make more sense to people....answers on a postcard


 

Posted

Hmm its a tough one.. I cant think of anything else than dropping indeed stealth and SS.. I have bit similar trouble myself..


 

Posted

I'd really like to fit in Fire Blast there as well if I were you. Finding my fire/fire build extremely tight so you're not alone with the problem.


 

Posted

Couldnt help pull out my friend hero planner, Ive even used the fire primary before. I like the sound of doing alot of AoE damage, and I know flashfire works well, hit fiery embrace and drop combustion, and line up a fire breath. I cant remember if they all run about after disorient, an AoE immob would help if they did; and I remember having smoke which might give some small effect combined with CJ. That would help aidself go off uninterrupted. I cant see alot that is missing that u havent already got by lv30, even hasten fitted in. Unlike the ice/em Ive been trying to work acro into. Might run through how ice/fire looks in hero planner. .....Just did that and I notice I lost 2 harsh -recharge powers that are good for PvP.

-Edited for slotting:

---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
---------------------------------------------
Name: DoubleFire
Level: 32
Archetype: Dominator
Primary: Fire Control
Secondary: Fiery Assault
---------------------------------------------
01) --> Char==> Acc(1) Acc(3) Hold(5) Hold(11) Rechg(11)
01) --> Flares==> Acc(1)
02) --> Incinerate==> Acc(2) Acc(3) EndRdx(5)
04) --> Fire Breath==> Acc(4) Acc(7) Range(7) Dmg(9) Dmg(9) Dmg(19)
06) --> Hurdle==> Jump(6)
08) --> Combat Jumping==> EndRdx(8)
10) --> Aid Other==> Heal(10)
12) --> Flashfire==> Acc(12) Acc(13) Acc(13)
14) --> Aid Self==> Heal(14) Heal(15) Heal(15) IntRdx(17) IntRdx(19) Rechg(23)
16) --> Fiery Embrace==> Rechg(16) Rechg(17) Rechg(23)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Super Jump==> Jump(22)
24) --> Cinders==> Acc(24) Acc(25) Hold(25) Hold(27) Rechg(27) Rechg(29)
26) --> Hasten==> Rechg(26) Rechg(29) Rechg(31)
28) --> Combustion==> Acc(28) Acc(31)
30) --> Hot Feet==> EndRdx(30) EndRdx(31)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Domination==> Empty(1)
02) --> Rest==> EndMod(2)
---------------------------------------------


 

Posted

I'm sorry but just looking at that slotting gives me a headache.. decent power picks but again I'd like Fire Blast there.


 

Posted

Granted slotting may be off since this is a theortical template and I have no experience with the secondary but I tried to follow guides for slotting... By all means copy my post and edit it for the correct slotting if it pleases you. Fireblast is a ranged attack, not essential IMO when Doms get a weaker ranged damage multiplier and a stronger melee damage multiplier.


 

Posted

Why would you want aid self that early and travel power that late?


 

Posted

Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Name: Gribbly
Level: 27
Archetype: Dominator
Primary Powers - Ranged : Fire Control
Secondary Powers - Support : Fiery Assault

01 : Flares acc(01)
01 : Char acc(01) acc(3) hlddur(3) hlddur(5) recred(5) recred(25)
02 : Incinerate acc(02) dam(7) dam(7) dam(11) endred(29) recred(36)
04 : Fire Breath acc(04) dam(11) dam(13) dam(13) endred(29) recred(37)
06 : Combat Jumping endred(06)
08 : Hasten recred(08) recred(9) recred(9)
10 : Hurdle jmp(10)
12 : Flashfire acc(12) acc(15) disdur(15) disdur(17) recred(17) recred(27)
14 : Super Jump jmp(14)
16 : Health hel(16)
18 : Cinders acc(18) acc(19) hlddur(19) hlddur(23) recred(23) recred(25)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Fiery Embrace recred(22) recred(34) recred(36)
24 : Acrobatics endred(24) endred(27)
26 : Challenge endred(26)
28 : Intimidate acc(28) acc(37) ferdur(40) ferdur(40)
30 : Invoke Panic acc(30) acc(31) ferdur(31) ferdur(31) recred(34) recred(36)
32 : Fire Imps acc(32) acc(33) dam(33) dam(33) dam(34)
35 : Fire Cages acc(35) acc(37)
38 : Blaze acc(38) dam(39) dam(39) dam(39) endred(40)
---------------------------------------------------------

This is what i've just thrown together, only done up to the PP picks as not sure what to go with yet, yes....there is a lack of Aid Self, mainly because couldn't see where to fit it in, may take in the PP area if i choose not to take one.

This is a purely PvE build for now.


 

Posted

[ QUOTE ]
Why would you want aid self that early and travel power that late?

[/ QUOTE ]

In a large part due to the handy temp travel powers u get from mayhem missions, but ofcourse 2 power pool powers can easily be swapped round if u desire.

Personally Id rather get through a mission than have a faster way of getting back from the hospital!

For me the most annoying thing about a toon that needs to keep going (i.e. domination, fury), is having to rest and lose it all because u cant heal, to me there is absolutley no question that aid self should be taken asap.

What was your reasoning for that comment? How would you build a template? Easy to sit back and fling mud when u offer no alternatives.


 

Posted

You have gone very control heavy there, which IMO is a bit of a waste with Fire/Fire. Fire/fire dominators do very good damage even before imps if you pick and slot enough damage powers.

Your slotting is very good. Beyondtrial, you can check the slotting here for advice.

The reason I go on about Fire Blast is it's really an excellent attack despite being ranged. It animates and recharges quickly and the damage per endurance is pretty good.


 

Posted

[ QUOTE ]

This is a purely PvE build for now.

[/ QUOTE ]
Ofcourse, it offers no damage mititgation short of holds which are resistable in PvP, unlike the ice primary with 2 -recharge (resisted by /elec brute, but still highly effective against them); and ofcourse painfully obvious lack of self heal.

Instead of intimidate I would get grant invis, invis, and phase shift to up the survivability of a toon with no healing. Ive seen a blaster in warburg melee 2 brutes with the use of phase shift and hiberate, but suckily power sink spoiled his day eventually.


 

Posted

[ QUOTE ]

What was your reasoning for that comment? How would you build a template? Easy to sit back and fling mud when u offer no alternatives.

[/ QUOTE ]

Erm.. fling mud? I think thats tad overreactive. I just thought that having a travel power in cases where you want to exemp down that low would be more enjoyable. I understand your reasoning now that you said, which is what I asked for.

On the other hand, I think the interrupt reductions might not be needed in a PvE situation, especially if aid self is used in replacement of rest..

Personally I have been thinking aid self for my own dominator (lvl 29 mind/en) especially since I always want to take PvP into account, but Ive been veering toward phase shift and invis pool instead. Because phase shift might allow me to 'choose my moments of attack and retreat' better and be a getaway in the face of overwhelming odds (which I know will come). Not to mention phase shift suits my character's magic origin concept better.

In PvE my own dominator doesnt seem to require either aid self or phase shift..but I have different sets and all..


 

Posted

[ QUOTE ]
The reason I go on about Fire Blast is it's really an excellent attack despite being ranged. It animates and recharges quickly and the damage per endurance is pretty good.

[/ QUOTE ]

I might push back the AoE Fear then and take that at lvl35 instead of Fire Cages, and pick Fire Blast next.


 

Posted

Yeah, having now Mind/nrg and fire/fire around the same level I have to say they face totally different problems. Mind/nrg doesn't suffer from aggro problems and has loads of control and excellent survivability. The damage on the other hand is low. I suppose ST damage would get better in time with Total Focus and Power Burst, but AoE damage is always going to be really weak.

Fire/fire on the other hand gets loads of aggro and too little control to deal with it in large teams unless I'm careful. Damage is great, though, and when soloing the control is perfectly acceptable. I will get Aid Self for the fire dom and I think it'll help a lot.


 

Posted

---------------------------------------------
Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder - (http://home.comcast.net/~SherkSilver/index.html)
---------------------------------------------
Name: Name ?
Level: 50
Archetype: Dominator
Primary: Fire Control
Secondary: Fiery Assault
---------------------------------------------
01) --> Char==> Acc(1) Acc(3) Hold(3) Hold(5) EndRdx(5) Rechg(7)
01) --> Flares==> Acc(1) Dmg(7) Dmg(9) Dmg(9)
02) --> Incinerate==> Acc(2) Dmg(11) Dmg(11) Dmg(13) EndRdx(13) Rechg(15)
04) --> Fire Breath==> Acc(4) Dmg(15) Dmg(17) Dmg(17) EndRdx(19) Rechg(19)
06) --> Combat Jumping==> Jump(6) Jump(50)
08) --> Hasten==> Rechg(8) Rechg(21) Rechg(21)
10) --> Fire Blast==> Acc(10) Dmg(23) Dmg(23) Dmg(25) EndRdx(25) Rechg(27)
12) --> Swift==> Run(12)
14) --> Super Jump==> Jump(14) Jump(39)
16) --> Hurdle==> Jump(16) Jump(50)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20) EndMod(27) EndMod(29)
22) --> Acrobatics==> EndRdx(22) EndRdx(29)
24) --> Combustion==> Acc(24) Dmg(31) Dmg(31) Dmg(31) EndRdx(33) Rechg(33)
26) --> Hot Feet==> EndRdx(26) EndRdx(33) Dmg(34) Dmg(34) Dmg(34) Slow(36)
28) --> Consume==> Acc(28) Acc(36) EndMod(36) EndMod(37) Rechg(37) Rechg(37)
30) --> Fiery Embrace==> Rechg(30) Rechg(39) Rechg(39)
32) --> Fire Imps==> Acc(32) Acc(40) Dmg(40) Dmg(40) Dmg(42)
35) --> Assault==> EndRdx(35) EndRdx(42)
38) --> Blaze==> Acc(38) Dmg(42) Dmg(43) Dmg(43) EndRdx(43) Rechg(45)
41) --> Tactics==> EndRdx(41) EndRdx(45) TH_Buf(45) TH_Buf(46)
44) --> Fire Cages==> Acc(44) Acc(46) Immob(46) Immob(48)
47) --> Flashfire==> Acc(47) Acc(48) DisDur(48) DisDur(50)
49) --> Super Speed==> Run(49)
---------------------------------------------
01) --> Sprint==> EndRdx(1)
01) --> Brawl==> Empty(1)
01) --> Domination==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------

I use so little of the primary - rather reliant on the muscle of the secondary. With no problems what so ever OTHER than those tricksey triangles....


@Boy Wonder

Quantum Flash - Ill/Kin Controller
Leader of the Legion of Heroes

 

Posted

IMO, fire blast is a must, considering its ur second highest ranged attack, so u cant fail getting it.

Also, i feel dominators are a bit lack of dmg, so assault powers should be 1ACC,3DMG enhanced. Also, fiery embrace 3RECH sloted ASAP, for the mini-domination time it gives. Some important points to fire/fire would be:

* flares: this is a tinny power and cant do much dmg enhanced, so ppl dont usually bother slotting it. Usually, 1st assault power isnt much usefull except to fill dominator bar, and in this case, flares is so long animation time that is pretty frustrating, but u have to pick it.

* IMO, /fire is good in AoEs, but the combo fire/fire is a bit low in control, and I usually cant manage the aggro it generates, so this is why i went for the ST's powers.

* If u dont have much control, and u have mostly all ST's powers, what u gonna do?? Yeah, play solo almost all the time, coz u cant manage high spawns. Sadly, this is a true that i have found everytime i go to team, and i ended faceplanting twice or 3times...

* Hotfeet: This power is awesomely important soloing. What this power does is to give u time to kill ur enemies. Enemies who enter in ur fire patch will run to u (slowly), will attack u, and then will run out of u, trying to get out of the ring. This will give u enough time to kill anythin, or to hold him (if he is a boss), or whatever u wanna do with ur enemy. Hotfeet will improve ur surviability SOLOING, coz in teams, it will attrack the aggro on u, and remember... u cant handle big spawns.

Those r my thoughts. Actually, i have played my fire/fire to lvl 30, and im feeling powerfull everytime. Now think about how this is gonna be with the monkeys, and u will see what im talking about.