Fire/elec - 2nd try at domis >.<


DSorrow

 

Posted

After failing miserably with my ice/nrg domi (deleted a couple issues ago at lvl 14) I havent played domis until now, with elec

I rolled a fire/elec domi and going to pick up the mu mastery. This combo looks quite promising with up to 5 pets summoned at once and all the AoE I can have. I'm NOT aiming to get perma dom or hasten with this build, just a bit of recharge/acc/recovery. I know my build will probably cost quite a lot but it shouldnt matter really (would be nice to know a rough idea of the cost though, not familiar with red side AH prices).

I'm quite sure many of you have a word or two to say about the way I slotted thunder strike but imo it is just fine. Fire cages stops the KB and the bonuses give me enough KB protection to skip a 2nd KB prot IO.

Villain Plan by Mids' Villain Designer 1,4006
http://www.cohplanner.com/

Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Electricity Assault
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Char -- EoCur-Acc/Hold(A), EoCur-Acc/Hold/Rchg(3), Para-Acc/Hold/Rchg(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), HO:Perox(9)
Level 1: Charged Bolts -- Empty(A)
Level 2: Fire Cages -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(17), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43), Enf'dOp-Acc/EndRdx(43)
Level 4: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(46), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 6: Swift -- Run-I(A)
Level 8: Combat Jumping -- Krma-ResKB(A)
Level 10: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), RechRdx-I(19)
Level 14: Super Jump -- Jump-I(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17)
Level 18: Hurdle -- Jump-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(27)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Hot Feet -- M'Strk-Dmg/EndRdx(A), C'ngBlow-Dmg/EndRdx(25), EndRdx-I(25), Dmg-I(27)
Level 26: Aid Other -- Empty(A)
Level 28: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(37), Det'tn-Acc/Dmg/EndRdx(40)
Level 30: Aid Self -- IntRdx-I(A), IntRdx-I(31), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), H'zdH-Heal/Rchg(34), H'zdH-Heal/EndRdx/Rchg(34)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(33), CmdPres-Acc/Dmg(33), CmdPres-Acc/Dmg/EndRdx(33)
Level 35: Thunder Strike -- KinCrsh-Dmg/KB(A), KinCrsh-Rchg/KB(36), KinCrsh-Dmg/EndRdx/KB(36), KinCrsh-Acc/Dmg/KB(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
Level 38: Voltaic Sentinel -- BldM'dt-Acc/Dmg/EndRdx(A), BldM'dt-Dmg/EndRdx(39), CmdPres-Acc/Dmg(39), CmdPres-Acc/Dmg/EndRdx(39), CmdPres-Dmg/EndRdx(40)
Level 41: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(42), TtmC'tng-ResDam/Rchg(42), EndRdx-I(42)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), Efficacy-Acc/Rchg(46)
Level 47: Summon Guardian -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48), Heal-I(48), Heal-I(50)
Level 49: Cinders -- HO:Endo(A), EoCur-Acc/Hold/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]5% Enhancement(JumpSpeed)[*]35% Enhancement(RechargeTime)[*]41% Enhancement(Accuracy)[*]5% Enhancement(JumpHeight)[*]5% Enhancement(FlySpeed)[*]5% Enhancement(RunSpeed)[*]3% Enhancement(Stun)[*]87,7 HP (8,63%) HitPoints[*]Knockback (Mag -7)[*]Knockup (Mag -7)[*]MezResist(Immobilize) 4,4%[*]MezResist(Sleep) 3,85%[*]MezResist(Terrorized) 3,85%[*]22% (0,37 End/sec) Recovery[*]2,5% Resistance(Smashing)[*]4,73% Resistance(Fire)[*]4,73% Resistance(Cold)[*]3% RunSpeed[/list]


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- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

An interesting frankenslotted design here. Which is something I do on all my doms lol

And yes I do think TS needs changing slot wise as my plant/elec is almost 38 now and I find even with no KBs slotted, TS will knock most things flying in pve already making ya aoes a tad less effective. I'd recommend slotting stun sets rather than the KBs so it'll stack really nicely with flashfire. Of course I can see ya went that way for the KB protect (I slotted energy torrent on my corr not that differently tbh) from the KB set, but the stun will do you more favours later on I think. Also fire imps tend to be a tad squishy so something like the pet global res IO would do them real wonders.

Also for reference, the build won't be too expensive - aside from the crushing impacts and posi blasts.


 

Posted

Well I actually did change the rech/KB in TS for a rech/end (of the same KB set) to get better stats. I wouldnt really be afraid of the KB in TS, fire cages makes everything practically immune to KB and I'm going to start with it (flashfire + fire cages and then go damage).

Also, how much do you think the Crushing Impacts and Posi Blasts would cost?


- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein