Fire/Dark Build Advise
Ok since I have had alot of view maybe no one knows where to start here is my build i worked up check it out pick it apart and I need help with slotting as well that part still gets me confused.
Thanks!
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire/Dark: Level 48 Natural Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Dark Miasma
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Fire Blast -- Empty(A)
Level 1: Twilight Grasp -- Empty(A)
Level 2: Fire Ball -- Empty(A)
Level 4: Tar Patch -- Empty(A)
Level 6: Rain of Fire -- Empty(A)
Level 8: Fire Breath -- Empty(A)
Level 10: Darkest Night -- Empty(A)
Level 12: Recall Friend -- Empty(A)
Level 14: Hasten -- Empty(A)
Level 16: Howling Twilight -- Empty(A)
Level 18: Hurdle -- Empty(A)
Level 20: Shadow Fall -- Empty(A)
Level 22: Blaze -- Empty(A)
Level 24: Health -- Empty(A)
Level 26: Super Speed -- Empty(A)
Level 28: Blazing Bolt -- Empty(A)
Level 30: Fearsome Stare -- Empty(A)
Level 32: Inferno -- Empty(A)
Level 35: Black Hole -- Empty(A)
Level 38: Dark Servant -- Empty(A)
Level 41: Soul Drain -- Empty(A)
Level 44: Super Jump -- Empty(A)
Level 47: Power Boost -- Empty(A)
Level 49: Soul Storm -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
I suspect no one has replied because you haven't really specified enough information so we could give you build advice. You really need to be specific about how you want to build, especially if you are talking an IO'ed out build. Do you want to do a recharge heavy build, a ranged def capped build, a PvE or PvP build? Do you solo mostly or group mostly.
My fire/dark is currently L32 and here is her build - it is not a 'super' build by any means and currently is mostly focused on either slotting for maximum enhancement value through frankenslotting or on recharge with a little ranged def for those sets I have been able to put together:
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Flight
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(27)
Level 1: Twilight Grasp -- Acc-I(A), Empty(34), Empty(36), Empty(37), Empty(37)
Level 2: Fire Blast -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg(27)
Level 4: Fire Ball -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(9), AirB'st-Dmg/Rchg(9), Det'tn-Acc/Dmg(11), Det'tn-Dmg/Rchg(11)
Level 6: Tar Patch -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 8: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(23), DarkWD-ToHitDeb(25), DarkWD-ToHitDeb/Rchg(25)
Level 10: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15), Empty(34)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Heal-I(A)
Level 16: Hover -- Krma-ResKB(A)
Level 18: Blaze -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(21)
Level 20: Fearsome Stare -- Cloud-Acc/ToHitDeb(A), Cloud-Acc/Rchg(23), Cloud-ToHitDeb/EndRdx/Rchg(31), Cloud-ToHitDeb(31)
Level 22: Stamina -- EndMod-I(A), EndMod-I(29), EndMod-I(29)
Level 24: Fly -- Flight-I(A)
Level 26: Aim -- RechRdx(A)
Level 28: Shadow Fall -- EndRdx-I(A)
Level 30: Petrifying Gaze -- EoCur-Acc/Rchg(A), EoCur-Acc/EndRdx(31)
Level 32: Fire Breath -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34)
Level 35: Howling Twilight -- Empty(A), Empty(36), Empty(36)
Level 38: Dark Servant -- Empty(A), Empty(39), Empty(39), Empty(39), Empty(40)
Level 41: Soul Drain -- Empty(A)
Level 44: Dark Embrace -- Empty(A)
Level 47: Power Boost -- Empty(A)
Level 49: Soul Storm -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
This is a solo build so I took all 3 single target attacks so that I would have good AE and a decent single target attack chain. Because of this I put off firebreath until just now and some of my slotting is more oriented towards solo protection - for example the slots in darkest night are there mostly to get the +5% global recharge from the Dark Watchers despair set, while the extra to hit debuff would be usefull in a group having those 3 slots in twilight grasp to improve the heal would also be fairly usefull. When grouping regularily you also won't need all 3 single target attacks - you could get by with just fireblast and blaze and probably fit in firebreath earlier or take leadership powers. This charater does have an alternate group build although I haven't played it much so I can't say how usefull it is - here is that build:
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 48 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Fire Blast -- Empty(A), Empty(3), Empty(5), Empty(7), Empty(9)
Level 1: Twilight Grasp -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(19), Nictus-Heal(29), Nictus-Acc/EndRdx/Rchg(29)
Level 2: Fire Ball -- AirB'st-Acc/Dmg(A), Det'tn-Acc/Dmg(3), AirB'st-Dmg/EndRdx(5), Det'tn-Dmg/Rchg(7), Det'tn-Acc/Dmg/EndRdx(9)
Level 4: Tar Patch -- RechRdx(A), RechRdx(11), RechRdx(11)
Level 6: Rain of Fire -- AirB'st-Acc/Dmg(A), Det'tn-Acc/Dmg(13), Det'tn-Dmg/EndRdx(13), Det'tn-Dmg/Rchg(15), AirB'st-Dmg/Rchg(15)
Level 8: Darkest Night -- DarkWD-ToHitDeb/EndRdx(A), DampS-ToHitDeb/EndRdx(17), DampS-ToHitDeb(17), Empty(34)
Level 10: Swift -- Empty(A)
Level 12: Hover -- EndRdx-I(A)
Level 14: Fly -- Flight-I(A)
Level 16: Health -- Empty(A)
Level 18: Blaze -- Ruin-Acc/Dmg(A), Ruin-Dmg/EndRdx(19), Ruin-Dmg/Rchg(21), Ruin-Acc/Dmg/Rchg(21), Mael'Fry-Dmg/EndRdx/Rchg(23), Ruin-Acc/EndRdx/Rchg(31)
Level 20: Fearsome Stare -- Hror-Acc/Rchg(A), N'mare-Acc/Rchg(23), DampS-ToHitDeb/Rchg(25), DampS-ToHitDeb/Rchg/EndRdx(25)
Level 22: Stamina -- Empty(A), Empty(27), Empty(27)
Level 24: Shadow Fall -- Empty(A)
Level 26: Howling Twilight -- RechRdx(A), RechRdx(31), RechRdx(31)
Level 28: Assault -- EndRdx-I(A)
Level 30: Tactics -- EndRdx-I(A)
Level 32: Fire Breath -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(34)
Level 35: Inferno -- Empty(A)
Level 38: Dark Servant -- Empty(A)
Level 41: Soul Drain -- Empty(A)
Level 44: Dark Embrace -- Empty(A)
Level 47: Power Boost -- Empty(A)
Level 49: Petrifying Gaze -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
This build dropped flares and spread the slots around to the heal and other powers more usefull in group. I also picked up assault and tactics as well as howling twilight for both the group rez AND the AE stun. It is not as well IO'ed as the other build, mostly because I solo a lot but I have frankenslotted the attacks a much as possible.
In both cases the goal was to capitalize on the combo of tar patch + RoF as that is the really cool combo in this build. In the solo build I don't plan on taking inferno - nuke's are not as usefull when solo because anything you don't kill with the nuke will definitely finish you off. In a group it can be usefull which is why the group build has it as a L35 pick.
One important note - I absolutely hate superspeed as a villain travel power due to the rough terrain and the fact that I suck at steering while at SS speeds - I constantly get stuck on low walls, little rises in the terrain, etc. So I almost never take hasten unless the build absolutely requires it or I have no other power to take. This character's concept called for fly as a movement power anyway, so I took hover + fly. On a fire/dark you would probably benefit from hasten so if you are ok with superspeed that would be a good choice for a movement power.
If you want examples of an uber, IO'ed out L50 build you should probably specify your end goal. When focusing on high powered IO builds it is best to have a final goal in mind.
Globals: @Midnight Mystique/@Magik13
I am looking for a solo type build since most of the time I am only on my own and only have a little bit of time to play. Still new dont know what IO is.
Just looking for a build I can take out and do some damage with farm on days I have time if need be.
IO stands for invention origin enhancement - for more information on invention origin enhancments check out this list of guides:
http://boards.cityofheroes.com/showt...379#post578379
There is a lot of information there but if you have never really dealt with IO's, I would recommend reading through it. If you have specific questions on inventions or the market try the market and inventions forum (http://boards.cityofheroes.com/forumdisplay.php?f=584)
For soloing, the first build I posted will work - you can replace the common IO's in the build with standard SO's. In the case of the attacks I would slot 1xACC, 3xDAM and an end reduction or a recharge reduction, or you could slot 1xACC, 2xDAM, 1x END RED and 1xRecharge Reduction.
I haven't slotted SO's in attacks since IO's first came out so I am not sure the best SO slotting other than the generic suggestions I gave above. If you slot everything with recharge you will find yourself running out of end really quickly, if you slot everything with end reduction and no recharge you will find yourself killing things fairly slowly. Sticking with just SO's you might have to slot only 2 damage SO's so you can slot both end reduction and recharge.
Generic advice that may not be obvious for dark miasma:
1) Make sure you have enough accuracy in twilight grasp to make sure it hits. At least one SO is good, 2 is better if you can spare the slots. If you plan on fighting a lot of +2 or higher opponents 2 SO's worth of accuracy is pretty much required.
2) Fearsome stare is your best friend - it says its a fear power but it's really a to hit debuff that also fears. Slot it with accuracy, recharge and to hit debuff, probably in that order.
3) Slot tar patch with 3 recharge reduction SO's or L25+ IO's and you are good to go. If you expect to face a LOT of +2 or better enemies you could slot it with one slow enhancment.
4) Howling twilight is labelled a rez power - but it's really an auto hit AE stun that ALSO happens to rez fallen allies. While the stun is only high enough to affect minions it also has a mag 3 afraid which will make LT's run away and it has a lot of -regen which will prevent enemies from regenerating. Its on a long time but if you can squeeze it in and slot it with recharge it makes an excellent panic button, even solo.
5) In toggles one end reduction IO is probably enough - if you have a lot of slots to spare and are really tight on end you can slot a second, slotting a third is a total waste. If you are tight on end you are better off slotting end reduction in your attacks.
Globals: @Midnight Mystique/@Magik13
Awesome advice thank you very much. Give me a good place to start and then some. As I play more Ill get a better idea what my end goals are and where I want to be when all said and done. This is the first game that got its hooks in me since i left wow hehe..
Thanks again!
Ok looking for a build for a Fire/Dark so far I played it to 14 solos great and in a team it is just as good so I think I am going to stick with it. Still very new I am looking for guidance I see people remarking about expensive and cheap builds cost doesnt matter I just want a good build Ill get the inf Just the whole enhancement thing and slots is just weird still to me plus there is still alot I am unsure about powers wise.
Thanks in advance..