Revised Fire/Ea/Mako


black_barrier

 

Posted

With what play time I have had of late I have been trying to get a better feel for my fire/ea dom. And the conclusion I reached was it was an end heavy beast. I dropped some +dam +rech and +hp and added some more kb protection and some end recovery and added alot more end reduction to my spammed powers. This is the build I think I am going to go with, was just curious to get input to see if I may have missed anything or anyone had any ideas how to squeeze in some more +hp.

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

OP Stalker: Level 50 Technology Dominator
Primary Power Set: Fire Control
Secondary Power Set: Energy Assault
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Char -- UbrkCons-Dam%(A), UbrkCons-EndRdx/Hold(40), Dev'n-Acc/Dmg(43), Dev'n-Dmg/EndRdx(43), Dev'n-Acc/Dmg/Rchg(43), Dev'n-Acc/Dmg/EndRdx/Rchg(45)
Level 1: Power Bolt -- KinCrsh-Acc/Dmg/KB(A), KinCrsh-Dmg/EndRdx/KB(45), KinCrsh-Acc/KB(46), KinCrsh-Rechg/EndRdx(46)
Level 2: Ring of Fire -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Dmg/EndRdx(3), TotHntr-Acc/Immob/Rchg(37), TotHntr-Acc/EndRdx(37), TotHntr-Dam%(37)
Level 4: Power Push -- KinCrsh-Acc/KB(A), KinCrsh-Rchg/KB(5), KinCrsh-Dmg/EndRdx/KB(5), KinCrsh-Dmg/KB(7), HO:Nucle(7), HO:Nucle(34)
Level 6: Hurdle -- Jump-I(A), Jump-I(50)
Level 8: Combat Jumping -- Krma-ResKB(A), Ksmt-ToHit+(9), Zephyr-ResKB(9)
Level 10: Power Blast -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(11), Apoc-Acc/Rchg(11), Apoc-Acc/Dmg/Rchg(19), Apoc-Dmg/Rchg(23), HO:Nucle(34)
Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(13), Amaze-EndRdx/Stun(15), Amaze-Stun(19), HO:Endo(50)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(15)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23)
Level 22: Acrobatics -- EndRdx-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Super Speed -- Clrty-Stlth(A), Zephyr-ResKB(27), Zephyr-Travel/EndRdx(27)
Level 28: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29), C'ngImp-Acc/Dmg/EndRdx(29), C'ngImp-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/Rchg(31), Hectmb-Dam%(31)
Level 30: Assault -- EndRdx-I(A)
Level 32: Fire Imps -- S'bndAl-Acc/Dmg/Rchg(A), S'bndAl-Acc/Rchg(33), S'bndAl-Dmg(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-Acc/Rchg(34)
Level 35: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-Rchg/EndRdx(36), GSFC-ToHit/Rchg/EndRdx(36), GSFC-ToHit(36)
Level 38: Power Burst -- GJ-Acc/End/Rech(A), GJ-Acc/Dmg(39), GJ-Acc/Dmg/End/Rech(39), GJ-Dam%(39), HO:Centri(40), HO:Centri(40)
Level 41: Water Spout -- KinCrsh-Dmg/KB(A), KinCrsh-Dmg/EndRdx/KB(42), KinCrsh-Acc/Dmg/KB(42), KinCrsh-Rchg/KB(42)
Level 44: Hibernate -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(45)
Level 47: Shark Skin -- GA-RechRes(A), GA-RechEnd(48), GA-End/Res(48), S'fstPrt-ResKB(48)
Level 49: Vengeance -- Krma-ResKB(A), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
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Set Bonus Totals:

  • 9.5% DamageBuff(Smashing)
  • 9.5% DamageBuff(Lethal)
  • 9.5% DamageBuff(Fire)
  • 9.5% DamageBuff(Cold)
  • 9.5% DamageBuff(Energy)
  • 9.5% DamageBuff(Negative)
  • 9.5% DamageBuff(Toxic)
  • 9.5% DamageBuff(Psionic)
  • 6.25% Defense(Energy)
  • 6.25% Defense(Negative)
  • 7.81% Defense(Ranged)
  • 22% Enhancement(Accuracy)
  • 5% Enhancement(Immobilize)
  • 32.5% Enhancement(RechargeTime)
  • 7.5% Enhancement(Range) (in PvP)
  • 10% FlySpeed
  • 206 HP (20.3%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -36)
  • Knockup (Mag -36)
  • MezResist(Confused) 5% (in PvP)
  • MezResist(Held) 5% (in PvP)
  • MezResist(Immobilize) 7.2%
  • MezResist(Repel) 1000% (10% chance, in PvP)
  • MezResist(Sleep) 5% (in PvP)
  • MezResist(Stun) 5% (in PvP)
  • MezResist(Terrorized) 5% (in PvP)
  • 23% (0.38 End/sec) Recovery
  • 56% (2.38 HP/sec) Regeneration
  • 7.5% Resistance(Smashing)
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 19% RunSpeed


Duel me.
I will work on my sig pic more when I have time.

 

Posted

looks solid, i'm gonna find a way to steal this build and make it cheaper some day :P

ime, you only need -32 mag kb+acro to survive fully slotted power push/thrust, torrent, and levitate(the most common kbs). the next stage after that(force bolt etc..), i think, you need like 45+acro but thats off of memory.

ive noticed you like to slot steath ios in actual travel powers but never understood why. dont you run sprint anyway for the little extra bit of movement? i'd put that slot into stamina/tactics for the 5th slot goodness they have.


 

Posted

solid indeed, except i'd slot two procs into TF instead of just one. basically, i use the same slotting as with AS on a stalker.


 

Posted

I never run sprint, I am to retarded to hit toggles when I need to.


Duel me.
I will work on my sig pic more when I have time.

 

Posted

I'm with you con. I slot stealth into travel powers, and I always fully slot my travels. Fully meaning getting the maximum effect, not necessarily 6 slots.

Playing with SO's, I have basically just the basic +recovery, so running sprint isn't really an option. It actually has pretty high end usage, so I'd need to slot it for -end. And slotting sprint would defeat the whole purpose of using it.

I had a stealth IO in sprint on a lowbie I used to play, just because he was so short on slots, but it was really annoying having to turn sprint on and off every 2 mins.