Fire/Ice. Critique my build!


Liliaceae

 

Posted

I rolled up my very first Dominator today, and I decided to mess around in mids for a while. Since this is my first Dominator, I don't really know what works and what doesn't. I know that they are not Controllers, and are not to be treated as such, but I'm mainly concerned about slotting. The slots for the mids build seemed very tight, and I had trouble deciding where to put them. So, here's the build I came up with.

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

Click this DataLink to open the build!

Pain Shot: Level 50 Mutation Dominator
Primary Power Set: Fire Control
Secondary Power Set: Icy Assault
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Ring of Fire

  • (A) Accuracy
  • (3) Endurance Reduction
  • (13) Damage Increase
  • (17) Damage Increase
  • (40) Immobilisation Duration
Level 1: Ice Bolt
  • (A) Accuracy
  • (3) Damage Increase
  • (5) Range
Level 2: Ice Sword
  • (A) Accuracy
  • (5) Damage Increase
  • (9) Damage Increase
  • (17) Endurance Reduction
  • (37) Endurance Reduction
Level 4: Fire Cages
  • (A) Trap of the Hunter - Accuracy/Recharge
  • (7) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (13) Trap of the Hunter - Immobilize/Accuracy
  • (15) Trap of the Hunter - Endurance/Immobilize
  • (37) Trap of the Hunter - Chance of Damage(Lethal)
Level 6: Smoke
  • (A) To Hit Debuff
  • (7) Accuracy
  • (37) Endurance Reduction
Level 8: Char
  • (A) Accuracy
  • (9) Damage Increase
  • (15) Hold Duration
  • (19) Recharge Reduction
  • (34) Endurance Reduction
Level 10: Ice Blast
  • (A) Thunderstrike - Accuracy/Damage
  • (11) Thunderstrike - Damage/Endurance
  • (11) Thunderstrike - Accuracy/Damage/Recharge
  • (40) Thunderstrike - Damage/Endurance/Recharge
Level 12: Hover
  • (A) Endurance Reduction IO
Level 14: Fly
  • (A) Flight Speed IO
Level 16: Swift
  • (A) Flight Speed IO
Level 18: Health
  • (A) Healing IO
  • (19) Healing IO
Level 20: Stamina
  • (A) Endurance Modification IO
  • (21) Endurance Modification IO
  • (21) Endurance Modification IO
Level 22: Cinders
  • (A) Hold Duration
  • (23) Hold Duration
  • (23) Accuracy
  • (31) Accuracy
  • (34) Recharge Reduction
Level 24: Ice Sword Circle
  • (A) Eradication - Damage
  • (25) Eradication - Accuracy/Damage/Endurance/Recharge
  • (25) Eradication - Accuracy/Damage/Recharge
  • (29) Eradication - Accuracy/Recharge
Level 26: Bonfire
  • (A) Damage Increase
  • (27) Damage Increase
  • (27) Recharge Reduction
Level 28: Frost Breath
  • (A) Accuracy
  • (29) Recharge Reduction
  • (31) Endurance Reduction
  • (34) Endurance Reduction
Level 30: Power Boost
  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO
Level 32: Fire Imps
  • (A) Sovereign Right - Accuracy/Damage
  • (33) Sovereign Right - Damage/Endurance
  • (33) Sovereign Right - Accuracy/Endurance
  • (33) Sovereign Right - Accuracy/Damage/Endurance
  • (36) Sovereign Right - Accuracy
  • (40) Sovereign Right - Resistance Bonus
Level 35: Ice Slash
  • (A) Crushing Impact - Accuracy/Damage
  • (36) Crushing Impact - Damage/Endurance
  • (36) Crushing Impact - Damage/Recharge
  • (43) Crushing Impact - Accuracy/Damage/Recharge
  • (46) Crushing Impact - Accuracy/Damage/Endurance
  • (46) Crushing Impact - Damage/Endurance/Recharge
Level 38: Bitter Ice Blast
  • (A) Entropic Chaos - Accuracy/Damage
  • (39) Entropic Chaos - Damage/Endurance
  • (39) Entropic Chaos - Damage/Recharge
  • (39) Entropic Chaos - Damage/Endurance/Recharge
  • (43) Entropic Chaos - Chance of Heal Self
Level 41: Poisonous Ray
  • (A) Defense Debuff
  • (42) Accuracy
  • (42) Damage Increase
  • (42) Endurance Reduction
  • (43) Recharge Reduction
Level 44: Scorpion Shield
  • (A) Gift of the Ancients - Defense/Endurance
  • (45) Gift of the Ancients - Defense/Recharge
  • (45) Gift of the Ancients - Endurance/Recharge
  • (45) Gift of the Ancients - Defense
  • (46) Gift of the Ancients - Defense/Endurance/Recharge
  • (48) Gift of the Ancients - Run Speed +7.5%
Level 47: Hot Feet
  • (A) Cleaving Blow - Accuracy/Damage
  • (48) Cleaving Blow - Damage/Endurance
  • (48) Cleaving Blow - Accuracy/Recharge
Level 49: Summon Tarantula
  • (A) Blood Mandate - Accuracy
  • (50) Blood Mandate - Damage
  • (50) Blood Mandate - Accuracy/Damage/Endurance
  • (50) Blood Mandate - Accuracy/Damage
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Domination
------------
Set Bonus Totals:
  • 1.56% Defense(Smashing)
  • 1.56% Defense(Lethal)
  • 1.88% Defense(Fire)
  • 1.88% Defense(Cold)
  • 6.88% Defense(Energy)
  • 6.88% Defense(Negative)
  • 3.13% Defense(Melee)
  • 3.44% Defense(Ranged)
  • 0.94% Defense(AoE)
  • 5.85% Max End
  • 11.3% Enhancement(RechargeTime)
  • 5% Enhancement(Immobilize)
  • 23% Enhancement(Accuracy)
  • 53.4 HP (5.25%) HitPoints
  • MezResist(Confused) 5.5%
  • MezResist(Held) 7.7%
  • MezResist(Immobilize) 2.2%
  • MezResist(Sleep) 2.75%
  • MezResist(Stun) 4.4%
  • 6.5% (0.11 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 12.5% Resistance(Fire)
  • 10% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 15% Resistance(Psionic)
  • 7.5% RunSpeed
------------
Set Bonuses:
Trap of the Hunter
(Fire Cages)
  • 5% Enhancement(Immobilize)
  • 19.1 HP (1.88%) HitPoints
  • 9% Enhancement(Accuracy)
  • MezResist(Held) 2.75%
Thunderstrike
(Ice Blast)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
Eradication
(Ice Sword Circle)
  • 1.8% Max End
  • 3.13% Defense(Energy,Negative), 1.56% Defense(Ranged)
  • 22.9 HP (2.25%) HitPoints
Sovereign Right
(Fire Imps)
  • MezResist(Sleep) 2.75%
  • MezResist(Confused) 2.75%
  • MezResist(Stun) 2.75%
  • MezResist(Held) 2.75%
  • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
  • 10% Resistance(All)
Crushing Impact
(Ice Slash)
  • MezResist(Immobilize) 2.2%
  • 11.4 HP (1.13%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 2.5% Resistance(Psionic)
Entropic Chaos
(Bitter Ice Blast)
  • 10% (0.42 HP/sec) Regeneration
  • MezResist(Confused) 2.75%
  • 2.25% Max End
  • 6.25% Enhancement(RechargeTime)
Gift of the Ancients
(Scorpion Shield)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Resistance(Fire)
  • 1.8% Max End
  • MezResist(Held) 2.2%
  • 2.5% Resistance(Psionic)
  • 7.5% RunSpeed
Cleaving Blow
(Hot Feet)
  • 1% (0.02 End/sec) Recovery
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
Blood Mandate
(Summon Tarantula)
  • 1.5% (0.03 End/sec) Recovery
  • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
  • MezResist(Stun) 1.65%

Another concern would probably be pricing. I know a bit about using the market, having reached eighty-million Infamy on my stalker by crafting dropped recipes and selling them. The thing is I'm not fabulously rich yet, so I need to know the price range of the sets I used. I mainly went for Recovery bonuses, because this build looks like it'll be very endurance heavy; Although recovery bonuses seemed pretty hard to find. Thoughts? Opinions? Is my build crap, or is it okay?


Arc ID: 348998 - Becoming a villain
Arc ID: 373341 - To Save a Hero

Got Inf?

 

Posted

It's fairly bad.

There are a number of major issues which I'll address first.

* Flashfire is the single most important AoE control power of Fire Control. I'm used to seeing people underslot it, but this is the first I've seen to skip it completely. Take it. Give it 5 or 6 slots.

* Char is the single most important ST control power of Fire Control. You take it at L1 and you slot it quickly. You should feel bad about not having 5 slots in it by L10 and mortified if not by L20.

* Ice Sword Circle is your major source of AoE damage. One of the real beauties of Icy Assault is that it gets such good AoE damage early. So take it when it's available.

* You're taking Hot Feet way too late. For most Fire Control characters it's a key power, not just for the extra source of damage, but for the extra control effect of enemies fleeing when they are in its radius. Leave it until after Stamina, but not into the PPPs.

* No Hasten. Hasten is near mandatory for Dominators. Yes, taking it will excerbate your endurance issues. Not taking it will negatively impact how awesome you are.

* Ring of Fire and Smoke are marginal powers at best. I'd leave the former out completely and the latter makes a good L49 power.

There's also lots of slotting issues. Health does not need 2 slots and Fire Imps doesn't need 6 (4 would do it). Bonfire just needs a single Recharge slot. Frost Breath needs some damage. Hot Feet needs another 3 slots all End Reduc.

Hope that helps!


 

Posted

Pre I15 Icy was so endurance intensive that it was very difficult to run Hot Feet for very long at all, and certainly not permanently. I'm not sure how it is now, but be prepared to have to turn Hot Feet off and on a lot.

Fire Cages doesn't need all those slots, a single accuracy is often enough, or you could add an end reduction too if you wanted.

Smoke is autohit in PvE, so the accuracy enhance only makes a difference in PvP.

Hot Feet can't be activated while in flight, so Hover is kind of a pain with Fire/.

Bonfire's damage is negligible, so just leave it with a single slot of recharge reduction.

I'd take some slots out of Poisonous Ray and Scorpion Shield, they would be more useful in your attacks.

Hope that helps.