Fire/Stone


AcceleratorRay

 

Posted

Anyone have this combo and if so can you offer an hints or tricks? I just rolled this one yesterday (didnt play him yet just created & left in Aracnos Base for XP Day Job bonus). Looks like the damage will be pretty decent and w/ the secondary effects of Stone (KU/KD/KB) should be a decent control type. Thoughts?


 

Posted

Get stamina. Leveling up, frankenslot to get good amounts of end reduction.

I've had fun with mine - fire recolored to look like radiation, using tinted
earth to add radioactive glow to those effects. Currently level 31, and
finally coming out of slot starvation. Getting ready to switch over to at
least some of my final sets.

My build plan (not sure if I'll take mud pots - small diameter, likely
won't be worth the end drain)

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

Click this DataLink to open the build!

Mad Magma Monk: Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Earth Assault
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Char -- Acc/Hold(A), Acc/Rchg(3), Rchg/Hold(3), EndRdx/Rchg/Hold(9), Dmg/EndRdx(27), Dmg-I(46)
Level 1: Stone Spears -- Acc/Dmg(A), Dmg/EndRdx(36), Dmg/Rchg(36), Acc/EndRdx/Rchg(36), Acc/Dmg/Rchg(37)
Level 2: Stone Mallet -- Acc/Dmg(A), Dmg/EndRdx(5), Dmg/Rchg(5), Acc/Dmg/EndRdx(11), Dmg/EndRdx/Rchg(19)
Level 4: Tremor -- Dmg(A), Acc/Rchg(7), Dmg/Rchg(7), Acc/Dmg/Rchg(9), Acc/Dmg/EndRdx/Rchg(19), EndRdx-I(21)
Level 6: Combat Jumping -- Empty(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Fire Cages -- Acc/EndRdx(A), Acc/EndRdx(11), Acc/EndRdx(31)
Level 12: Flashfire -- Acc/Rchg(A), EndRdx/Stun(13), Acc/EndRdx(13), Stun/Rng(15), Acc/Stun/Rchg(15), RechRdx-I(17)
Level 14: Health -- Heal-I(A)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(17)
Level 18: Smoke -- Empty(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Heavy Mallet -- Acc/Dmg(A), Dmg/EndRdx(23), Dmg/Rchg(23), Acc/Dmg/Rchg(25), Dmg/EndRdx/Rchg(27)
Level 24: Hot Feet -- Acc/EndRdx(A), Acc/Slow(25), Dmg/EndRdx(34), Dmg/EndRdx(34), Dmg-I(34)
Level 26: Cinders -- Acc/Hold(A), Acc/Rchg(40), Rchg/Hold(40), EndRdx/Rchg/Hold(42), Acc/Hold/Rchg(42)
Level 28: Seismic Smash -- Acc/Dmg(A), Dmg/EndRdx(29), Dmg/Rchg(29), Acc/Dmg/Rchg(31), Dmg/EndRdx/Rchg(31)
Level 30: Ring of Fire -- Acc/Dmg(A), Dmg/EndRdx(37), Dmg/Rchg(37), Acc/EndRdx/Rchg(46), Acc/Dmg/Rchg(50)
Level 32: Fire Imps -- Acc/Dmg(A), Dmg/EndRdx(33), Acc/Dmg/Rchg(33), EndRdx/Dmg/Rchg(33)
Level 35: Mud Pots -- Acc/Slow(A), Acc/EndRdx(43), Dmg/EndRdx(45), Dmg/EndRdx(45), Dmg-I(46)
Level 38: Fissure -- Acc/Dmg(A), Dmg/EndRdx/Rng(39), Dmg/Rchg(39), Acc/Dmg/EndRdx(39), Dmg/Rchg(40)
Level 41: Power Sink -- EndMod/Rchg(A), EndMod/Rchg(42), EndMod/Rchg(43), RechRdx-I(43)
Level 44: Charged Armor -- Empty(A), Empty(45)
Level 47: Ball Lightning -- Acc/Dmg(A), Dmg/EndRdx(48), Dmg/Rchg(48), Acc/Dmg/EndRdx(48), Dam%(50)
Level 49: Surge of Power -- ResDam/Rchg(A), ResDam/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination


Global: @AcceleratorRay
Heroes on Triumph
Villains on Victory

Proud member of Triumphant Defenders

Fight My Brute

 

Posted

Got on rolling now. Absolutely love it. It has a good smashy feel to it. Def once you hit in the mid 20's I would look into frankenslotting instead of SOs and of course Stam at 20.

Also usual standard do not take the immobilizes they will negate your KU. Between Mud Pots and Hot Feet you can take either or both if you want to. I did prefer hot feet over mud pots because of the small radius mud pots have (also keeping as much blue as possible).

If you got more I can pull up the build I am going for if needed.


 

Posted

I've actually been trying, albeit a bit slowly, to put together a guide for this combo. Fire/Earth has some excellent synergy. A couple things I'll note:

-Castle, I think it was, mentioned early on that /Earth makes you feel like a Brute, and this is fairly true. There is very little concept of fighting-at-range in this set. You're going to be getting in close, hitting things hard, and making them fall down. What little gets back up will be hit again.

-Skip the immobilize powers. Ring of Fire and Fire Cages both prevent knockdown, which is a MAJOR part of your mitigation. Likewise, since you'll be in melee range anyway, immobilizes offer you no protection, and you have other ways of keeping enemies from trying to run away from you.

-Hot Feet and Mud Pots sounds like an awesome combo (it's the whole reason that I started a Fire/Earth, even!), but the range on Mud Pots is REALLY small, so it really doesn't work as well in execution as it sounds on paper. I'd definitely recommend Hot Feet, but Mud Pots less so.

I'd post a copy of my build for you to peruse, but I don't have access to it right now. I'll try to toss it up later on today.


 

Posted

Re: Immobilizes - I use the flashfire + firecages combo as standard control.

I also picked up Ring of Fire (instead of Hurl Boulder). It was a close choice,
and I might end up reversing it after trying for a while. But RoF has better
damage, activation and recharge numbers.


Global: @AcceleratorRay
Heroes on Triumph
Villains on Victory

Proud member of Triumphant Defenders

Fight My Brute

 

Posted

Quote:
Originally Posted by AcceleratorRay View Post
I also picked up Ring of Fire (instead of Hurl Boulder). It was a close choice,
and I might end up reversing it after trying for a while. But RoF has better
damage, activation and recharge numbers.
Of the two, I'd agree, but suggest (as was suggested to me, and which ended up working quite well) that grabbing Air Superiority works better than either one.


 

Posted

Thanks all u Doms for ur help. I ended up rolling a Stone/Fire as well and got him to lvl 11 alrdy. Im more comfortable fighting from range as a Dom, which is easier with /Fire instead of /Stone. Would be gimping the set a little bit to make it a ranged set. Im probably gonna give them equal playing time and see which ones goes faster. Right now tho there is no comparison solo. Stone/Fire is kicking Fire/Stone ***. Haven't teamed yet tho as my new CPU is glitching on me on large teams.


 

Posted

Quote:
Originally Posted by Darth_Vernon View Post
Thanks all u Doms for ur help. I ended up rolling a Stone/Fire as well and got him to lvl 11 alrdy. Im more comfortable fighting from range as a Dom, which is easier with /Fire instead of /Stone. Would be gimping the set a little bit to make it a ranged set. Im probably gonna give them equal playing time and see which ones goes faster. Right now tho there is no comparison solo. Stone/Fire is kicking Fire/Stone ***. Haven't teamed yet tho as my new CPU is glitching on me on large teams.
Yeah, if you want to fight primarily from range, trying to play an /Earth Dominator would just be a horrible, horrible idea. The set only has two ranged attacks and they're both rather sub-par. A range-based /Earth Dom would probably do better than a petless Mastermind....but I can grant it much beyond that.


 

Posted

Hilarious. Ive never tried a petless MM. Sounds fun. Wonder if it can solo AVs lol.

As a serious question, which Doms can solo AVs?


 

Posted

There have been a few posts recently on Dominators soloing AVs.

Liliaceae has had some success with his Mind/Fire and Hirsh has had some recent success with his Ice/Earth.

From their experiences it would appear that the best chance of doing so is to have either a fast animating ST Hold (Mind and Fire best for this) and/or using Earth Assault for the extra ST Hold effect as well as having quite a lot of +recharge from IO sets.

I would also think Grav/Earth would be decent against AVs because of the extra hold from Singularity. In the case of using Earth Assault, you would need to be careful as to which AV you were soling. Anything with a decent amount of Smashing resistance (which is unfortunately common) is going to hand you your spleen.


 

Posted

I have a fire/earth and love it , the dmg is awesome
Having Hot Feet and mudpots isn't an issue becuase its impossible to run both and attack without your end draining VERY quickly.
Hot Feet is all you need imo and is possible to run all the time with a miracle +recov and a Pshifter and 70% end reduc on Hot Feet.


Defiant's GoEH/MILITIS METUS

 

Posted

I think I might be able to solo AVs w/ my Stone/Fire as well. Stoney and Seer (patron) will take the damage (aid other will be necessary). In mids I was able to easily get the soft cap on defense thru "relatively" cheap IOs. Kicker is going to be trying to get perma-Domination as I'll only have 2 holds and one is AoE on long recharge. Hmmmm


 

Posted

Currently at level 49 and I love my Fire/earth. He was a slow starter but really started to pickup at around lvl 29. For my PP powers I took the mace mastery rout for the added defense of scorpion shield. I also took poisonous ray(-resistance) which is awesome against bosses/EB’s. I can honestly say that my boss killing speed easily rivals that of some of my blasters(or at least it feels that way).
From a mostly solo perspective I would add some of the following recommendations.

Get both of the AOE/PBAOE attacks in the secondary and hot feet. Between the 3 of them you can quickly and easily clear the minions from the spawn. Some people sneer at the 3 second animation but if you are hitting at least 3 people with it then it is worth it.

Get the AOE immobilize. Some people say not to, but I can’t tell you how many times hot feet has scared off an unmezzed minion who then ran into another spawn. And of course my imp would follow and double spawn me.

I’m really up in the air between Ring of Fire(ROF) and Hurl Boulder. Hurl Boulder has very mediocre damage for such a long animation. Ring of Fire(ROF) can keep that pesky EB immobilized until you can lock him down with holds which is nice. The thing I don’t like about ROF is that the damage over time takes 9.2 seconds to complete and it has a high endurance cost. If you really think about it, no minion or lieutenant is actually going to live long enough to feel the 9.2 seconds of DOT, so most of the damage is wasted unless you ROF target A and then move on to target B. It is useful obviously against bosses/EB’s who will live long enough to feel the burn. That being said I don’t usually slot ROF heavily. I would recommend getting either ROF or hurl boulder because between your single target hold, ROF/hurl boulder, and the first power from your secondary you will have 3 ranged attacks. You will want these in boss/EB fights if you are not comfortable jumping into melee before the boss/EB is thoroughly held.

That’s all I’ve got for now. Good day sir.