Thinking of making a Stone/Fire didn't see a guide any help would be appreciated
Something of an odd build.
Here's some thoughts:
- Salt Crystals is a waste of time. Earth has so many good control options; you just don't need this.
- Volcanic Gasses is brilliant and one of your best powers. It can also be procced up if you want to go that route. I have no idea why you've skipped it.
- Animate Stone is better than you have given it credit for. Give it at least 3 more slots and stick a set of Expedient Reinforcement in it.
- The Fighting pool is highly questionable on a Dominator and particularly so for an Earth Dom. You have the control - trust it. Anything that your control can't deal with, Tough and Weave aren't going to help much with anyway.
- I'm not clear why you're 6-slotting Earthquake. A couple of recharge IOs is all you need here. In general Earth lays down so much -def that enhancing the debuff is kind of pointless.
- Quicksand is also very strangely slotted. You can get away with a Slow, a Recharge and a Def Debuff slot.
- Fighting and Leadership without Stamina is sheer folly.
- Lack of a travel power is a preference that's up to you I guess, but you already have Hasten and SS gives Stealth as well ...
- Dark Obliteration needs to be slotted for damage not Defense Debuff.
- Stalagmites is a staple opener - it should have 6 slots.
- Just in general you're taking the set thing too far. Slot for whatever you're trying to hit (typically +recharge) and then use the remainder of the slots to fill out the %s, typically with singles from different sets. Basilisk's Gaze is a good example of this.
I hope that helps, but I think that build needs a lot of work.
Too many alts to list.
Checking for Guides and other threads I found that I might also consider Earth/Psychic.
I'm trying to gauge which I'd like better Earth/Psy or Earth/Fire.
Fire is more damage, but Psy used to be the farming build so it can't be too bad on damage. I know they nerfed Psy Shockwave some. But I figure Shockwave would also produce even more control.
I imagine that Drain Psyche is stronger than Consume for Endurance help and would let me run without Stanima more easily. Plus, I get a self heal that I wouldn't have under Fire.
What do y'all think?
I'm a fan of Earth/Psi (I have one at L42).
Drain Psyche is one of the best utility powers available to Doms and while it's good for regen and recov as you indicate above, it's also fantastic for shutting down the regen of EBs and AVs. However, it's not a replacement for Stamina early on unless you're very careful. Usually you need a fair bit of +recharge before it's up often enough to eliminate the Fitness pool.
A couple of other things you should consider is that Psi has a good range of useful secondary effects, including the KB from Telekinetic Thrust, the solid slow and -rech from Psychic Scream, the immobilize from Subdue and the stun from PSW.
I'm a fan of Earth/Psi (I have one at L42).
Drain Psyche is one of the best utility powers available to Doms and while it's good for regen and recov as you indicate above, it's also fantastic for shutting down the regen of EBs and AVs. However, it's not a replacement for Stamina early on unless you're very careful. Usually you need a fair bit of +recharge before it's up often enough to eliminate the Fitness pool. A couple of other things you should consider is that Psi has a good range of useful secondary effects, including the KB from Telekinetic Thrust, the solid slow and -rech from Psychic Scream, the immobilize from Subdue and the stun from PSW. |
How is the the damage of psychic assault? I know it was recently nerfed, especially shockwave. In the past, the first powers were fairly low damage and the good damage power was Shockwave. Will that make it hard to level up?
I'm really trying to figure out how much difference in damage am I loosing by going with Psychic? I'm inclined to go that way, but I want to be able to solo some and feel ok about he damage I put out on teams too.
How much it psy a pain in the later level with psi resist stuff (like robots)?
The Porcelain God - DarkKinetics Corruptor
Meat Juice - DarkDarkSoul Brute
Pretty and Strong - Do you really have to ask?
No worse than smashing/lethal and you have Animate Stone for backup.
The only thought that sprang to mind looking at the thread title is that Fiery Assault is the Little Black Dress of Dominator secondaries. It goes well with anything.
Arc #40529 : The Furies of the Earth
You want at least 68% global recharge BEFORE Hasten, in order to achieve Perma Dom, so, recharge, max endurance, end production, and control is what keeps a Dom alive.
Even with 68%, your cutting it pretty close.
As for sets, what do you think should be the guiding goal?
Rech? Extra hp? Extra Dmg? |
Most control powers are on long recharge and these are your bread and butter; you want them back as quickly as you can. There's also Domination, which is typically recharge-bound rather than how quickly you can build the bar. Also, most Assault secondaries get much better with a fair amount of recharge and some of them actually require a decent amount of recharge to even build a solid attack chain (Earth Assault for instance).
Once all those reasons are out of the way, then you can talk about permadom, the best excuse I can think of for even more +recharge.
The other alternative IMO is ranged defense which can work well with some Assault sets. However, iven two Doms with the same sets, Dom A who builds for +recharge and Dom B who builds for ranged defense, Dom A is almost always going to be the more effective character.
No question recharge.
Being able to permadom is awesome. The status protection, not having to build up Domination, extra endurance, higher mag controls, yeah its a great goal.
Controls have longer timers and getting them up every fight is crucial. It also does fill in the attack chains from the primaries.
Dominators can burn a lot of endurance and the extra endurance from Domination and either Consume or Drain Psyche is exceptionally helpful and makes playing Doms more fun.
Even though you don't really need soft capped defense, Earthquake and Dark Oblivion can get you a lot closer than most other Dominators can. And the Defense granting powers like Combat Jumping, Hover, Manuevers, Vengenance, Weave, etc give you a good place to put Luck of the Gambler IO's.
I've got a 50 earth/fire, he's plenty of fun.
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For pretty cheap, I was able to get really good recharge and defense which should be softcapped by by Earthquake and Dark Obliteration.
I didn't take Stanima. But I do have Consume, Domination, and Dark Consumption to fuel my endurance woes.
Here is what I came up with:
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Talionis Rex: Level 50 Mutation Dominator
Primary Power Set: Earth Control
Secondary Power Set: Fiery Assault
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Fossilize
- (A) (17) (36) (36) (37)
Level 1: Flares- (A) (42) (43) (43) (43) (46)
Level 2: Incinerate- (A) (3) (3) (15) (37) (40)
Level 4: Fire Breath- (A) (5) (5) (13) (13) (15)
Level 6: Quicksand- (A) (7) (7) (9) (9) (11)
Level 8: Salt Crystals- (A) (48) (48) (50) (50)
Level 10: Combat Jumping- (A) (11)
Level 12: Stalagmites- (A) (23) (27) (29) (50)
Level 14: Boxing- (A)
Level 16: Tough- (A) (17)
Level 18: Earthquake- (A) (19) (19) (23) (31) (33)
Level 20: Fiery Embrace- (A) (21) (21)
Level 22: Combustion- (A) (34) (34) (36) (37)
Level 24: Weave- (A) (25) (25)
Level 26: Hasten- (A) (27) (29)
Level 28: Consume- (A) (33) (34)
Level 30: Maneuvers- (A) (31) (31)
Level 32: Assault- (A) (33)
Level 35: Animate Stone- (A)
Level 38: Blaze- (A) (39) (39) (39) (40) (40)
Level 41: Dark Consumption- (A) (42) (42)
Level 44: Dark Obliteration- (A) (45) (45) (45) (46) (46)
Level 47: Soul Drain- (A) (48)
Level 49: Dark Embrace- (A)
------------Level 1: Brawl
- (A)
Level 1: Sprint- (A)
Level 2: Rest- (A)
Level 1: Domination------------
Set Bonus Totals: