Please help optimize my fire/dark


Harkness

 

Posted

I have been struggling with a final build for my fire/dark, Father McKenzie. I would like to soft-cap ranged defense, but I can't get there with saying good-bye to some powers that I really like. Anyone have some wisdom to lend?

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

Click this DataLink to open the build!

Father McKenzie: Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Fire Blast

  • (A) Thunderstrike - Accuracy/Damage: Level 50
  • (3) Thunderstrike - Damage/Endurance: Level 50
  • (7) Thunderstrike - Accuracy/Damage/Recharge: Level 50
  • (9) Thunderstrike - Damage/Recharge: Level 50
  • (36) Thunderstrike - Accuracy/Damage/Endurance: Level 50
  • (46) Thunderstrike - Damage/Endurance/Recharge: Level 40
Level 1: Twilight Grasp
  • (A) Touch of the Nictus - Healing: Level 50
  • (17) Touch of the Nictus - Accuracy/Healing: Level 50
  • (17) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50
  • (33) Theft of Essence - Accuracy/Endurance/Healing: Level 30
  • (33) Theft of Essence - Chance for +Endurance: Level 30
  • (33) Theft of Essence - Accuracy/Endurance/Recharge: Level 30
Level 2: Fire Ball
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (3) Positron's Blast - Damage/Endurance: Level 50
  • (7) Positron's Blast - Damage/Recharge: Level 50
  • (15) Positron's Blast - Damage/Range: Level 50
  • (27) Positron's Blast - Accuracy/Damage/Endurance: Level 50
  • (34) Detonation - Damage/Recharge: Level 50
Level 4: Tar Patch
  • (A) Recharge Reduction IO: Level 50
  • (5) Recharge Reduction IO: Level 50
  • (5) Recharge Reduction IO: Level 50
  • (34) Slow IO: Level 50
  • (36) Pacing of the Turtle - Chance of -Recharge: Level 40
Level 6: Rain of Fire
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (11) Positron's Blast - Damage/Endurance: Level 50
  • (11) Positron's Blast - Damage/Recharge: Level 50
  • (34) Positron's Blast - Chance of Damage(Energy): Level 50
  • (37) Positron's Blast - Damage/Range: Level 50
  • (37) Recharge Reduction IO: Level 50
Level 8: Darkest Night
  • (A) Dark Watcher's Despair - To Hit Debuff: Level 50
  • (9) Dampened Spirits - To Hit Debuff/Recharge/Endurance: Level 50
  • (15) Dampened Spirits - To Hit Debuff/Endurance: Level 21
  • (27) Dampened Spirits - To Hit Debuff: Level 50
  • (36) Dark Watcher's Despair - Chance for Recharge Slow: Level 40
Level 10: Swift
  • (A) Run Speed IO: Level 50
Level 12: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (13) Recharge Reduction IO: Level 50
  • (13) Recharge Reduction IO: Level 50
Level 14: Hurdle
  • (A) Jumping IO: Level 50
Level 16: Shadow Fall
  • (A) Endurance Reduction IO: Level 50
Level 18: Blaze
  • (A) Thunderstrike - Accuracy/Damage: Level 50
  • (19) Thunderstrike - Damage/Endurance: Level 50
  • (19) Thunderstrike - Damage/Recharge: Level 50
  • (25) Thunderstrike - Accuracy/Damage/Recharge: Level 50
  • (25) Thunderstrike - Damage/Endurance/Recharge: Level 50
  • (39) Thunderstrike - Accuracy/Damage/Endurance: Level 40
Level 20: Fearsome Stare
  • (A) Cloud Senses - ToHit Debuff: Level 30
  • (21) Cloud Senses - Accuracy/ToHitDebuff: Level 30
  • (21) Cloud Senses - Accuracy/Recharge: Level 30
  • (29) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
  • (43) Cloud Senses - Accuracy/Endurance/Recharge: Level 30
  • (50) Cloud Senses - Chance for Negative Energy Damage: Level 30
Level 22: Stamina
  • (A) Endurance Modification IO: Level 50
  • (23) Endurance Modification IO: Level 50
  • (23) Endurance Modification IO: Level 50
Level 24: Hover
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
  • (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 35
Level 26: Super Speed
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
  • (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 35
Level 28: Petrifying Gaze
  • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
  • (29) Basilisk's Gaze - Accuracy/Recharge: Level 30
  • (42) Basilisk's Gaze - Recharge/Hold: Level 30
  • (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
Level 30: Fire Breath
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (31) Positron's Blast - Damage/Endurance: Level 50
  • (31) Positron's Blast - Damage/Recharge: Level 50
  • (31) Positron's Blast - Damage/Range: Level 50
  • (37) Positron's Blast - Accuracy/Damage/Endurance: Level 50
Level 32: Aim
  • (A) Recharge Reduction IO: Level 50
Level 35: Howling Twilight
  • (A) Recharge Reduction IO: Level 50
Level 38: Dark Servant
  • (A) Cloud Senses - ToHit Debuff: Level 30
  • (39) Cloud Senses - Accuracy/ToHitDebuff: Level 30
  • (39) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
  • (40) Cloud Senses - Accuracy/Endurance/Recharge: Level 30
  • (40) Cloud Senses - Accuracy/Recharge: Level 30
  • (40) Cloud Senses - Chance for Negative Energy Damage: Level 30
Level 41: Power Sink
  • (A) Performance Shifter - EndMod/Recharge: Level 50
  • (42) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
  • (42) Performance Shifter - EndMod/Accuracy: Level 50
  • (46) Performance Shifter - EndMod: Level 35
Level 44: Charged Armor
  • (A) Reactive Armor - Endurance: Level 30
  • (45) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (45) Reactive Armor - Resistance: Level 30
  • (45) Reactive Armor - Resistance/Endurance: Level 40
Level 47: Summon Adept
  • (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
  • (48) Expedient Reinforcement - Accuracy/Damage: Level 50
  • (48) Expedient Reinforcement - Damage/Endurance: Level 50
  • (48) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
  • (50) Expedient Reinforcement - Endurance/Damage/Recharge: Level 35
  • (50) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 35
Level 49: Electric Shackles
  • (A) Accuracy IO: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Scourge
------------
Set Bonus Totals:
  • 5% DamageBuff(Smashing)
  • 5% DamageBuff(Lethal)
  • 5% DamageBuff(Fire)
  • 5% DamageBuff(Cold)
  • 5% DamageBuff(Energy)
  • 5% DamageBuff(Negative)
  • 5% DamageBuff(Toxic)
  • 5% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 22.7% Defense(Energy)
  • 22.7% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 29.3% Defense(Ranged)
  • 3% Defense(AoE)
  • 8.1% Max End
  • 50% Enhancement(Accuracy)
  • 38.8% Enhancement(RechargeTime)
  • 23% FlySpeed
  • 56.2 HP (5.25%) HitPoints
  • 23% JumpHeight
  • 23% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 7.5%
  • MezResist(Held) 7.5%
  • MezResist(Immobilize) 8.6%
  • MezResist(Sleep) 7.5%
  • MezResist(Stun) 7.5%
  • MezResist(Terrorized) 7.5%
  • 16% (0.27 End/sec) Recovery
  • 20% (0.89 HP/sec) Regeneration
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 14.7% Resistance(Fire)
  • 14.7% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 23% RunSpeed



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Some Established Villains:
Father McKenzie - Fire/Dark, Voltage Adapter - Elec/Nin
Some Established Heroes:
Sous Chef - DB/WP, Frost Advisory - Ice/Kin, Papa Xmas - Ice/FF, Bubbe - Sonic/Kin, Redeker Plan - Arch/Dev, Dr. Duplicitous - Ill/Kin

 

Posted

All I can tell you is that for me personally I'm not willing to make the sacrifices necessary to softcap. I've seen Fire/Dark softcap builds other people have put together and they are very clearly not anything I'd want to play.

The way I look at it, I just need enough +def so that a single application of Fearsome Stare gives me effectively soft-capped defenses. That way even if I'm mezzed I'm well protected. This approach doesn't work against enemies that resist -tohit or AVs, but the former are rare enough that I'm not worried about them, and for the latter I'm not trying to solo AVs so I'm comfortable relying on my team to help me out.

So like I said, since I'm not trying to solo AVs, I just built for as much +def and +rech as I could get without gimping any of my powers or skipping powers I really wanted. No doubt the toon isn't as resilient as it could be if it was softcapped, but it's fun and effective. It doesn't matter how good it is on paper if it's no fun and you don't want to play it.


 

Posted

A few things that'd be helpful to offer advice: Do you solo or team-play? Do you want to face AVs? What's your usual attack opening? Do you hover-blast? etc.

Quote:
Originally Posted by Profanation View Post
I have been struggling with a final build for my fire/dark, Father McKenzie. I would like to soft-cap ranged defense, but I can't get there with saying good-bye to some powers that I really like. Anyone have some wisdom to lend?
Judging from current slotting, you don't have the inf to make that happen. Apart from Basilisk's Gaze and BotZ, your sets are cheap or basic IOs, so I think Ranged softcap is going to be beyond your reach without tilting your build.

As a general rule, even if you're hover-blasting, you'll face some AoE as well as Ranged attacks. 45% Ranged Def and 10% AoE Def will probably see you fine 75% of the time, with abrupt face-planting every now and again.

I normally aim for 45% Ranged and 25-30% AoE if I'm trying to "softcap Ranged".

However, aiming for Ranged softcap on a Dark Miasma character is often trading in Recharge, which DM loves, so you're hurting yourself even before you start sacrificing powers.

You're not using powers to get to the softcap either, which seems odd. You haven't put a single Def IO in Shadow Fall or Hover, and you haven't picked any other powers with Def. You'll notice that most softcap builds have Weave (or at least Maneuvers) because it's easier to use Def powers than just IO sets.

Aiming for the S/L softcap would be much, much easier. With Scorpion Shield, Shadow Fall and Weave, you can be almost halfway there before you slot IOs.

On your actual slotting:

Tar Patch shouldn't need 3 RRs. 2 RRs and an Acc/Slow (or two) is my preferred slotting.

Aim should be 2-slotted with RRs at least if you intend on using it.

Howling Twilight should be up as often as possible. Apart from being the team-rez, it has a Stun, a slow and a wonderful -500% Regen debuff.

Pet Gaze, by itself, isn't going to be holding a lot. Electric Shackles might change that, but it's under-slotted. I doubt you'll hold any AVs with them. I'd properly slot both or drop both.

I'm not sure why you'd pick Swift and Hurdle, but not Health. I'd start guessing about you using Ninja Run, but you have SS and Hover in there too. Health with even a single Heal IO should be more useful than Swift or Hurdle.

HTH.


 

Posted

Alright, thanks for the advice, and I have re-worked some of the build. I am trying to keep the build down in price, so I have tried to avoid some of the more expensive sets (except for a couple, including the Numina's and a couple of other individually pricey IO's). I also added in maneuvers and slotted up howling twilight, which is a power that I have never used very much, because I can't get past the idea that it is a rez instead of a great stun and regen debuff.

I also got rid of the patron pet--they just seem so situational and out of control. They all just seem like the Summon Amy temp from CoH. They are powerful but un-focussed, so they wind up causing as much damage as good. In its place, I slotted up Howling Twilight and put a couple of slots in Electric Shackles--enough to be a nice one-two-punch with PetGaze. I also put in health and took out hurdle. Point well taken on that one.

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

Click this DataLink to open the build!

Father McKenzie: Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Dark Miasma
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Fire Blast

  • (A) Thunderstrike - Accuracy/Damage: Level 50
  • (3) Thunderstrike - Damage/Endurance: Level 50
  • (7) Thunderstrike - Accuracy/Damage/Recharge: Level 50
  • (9) Thunderstrike - Damage/Recharge: Level 50
  • (36) Thunderstrike - Accuracy/Damage/Endurance: Level 50
  • (46) Thunderstrike - Damage/Endurance/Recharge: Level 40
Level 1: Twilight Grasp
  • (A) Numina's Convalescence - Heal/Endurance: Level 50
  • (17) Numina's Convalescence - Endurance/Recharge: Level 50
  • (17) Numina's Convalescence - Heal/Recharge: Level 50
  • (33) Numina's Convalescence - Heal/Endurance/Recharge: Level 30
  • (33) Numina's Convalescence - Heal: Level 30
  • (33) Numina's Convalescence - +Regeneration/+Recovery: Level 30
Level 2: Fire Ball
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (3) Positron's Blast - Damage/Endurance: Level 50
  • (7) Positron's Blast - Damage/Recharge: Level 50
  • (15) Positron's Blast - Damage/Range: Level 50
  • (27) Positron's Blast - Chance of Damage(Energy): Level 50
  • (34) Detonation - Damage/Recharge: Level 35
Level 4: Tar Patch
  • (A) Recharge Reduction IO: Level 50
  • (5) Recharge Reduction IO: Level 50
  • (5) Pacing of the Turtle - Accuracy/Slow: Level 50
  • (34) Pacing of the Turtle - Chance of -Recharge: Level 35
Level 6: Rain of Fire
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (11) Positron's Blast - Damage/Endurance: Level 50
  • (11) Positron's Blast - Damage/Recharge: Level 50
  • (34) Positron's Blast - Chance of Damage(Energy): Level 50
  • (37) Positron's Blast - Damage/Range: Level 50
  • (37) Recharge Reduction IO: Level 50
Level 8: Darkest Night
  • (A) Dark Watcher's Despair - To Hit Debuff: Level 50
  • (9) Dampened Spirits - To Hit Debuff/Recharge/Endurance: Level 50
  • (15) Dampened Spirits - To Hit Debuff/Endurance: Level 21
  • (27) Dampened Spirits - To Hit Debuff: Level 50
Level 10: Swift
  • (A) Run Speed IO: Level 50
Level 12: Flares
  • (A) Thunderstrike - Accuracy/Damage: Level 50
  • (13) Thunderstrike - Damage/Endurance: Level 50
  • (13) Thunderstrike - Damage/Recharge: Level 50
  • (31) Thunderstrike - Accuracy/Damage/Recharge: Level 35
  • (31) Thunderstrike - Accuracy/Damage/Endurance: Level 35
  • (37) Thunderstrike - Damage/Endurance/Recharge: Level 35
Level 14: Health
  • (A) Healing IO: Level 30
Level 16: Shadow Fall
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (45) Gift of the Ancients - Defense/Endurance: Level 30
Level 18: Blaze
  • (A) Thunderstrike - Accuracy/Damage: Level 50
  • (19) Thunderstrike - Damage/Endurance: Level 50
  • (19) Thunderstrike - Damage/Recharge: Level 50
  • (25) Thunderstrike - Accuracy/Damage/Recharge: Level 50
  • (25) Thunderstrike - Damage/Endurance/Recharge: Level 50
  • (39) Thunderstrike - Accuracy/Damage/Endurance: Level 40
Level 20: Fearsome Stare
  • (A) Cloud Senses - ToHit Debuff: Level 30
  • (21) Cloud Senses - Accuracy/ToHitDebuff: Level 30
  • (21) Cloud Senses - Accuracy/Recharge: Level 30
  • (29) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
  • (43) Cloud Senses - Accuracy/Endurance/Recharge: Level 30
  • (50) Cloud Senses - Chance for Negative Energy Damage: Level 30
Level 22: Stamina
  • (A) Endurance Modification IO: Level 50
  • (23) Endurance Modification IO: Level 50
  • (23) Endurance Modification IO: Level 50
Level 24: Hover
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
  • (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 35
Level 26: Super Speed
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
  • (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 35
Level 28: Petrifying Gaze
  • (A) Basilisk's Gaze - Accuracy/Hold: Level 30
  • (29) Basilisk's Gaze - Accuracy/Recharge: Level 30
  • (42) Basilisk's Gaze - Recharge/Hold: Level 30
  • (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
Level 30: Fire Breath
  • (A) Positron's Blast - Accuracy/Damage: Level 35
  • (31) Positron's Blast - Damage/Recharge: Level 35
  • (36) Positron's Blast - Damage/Endurance: Level 35
Level 32: Aim
  • (A) Recharge Reduction IO: Level 50
Level 35: Howling Twilight
  • (A) Stupefy - Endurance/Stun: Level 50
  • (36) Stupefy - Accuracy/Recharge: Level 35
  • (48) Stupefy - Accuracy/Endurance: Level 35
  • (48) Stupefy - Stun/Range: Level 35
  • (48) Stupefy - Accuracy/Stun/Recharge: Level 35
  • (50) Stupefy - Chance of Knockback: Level 35
Level 38: Dark Servant
  • (A) Cloud Senses - ToHit Debuff: Level 30
  • (39) Cloud Senses - Accuracy/ToHitDebuff: Level 30
  • (39) Cloud Senses - ToHit Debuff/Endurance/Recharge: Level 30
  • (40) Cloud Senses - Accuracy/Endurance/Recharge: Level 30
  • (40) Cloud Senses - Accuracy/Recharge: Level 30
  • (40) Cloud Senses - Chance for Negative Energy Damage: Level 30
Level 41: Power Sink
  • (A) Performance Shifter - EndMod/Recharge: Level 50
  • (42) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
  • (42) Performance Shifter - EndMod/Accuracy: Level 50
  • (46) Performance Shifter - EndMod: Level 35
Level 44: Charged Armor
  • (A) Reactive Armor - Endurance: Level 30
  • (45) Reactive Armor - Resistance: Level 30
  • (45) Reactive Armor - Resistance/Endurance: Level 40
Level 47: Electric Shackles
  • (A) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
  • (50) Basilisk's Gaze - Recharge/Hold: Level 30
Level 49: Maneuvers
  • (A) Endurance Reduction IO: Level 35
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Scourge
------------
Set Bonus Totals:
  • 2% DamageBuff(Smashing)
  • 2% DamageBuff(Lethal)
  • 2% DamageBuff(Fire)
  • 2% DamageBuff(Cold)
  • 2% DamageBuff(Energy)
  • 2% DamageBuff(Negative)
  • 2% DamageBuff(Toxic)
  • 2% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 30.8% Defense(Energy)
  • 30.8% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 38% Defense(Ranged)
  • 3% Defense(AoE)
  • 6.3% Max End
  • 3% Enhancement(Stun)
  • 6% Enhancement(Heal)
  • 38.8% Enhancement(RechargeTime)
  • 39% Enhancement(Accuracy)
  • 27% FlySpeed
  • 60.2 HP (5.62%) HitPoints
  • 27% JumpHeight
  • 27% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 5%
  • MezResist(Held) 8.3%
  • MezResist(Immobilize) 6.1%
  • MezResist(Sleep) 7.75%
  • MezResist(Stun) 5%
  • MezResist(Terrorized) 5%
  • 20.5% (0.34 End/sec) Recovery
  • 12% (0.54 HP/sec) Regeneration
  • 4.73% Resistance(Fire)
  • 4.73% Resistance(Cold)
  • 27% RunSpeed



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Some Established Villains:
Father McKenzie - Fire/Dark, Voltage Adapter - Elec/Nin
Some Established Heroes:
Sous Chef - DB/WP, Frost Advisory - Ice/Kin, Papa Xmas - Ice/FF, Bubbe - Sonic/Kin, Redeker Plan - Arch/Dev, Dr. Duplicitous - Ill/Kin

 

Posted

Quote:
Originally Posted by Harkness View Post
A few things that'd be helpful to offer advice: Do you solo or team-play? Do you want to face AVs? What's your usual attack opening? Do you hover-blast? etc.
Sorry, let me address this. I prefer to team but do not like leading, so I solo until I am invited to a team. I have no interest or aspirations in fighting AV's solo, but I like to face them in teams. My usual attack opening (solo) is to stealth into position, FS the group, Darkest Night a lieut in the middle, tar patch, rain of fire, fireball, fire breath, ST the leftovers. I cast FS whenever possible and Twilight Grasp lieuts when necessary. I normally am hovering just above my fluffy, so I can take advantage of his heals.


Some Established Villains:
Father McKenzie - Fire/Dark, Voltage Adapter - Elec/Nin
Some Established Heroes:
Sous Chef - DB/WP, Frost Advisory - Ice/Kin, Papa Xmas - Ice/FF, Bubbe - Sonic/Kin, Redeker Plan - Arch/Dev, Dr. Duplicitous - Ill/Kin

 

Posted

Quote:
Originally Posted by Profanation View Post
I also added in maneuvers and slotted up howling twilight, which is a power that I have never used very much, because I can't get past the idea that it is a rez instead of a great stun and regen debuff.

I also got rid of the patron pet--they just seem so situational and out of control. They all just seem like the Summon Amy temp from CoH. They are powerful but un-focussed, so they wind up causing as much damage as good. In its place, I slotted up Howling Twilight and put a couple of slots in Electric Shackles--enough to be a nice one-two-punch with PetGaze. I also put in health and took out hurdle. Point well taken on that one.
Trade out Maneuvers for CJ. It'll keep you at Ranged softcap for a fraction of Endurance cost.

It took me a while to change my thinking about HT too. I find the stun a bit so-so myself, but the Regen debuff is godly.

And I'd agree with you about the Patron Pets. I always feel like I'm dealing with a toddler. Fluffy is a faithful and fairly-bright dog.

It's nice to see you get the Hold combo, but, given that you're Fire Blast, aren't you a Damage Dealer? It's a nice versatility option if you're on a DD-heavy team without a couple of good Doms to lock down the AVs, but usually you're going to be a key player in unleashing damage on an AV in-between your de/buffs. Worrying about Control shouldn't necessarily be where you're at, on a team, and if you don't solo AVs, then you probably won't use the combo.

Quote:
Originally Posted by Profanation View Post
I prefer to team but do not like leading, so I solo until I am invited to a team. I have no interest or aspirations in fighting AV's solo, but I like to face them in teams. My usual attack opening (solo) is to stealth into position, FS the group, Darkest Night a lieut in the middle, tar patch, rain of fire, fireball, fire breath, ST the leftovers. I cast FS whenever possible and Twilight Grasp lieuts when necessary. I normally am hovering just above my fluffy, so I can take advantage of his heals.
It's a nice chain, though I still think you need another RR in Aim, and should have that up between TP and RoF.

I think you'll find yourself using DN a lot less when you're softcapped. FS covers most non-AV mobs. AoEs and un-typed mezzes will be your biggest problem.

I've had bad luck with using Hover and Fire Breath. If you don't hit 3 people with it, it wasn't worth it. Your slotting also suggests that you don't love the power, so I wonder if you have similar problems with it. I've found that it works much better with SS+CJ, so you might want to play-test that before deciding upon anything.

In fact, all of my experiences with playing Fire Blast leads me to find SS+CJ a far more effective combination of travel powers. I'd keep Hover around for the unexpected EB that Tar Patch doesn't affect, but you'll mostly be in teams for the AVs. In most solo situations, you're going to have Tar Patch keeping them out of melee, although I can see why you'd want to be hovering over your Dark "sacrificial lamb" Servant.

I mentioned this is another thread today, but note well: If you're slotting the Numina Proc in Twilight Grasp, you need to cast TG once every two minutes to keep that Proc active.

Also note that TG requires a to-hit check in order to Heal and debuff, and you haven't slotted any Accuracy in it at all. This may very well cause you to miss the AVs and GMs who need those debuffs the most. (I've struggled with this one myself, even argued that TG hits so often the Acc IO was worthless, but with an Accurate Healing set in there, the difference between it usually hits and it always hits is pretty obvious).

I'm curious to know how bad you find the scatter of RoF and Fireball (and DN) on Tar Patch. TP and Fluffy's tentacles, are you only way to keep the mob together how you want it. I've, personally, never liked relying upon Tar Patch. I realise this would be a total shift in your EPP, but Web Envelope offers an AoE immob, and you'd still maintain the hold in Web Cocoon.

Given the redraw involved with both powers, I only suggest this if you're finding scatter a problem, but it's the best solution to that problem you can get with your AT.


 

Posted

Quote:
Originally Posted by Harkness View Post
Trade out Maneuvers for CJ. It'll keep you at Ranged softcap for a fraction of Endurance cost.
Can I run hover and combat jumping at the same time? If not, it would take me to just under the soft-cap, but the difference is so small, I can't imagine it would be felt. Sometimes it feels like hitting the soft-cap is a parlor trick.

Quote:
Originally Posted by Harkness View Post
It's nice to see you get the Hold combo, but, given that you're Fire Blast, aren't you a Damage Dealer? It's a nice versatility option if you're on a DD-heavy team without a couple of good Doms to lock down the AVs, but usually you're going to be a key player in unleashing damage on an AV in-between your de/buffs. Worrying about Control shouldn't necessarily be where you're at, on a team, and if you don't solo AVs, then you probably won't use the combo.
I don't use PG very much right now (at lvl 43), but I sure wish sometimes I had a stackable mez for Mu bosses and even lieuts. And Sappers. And Ring Mistresses. And sometimes I am sloppy and would like to be able to neutralize whatever could arrest me fastest...

Quote:
Originally Posted by Harkness View Post
It's a nice chain, though I still think you need another RR in Aim, and should have that up between TP and RoF.
Point well taken. It feels like it is up for one use every group, but I may just be slow.

Quote:
Originally Posted by Harkness View Post
Also note that TG requires a to-hit check in order to Heal and debuff, and you haven't slotted any Accuracy in it at all. This may very well cause you to miss the AVs and GMs who need those debuffs the most. (I've struggled with this one myself, even argued that TG hits so often the Acc IO was worthless, but with an Accurate Healing set in there, the difference between it usually hits and it always hits is pretty obvious).
That is true, and I had forgotten that (defense tunnel vision). It is tough to say goodbye to that last Numina's, because it is 3.75% ranged defense. I guess I will have to see how often it misses, and if it feels like it is really lacking in accuracy. I have a reasonable amount of global acc buffs, and with TG being at less than 4 sec. recharge, one miss every once in while would be tolerable. More than that would get very annoying, though.

Quote:
Originally Posted by Harkness View Post
I'm curious to know how bad you find the scatter of RoF and Fireball (and DN) on Tar Patch. TP and Fluffy's tentacles, are you only way to keep the mob together how you want it. I've, personally, never liked relying upon Tar Patch. I realise this would be a total shift in your EPP, but Web Envelope offers an AoE immob, and you'd still maintain the hold in Web Cocoon.
I am not an rp'er, but I kind of centered around the concept of evil priest, fire and brimstone, sap the energy out of foes... you get the drift. I also am really enjoying power sink. If it were only on the same timer as transference, I would be in heaven. Well, maybe not as an evil priest.

Thanks for all of your help with this. You have brought up some really good points, and affecting a lot of change in my build. Best to you.


Some Established Villains:
Father McKenzie - Fire/Dark, Voltage Adapter - Elec/Nin
Some Established Heroes:
Sous Chef - DB/WP, Frost Advisory - Ice/Kin, Papa Xmas - Ice/FF, Bubbe - Sonic/Kin, Redeker Plan - Arch/Dev, Dr. Duplicitous - Ill/Kin