Earth/Fire Advice?
I see that, as you mentioned, you skipped Stone Cages. That's fine I suppose, but then you went and took Stone Prison. I guess if you just on occasion want to stop one guy like an AV, stone prison is more efficient. Still, I think its worth picking up Stone Cages instead of Stone Prison. Because sometimes, even if its situational, its nice to root ALL the enemies (use with caution ).
I also see some issues.
1) Generally I notice that you are arbitrarily slapping in sets without any special reason. As a result, you are getting mediocre to poor numbers in your powers and/or you are spending money for no particular reason. Sometimes its just that you'll slot a full set of 6 when you would have done better with 5 of the set and then some other IO from a different set in the 6th slot (often the 6th set bonus isn't worth it). Powers particularly affected by this in your build include: Fire Breath, Stalagmites, Volcanic Gasses, Animate Stone, and Shark Skin. Maybe Summon Coralax, too.
2) Fiery Embrace should have 95% or so recharge (3 recharge IOs or the equivalent). It is a huge damage buff and you want it up as often as possible. You also took it a bit later than I would have, but still, not too late.
3) You skipped some good powers. Specifically, you skipped Blaze. That one hits like a ton of bricks. I would definitely take Blaze. Also, you skipped Incinerate and Combustion. There are reasons to skip them, but you should at least consider them. I prefer to avoid Incinerate myself due to the fact that I can make a nice single target chain without it, but many people take it. It is also a heavy hitter and worth taking. Some people skip Combustion due to the slowness of the animation, but I like it because it is more Area Of Effect damage, and I can't get enough.
Maybe these comments will give you some ideas. Good luck!
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
Here is a build I threw together, just to show how careful selection of IOs lets you get good numbers for your powers in less slots. It is also an example of a build that uses set bonuses to increase a desirable trait (global recharge). Hopefully this gives you some more ideas.
Lewis
Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
ZZZ DOM EARTH FIRE: Level 50 Magic Dominator
Primary Power Set: Earth Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(17), Lock-Acc/EndRdx/Rchg/Hold(19)
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(23)
Level 2: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(37), RechRdx-I(46)
Level 6: Quicksand -- RechRdx-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(34)
Level 10: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(21), Dev'n-Acc/Dmg/EndRdx/Rchg(37)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), Rope-Acc/Stun/Rchg(31)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Fiery Embrace -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(31)
Level 18: Earthquake -- UndDef-Rchg/EndRdx(A), UndDef-Rchg(19), LdyGrey-Rchg/EndRdx(31)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Mrcl-Rcvry+(A)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(25), EndMod-I(25)
Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(29), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-Rchg/Hold(40)
Level 28: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(48)
Level 30: Stone Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(34), GravAnch-Acc/Rchg(43), GravAnch-Immob/EndRdx(48), GravAnch-Hold%(48)
Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), BldM'dt-Acc/Dmg(50)
Level 35: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(37), EndRdx-I(46)
Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Water Spout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), RechRdx-I(43)
Level 44: Bile Spray -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Hibernate -- RechRdx-I(A)
Level 49: Shark Skin -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(50), TtmC'tng-ResDam/EndRdx(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Domination
Level 6: Ninja Run
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Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
Basically Zyal there are two directions you can go that will radically improve a doms performance.
The first is building for defense (usually slash/lethal). This works for every AT and doms are no exception. Simply not getting hit lets you do everything better.
The second is recharge. This is a synergy that is especially beneficial to doms as everything they do is recharge based and domination itself is as well.
Looking at your build you went for a mix and match approach to set bonuses. That is fine, but if you are going to take that approach it may be better to frankenslot so that each key power is slotted to full ability.
Also take blaze and slot up FE. Little reason to be playing /fire if you aren't going to be playingwith fire.
You can build a dom on the cheap that will be very effective, but to be fair they respond very well to having money spent on them.
My earth/fire is built for recharge and def (41% s/l, perma dom), but it isn't cheap to do.
My earth/fire is built for recharge and def (41% s/l, perma dom), but it isn't cheap to do.
|
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
Thanks Lewis and Frosticus. I knew my build initial build was full of flaws, one I've yet to actually fully set up any of my toons with set IOs. I really appreciate you taking the time to make out a better build for me, Lewis
I have gone to find myself. If I get back before I return, Keep me here!
I'm levelling one of these at the moment, and (at level 31 now) starting to feel like it could turn into a really strong combination, but very different from my previous (only other) dom, which was a mind/energy.
I've pretty much settled on a single target focus, so no combustion, with breath of fire being the only AOE, which is working out pretty well so far and lets me stay safely at range until everything is controlled.
I've got a build worked out that I'm reasonably happy with, included below, but any advice would be greatly appreciated.
Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Earth Control
Secondary Power Set: Fiery Assault
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-Slow%(5), Lock-Acc/EndRdx/Rchg/Hold(5)
Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(9)
Level 2: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/EndRdx/Rchg(13)
Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(15), Posi-Dmg/EndRdx(15), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(17)
Level 6: Quicksand -- RechRdx-I(A)
Level 8: Hurdle -- Jump-I(A)
Level 10: Fire Blast -- Decim-Acc/Dmg(A), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(19), Decim-Dmg/EndRdx(21), Decim-Dmg/Rchg(21)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(25), Stpfy-Acc/EndRdx(25), Stpfy-Stun/Rng(27), Stpfy-Acc/Stun/Rchg(27)
Level 14: Health -- Heal-I(A)
Level 16: Fiery Embrace -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
Level 18: Earthquake -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitdeb/Rchg/EndRdx(31), DarkWD-Rchg/EndRdx(31), DarkWD-ToHitDeb(46)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(33), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(36)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(23)
Level 24: Super Jump -- Jump-I(A)
Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(34), BasGaze-EndRdx/Rchg/Hold(34), NrncSD-Dam%(37), Lock-%Hold(39)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 32: Animate Stone -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(37)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
Level 38: Blaze -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(39), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Dmg/Rchg(40), Dev'n-Acc/Dmg/EndRdx/Rchg(42)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43), RedFtn-Def/Rchg(50)
Level 44: Stone Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
Level 47: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(50), RedFtn-EndRdx(50)
Level 49: Personal Force Field -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 6: Ninja Run
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Neat. I'd like to see the build if you have it handy to post. I'm sure the OP wouldn't mind taking a look as well.
Lewis |
It's not cheap, but no pvp IO's sooo it isn't expensive either heh. You can sub in a set of Apoc, Ragnarok, and unbreakable purples if you have cash to take the global rech up to 100%
The issue is that while having a lot of recharge it doesn't have enough to run a seamless chain of incin>fireblast>blaze (flares is not slotted, and i hate the attack personally). It's close, but such gaps generally don't matter in normal play cause you'll be using controls and whatnot. Besides it is only like 0.25 of a second.
It's a ninja jumper too, which may or may not be an issue for some people.
Click this DataLink to open the build!
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Cool build.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
So I'm currently level 36 on my earth/fire and really liking the way it plays. I've started to IO it already, which has made a noticeable difference to my survivability but I've a bit of a dilemma about what to put into Volcanic Gasses.
Currently I have 4 Basilisk's Gaze for the recharge bonus, but I'm not sure whether to put the 2 chance for psi damage procs in the remaining 2 slots, or use the Lockdown chance for +2 mag hold and one damage proc, or perhaps some other combination I hadn't considered. I'm really wondering whether the extra 2 mag hold is particularly effective, as I've only ever used it in EM Pulse previously. I've already got all three procs ready to slap them in once I decide what to do.
I'd really appreciate any insight anyone has on this.
I found damage procs to be underwhelming in VG. I kept them on my earth/ta, but that is because I need every spec of damage I can get. On my earth/fire I dropped them to free the slots to much more valuable areas.
The lockdown proc is pretty good in it though. Really good even.
Thanks Frosticus, that's just the kind of feedback I was looking for. I've got the room in the build (posted a couple of posts up in this thread) for two procs, and the Lockdown was one of the two I had in mind originally. I only started to rethink when I randomly got a ghost widow's proc on another toon, but I guess I'll go back to my original plan.
You would probably be better of moving that extra slot to blaze and getting it ED capped for recharge. Or putting it in firebreath for recharge if you want more aoe damage.
Yeah, you're probably right, especially with regard to fire breath. Having that recharging a little quicker would be a big boost to my damage output.
So I'm really enjoying my Earth/Fire Dom (Currently level 22)
And since the servers are down at the moment I decided to see what I could do with her once she hits 50. My thoughts may change, one reason why I like asking stuff on the boards, but I plan on using range attacks and as much damage control as I can. Thus why I skipped Stone Cages as they keep mobs from flapping around when earthquake is out.
Anyways here's what I have, and Thanks for taking the time to look and/or comment
<Edit: my build removed since it was bad >
I have gone to find myself. If I get back before I return, Keep me here!