Input on Fire/Fire/Ice build


Candlestick

 

Posted

Hi, I'm about to embark on a new blaster and thought I'd get some suggestions on my build to see if I'm missing anything obvious or made any mistakes or bad assumptions about blasting.

About this build:
1. Capped S/L and >32% melee defense
2. Invis with SS and Stealth IO
3. 149% Global Recharge
4. > -250% run speed debuff

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!


 

Posted

Looks great.

I think I'd put Rect Reticule in Build Up rather than slot all of Enfeeble. Seems like wasting slots. And one of my new kicks is two slotting Hurdle, look at the math on it. Blows away CJ [but not the immob.] Losing Enfeeble makes Hasten down for 20.8 seconds rather than 19.4. And I don't use the single target immobs.

I'd lose something to take aim. I pop aim and build-up at the same time. Make Rain a good damage power. And speaking or rain, I'd lose the Microfilament and chuck in a proc or recharge. I like to lead with it. And if you can aim+bu+rain+fireball+breath you'll annoy the scrappers cause it'll all be dead.

And, while I've never had a /fire blaster, on my fire/ controller I slot Hot Feet for end and damage. My acc comes from globals.

But this is just me. You're build is fine. I think you won't have endurance problems.


 

Posted

Quote:
Originally Posted by Postagulous View Post
Looks great.

I think I'd put Rect Reticule in Build Up rather than slot all of Enfeeble. Seems like wasting slots. And one of my new kicks is two slotting Hurdle, look at the math on it. Blows away CJ [but not the immob.] Losing Enfeeble makes Hasten down for 20.8 seconds rather than 19.4. And I don't use the single target immobs.

I'd lose something to take aim. I pop aim and build-up at the same time. Make Rain a good damage power. And speaking or rain, I'd lose the Microfilament and chuck in a proc or recharge. I like to lead with it. And if you can aim+bu+rain+fireball+breath you'll annoy the scrappers cause it'll all be dead.

And, while I've never had a /fire blaster, on my fire/ controller I slot Hot Feet for end and damage. My acc comes from globals.

But this is just me. You're build is fine. I think you won't have endurance problems.
Thanks for the feedback.

Taking into account your recommendations I've made the following:

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!


 

Posted

OK, I did one more round of optimizing and this is what I came up with. It picks up more of the fire/fire powers without losing anything important. It does away with Combustion which I didn't like at all in practice...being rooted for so long for a DoT is just silly. I also got rid of any purple sets, because I have a couple other builds that need to be purpled out first. I think this may actually be a decent build. It also has capped S/L and better ranged aoe, single target ranged and pbaoe attack chains possible.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!


 

Posted

The biggest drawback of your build is the lack of single target damage powers, which will only be an issue in AV fights where you don't have help to keep your endurance up and/or where you have to stay at range for some reason. Not a huge issue, but it may be a concern.

I would slot HF with three Nucleolus and 2 micros, I prefer to have it ED damage capped.

I would slot Ring of Fire for damage, but that would take you away form the soft cap solo. My choice would be to have Ring do damage and be shy of the cap.

I am pretty sure the slow in Rain of Fire is not affected by enhancing, so the Micro in RoF is not worth it. Normally I would want to put a recharge in that slot, but you have a lot of global recharge, so you could use the slot elsewhere if you wanted (maybe an Acc/Dam/Rech in Fire Sword).


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
The biggest drawback of your build is the lack of single target damage powers, which will only be an issue in AV fights where you don't have help to keep your endurance up and/or where you have to stay at range for some reason. Not a huge issue, but it may be a concern.
With Fireblast, Blaze and Fire Sword, he is not lacking in single target damage. My Fire/Nrg blaster has slightly higher recharge, and his single target damage chain with Fireblast, Blaze, Bonesmasher, Fireball is pretty much untouchable when it comes to single target damage.


 

Posted

Quote:
Originally Posted by Candlestick View Post
With Fireblast, Blaze and Fire Sword, he is not lacking in single target damage. My Fire/Nrg blaster has slightly higher recharge, and his single target damage chain with Fireblast, Blaze, Bonesmasher, Fireball is pretty much untouchable when it comes to single target damage.
Re-read my post.

Blast, Blaze, Sword, Ball uses well over 5 end per second. With Hot Feet and Snow Storm turned off his build might be able to sustain attacking like that for 40ish seconds and he is going to be in melee range.

His lack of single target damage POWERS is a drawback in AV fights where he doesn't have help to keep his endurance up and/or where he has to stay at range for some reason.

Depending on how he plays, it might be an issue. Ring of Fire slotted for damage will help him sustain a single target chain longer and from range. Increasing the damage, recharge, and accuracy slotting in Fire Sword will also help a bit. Even Blaze and Blast are slightly under-slotted for damage.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
The biggest drawback of your build is the lack of single target damage powers, which will only be an issue in AV fights where you don't have help to keep your endurance up and/or where you have to stay at range for some reason. Not a huge issue, but it may be a concern.

I would slot HF with three Nucleolus and 2 micros, I prefer to have it ED damage capped.

I would slot Ring of Fire for damage, but that would take you away form the soft cap solo. My choice would be to have Ring do damage and be shy of the cap.

I am pretty sure the slow in Rain of Fire is not affected by enhancing, so the Micro in RoF is not worth it. Normally I would want to put a recharge in that slot, but you have a lot of global recharge, so you could use the slot elsewhere if you wanted (maybe an Acc/Dam/Rech in Fire Sword).
Thanks for the input, that is all very good and useful information!

A bit about the goals of the build: I was really going for flexibility in attack chains and maximum defense because I like getting up close and personal when fighting and I'm still learning what works best for my play style with blasters. That is why I took both toggles. I am looking for something that will be highly effective for both soloing and grouping.

I must agree that Fire Circle, slotted for damage, is clearly a better and more flexible power. I may play around a bit more to see if there is a way to slot Ring of Fire for damage while keeping capped S/L, but it will be hard if not impossible. Enfeebled Operation adds over 4% S/L.

Also, when I purple out this character, Fire Blast will be the first one I do which will increase it's damage output and the output of the single target attack chain. I love having purple damage procs in fast casting, low level powers.

Quote:
Originally Posted by StratoNexus View Post
Even Blaze and Blast are slightly under-slotted for damage.
Single target attack powers with 89%+ damage are not under-slotted in my opinion. When you factor in base damage, aim, build up, global damage increase and group damage buffs, the difference between an 89% slotted attack and a 95% slotted attack might be about 1% (guesstimate, I haven't actually run the numbers...probably less) difference to the attack chain's total damage. I don't have to have the very best possible single target damage numbers to be happy with the build, I'm willing to settle for amazingly good 8-).

Quote:
Originally Posted by StratoNexus View Post
...I would slot Ring of Fire for damage, but that would take you away form the soft cap solo. My choice would be to have Ring do damage and be shy of the cap...
Being at the soft cap is not just useful solo. When in a group, if you are buffed *way* over the soft cap (15% or more), then the extra buffer acts like defense debuff resistance. If you start out at the cap, then you are more likely to be in the defense debuff resistance range when group buffed. Since I'm planning this to be both a solo and group build, I think being at the cap is fairly important.


 

Posted

Ok, another round based on StratoNexus' feedback. This one loses Consume (it needed to lose Hoarfrost, Consume, Fire Sword Circle or Hibernate -- any of those could have gone in order to maintain S/L).
But now has:
Higher global recharge
Higher global accuracy
Higher global recovery
Ring of Fire has 91% damage
Hot Feet gained a purple proc and lost a Micro.
Still has capped smashing/lethal.
Fire Blast and Fire Sword pick up purple procs.
Fire sword has much higher damage.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Blaster: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Cold Mastery

Hero Profile:
Level 1: Fire Blast -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Dmg/Rchg(3), Apoc-Acc/Rchg(15), Apoc-Acc/Dmg/Rchg(17)
Level 1: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(23), Enf'dOp-Immob/Rng(33), Enf'dOp-Acc/Immob/Rchg(33), Apoc-Dmg(36), Dmg-I(40)
Level 2: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg(7), Posi-Acc/Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/EndRdx(15)
Level 4: Fire Sword -- Hectmb-Dam%(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Acc/Dmg(36), C'ngImp-Acc/Dmg/EndRdx(43)
Level 6: Rain of Fire -- Posi-Dam%(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dmg/Rchg(21)
Level 8: Fire Breath -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(13), Posi-Dmg/Rng(13), Posi-Dmg/Rchg(17), Posi-Dmg/EndRdx(19)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Aim -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(25), RechRdx-I(27)
Level 14: Super Speed -- Clrty-Stlth(A), Zephyr-ResKB(46)
Level 16: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(27), RechRdx-I(31)
Level 18: Blaze -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(29), Decim-Dmg/Rchg(31), Decim-Acc/Dmg(33), Decim-Dmg/EndRdx(37)
Level 20: Hurdle -- Jump-I(A), Jump-I(39)
Level 22: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), EndMod-I(31)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(50)
Level 30: Fire Sword Circle -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Acc/Dmg/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Rchg(50), Oblit-Dmg(50)
Level 32: Inferno -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Dmg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Dmg/Rchg(40), Oblit-Acc/Rchg(43)
Level 35: Jump Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 38: Hot Feet -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(39), Armgdn-Acc/Rchg(42), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Dmg(43), HO:Micro(48)
Level 41: Snow Storm -- HO:Micro(A), HO:Micro(46)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), HO:Cyto(45), S'fstPrt-ResDam/Def+(45)
Level 47: Hoarfrost -- Dct'dW-Heal/Rchg(A)
Level 49: Hibernate -- RechRdx-I(A)
------------
Level 1: Brawl -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(46), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 24.3% Defense(Smashing)
  • 24.3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 3% Defense(Psionic)
  • 19.3% Defense(Melee)
  • 3% Defense(Ranged)
  • 3% Defense(AoE)
  • 2.25% Max End
  • 60% Enhancement(Accuracy)
  • 77.5% Enhancement(RechargeTime)
  • 3% Enhancement(Immobilize)
  • 5% FlySpeed
  • 103.9 HP (8.62%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 11%
  • MezResist(Stun) 4.4%
  • 20% Perception
  • 11.5% (0.19 End/sec) Recovery
  • 26% (1.31 HP/sec) Regeneration
  • 7.25% Resistance(Fire)
  • 7.25% Resistance(Cold)
  • 1.88% Resistance(Negative)
  • 5% RunSpeed




Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Blaster: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Cold Mastery

Hero Profile:
Level 1: Fire Blast -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Dmg/Rchg(3), Apoc-Acc/Rchg(15), Apoc-Acc/Dmg/Rchg(17)
Level 1: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(23), Enf'dOp-Immob/Rng(33), Enf'dOp-Acc/EndRdx(33), Apoc-Dmg(36), Dmg-I(40)
Level 2: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg(7), Posi-Acc/Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/EndRdx(15)
Level 4: Fire Sword -- Hectmb-Dam%(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/EndRdx/Rchg(5), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Acc/Dmg(36), C'ngImp-Acc/Dmg/EndRdx(43)
Level 6: Rain of Fire -- Posi-Dam%(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dmg/Rchg(21)
Level 8: Fire Breath -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(13), Posi-Dmg/Rng(13), Posi-Dmg/Rchg(17), Posi-Dmg/EndRdx(19)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Aim -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(25), RechRdx-I(27)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(27), RechRdx-I(31)
Level 18: Blaze -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(29), Decim-Dmg/Rchg(31), Decim-Acc/Dmg(33), Decim-Dmg/EndRdx(37)
Level 20: Hurdle -- Jump-I(A), Jump-I(39)
Level 22: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), EndMod-I(31)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
Level 28: Consume -- RechRdx-I(A)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Cyto(34)
Level 32: Inferno -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Dmg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Dmg/Rchg(40), Oblit-Acc/Rchg(40)
Level 35: Fire Sword Circle -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-Dmg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg/Rchg(42), Oblit-Acc/Rchg(43)
Level 38: Hot Feet -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(39), Armgdn-Acc/Rchg(42), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Dmg(43), HO:Micro(48)
Level 41: Snow Storm -- HO:Micro(A), HO:Micro(46)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), HO:Cyto(45), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(46)
Level 47: Hibernate -- RechRdx-I(A)
Level 49: Flurry -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
------------
Level 1: Brawl -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(46), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 6: Ninja Run
------------
Set Bonus Totals:
  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 24.3% Defense(Smashing)
  • 24.3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 3% Defense(Psionic)
  • 19.3% Defense(Melee)
  • 3% Defense(Ranged)
  • 3% Defense(AoE)
  • 2.25% Max End
  • 77.5% Enhancement(RechargeTime)
  • 3% Enhancement(Immobilize)
  • 60% Enhancement(Accuracy)
  • 5% FlySpeed
  • 103.9 HP (8.62%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 11%
  • MezResist(Stun) 4.4%
  • 20% Perception
  • 13% (0.22 End/sec) Recovery
  • 26% (1.31 HP/sec) Regeneration
  • 7.25% Resistance(Fire)
  • 7.25% Resistance(Cold)
  • 1.88% Resistance(Negative)
  • 5% RunSpeed



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