Best Fire/MM build?


FourSpeed

 

Posted

Hi, I'm looking for a level 50 Fire/MM build. If anyone could post a Mids profile with a good one I would really appreciate it. Thanks!


 

Posted

It's generally more effective for you to post a Mid's build yourself, and let
the forumites comment on it.

There are several reasons for this:

1> It shows you're willing to put some effort in rather than leech the work of others.

2> "Best" is extremely relative... Best for PvP? Task Forces? Farming?
Those very probably *won't* be the same build.

3> In addition to #2, "Best" for me might not be best for you - tactics, goals,
skills, and playstyle vary widely...

4> Budget... you'll see a LOT of Mid's builds posted that have purples,
and procs up the wazoo... I'd be willing to bet that very few of those
actually end up being built as posted.


So, to re-iterate - make a Mid's build that you think you'd enjoy having
and playing, and I'm certain that folks will happily give you recommendations
for improving it.


Regards,
4


I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.

 

Posted

Aye, as stated, you have to clarify use.

My fire/MM is mostly team oriented, so he is all about recharge, recharge, recharge. As I recall, he has 108% before Hasten.

Teams: Recharge
Solo: Uh.... some defense? And MOAR RECHARGE!


 

Posted

Well I have no experience with blasters. And I just picked up the game again after 2 years off so I don't even know where to start or what starts or abilities I would need. I would use him mostly for teams.


 

Posted

Quote:
Originally Posted by TheInfinite View Post
Well I have no experience with blasters. And I just picked up the game again after 2 years off so I don't even know where to start or what starts or abilities I would need. I would use him mostly for teams.
A Fire/MM is a nice choice for your first team-based blaster. Your AoE choices are fantastic.

I'd suggest focusing upon developing smooth ST and AoE attack chains. Pick up just about every power in both of your Primary and Secondary, and find out which powers you like using. Respec at a later point to keep your favourites and drop the rest.

I would recommend Flares, Fire Blast and Subdual all properly slotted - you can still use all three attacks when mezzed and that's really handy if you're without any break-frees.

While I'd recommend a Combat Jumping approach to combat, you'll probably be doing AoE damage on mobs, then backing off to unleash the ST chain on a boss. Fire Ball and Psychic Scream are great AoE; Fire Breath or Rain of Fire make for a good third option, depending on your play-style. Fire Breath is probably better if you can use it well. RoF is ridiculously easy to use, but can cause scatter, so YMMV.

Blaze is the lynchpin of your ST attack chain, supported nicely by Flares and Fire Blast, or one of the MM melee attacks if you're in more of a Blapper mode.

The most easily skippable powers are: Blazing Blot, Scare and the melee attacks. World of Confusion is frequently chosen as a set mule rather than a genuinely-useful power; its end cost is too high for too little mitigation even with the Proc.

You'll need Stamina. Fire/ is Endurance hungry, and you'll probably want to slot some endred in your attacks as you develop.

There's really no "best" for a Fire/MM. For example, some people slot Drain Psyche for +Recovery and can walk away from the devastating Inferno nuke without any downtime. More people seem to favour the crashless Psychic Shockwave, but plenty of people pick up both.

The DP +Recovery trick rarely worked for me in practice, and despite Inferno's fantastic damage, I eventually dropped it because the crash ruined my overall DPS.

My Fire/MM changed radically on her final build, when I gave her the S/L softcap, enough Recharge to keep my chains perfectly smooth, and enough Endurance to never need to stop the carnage. I also slotted Drain Psyche for +Regen which, added to the S/L softcap, keeps her survivability extremely high.


 

Posted

Quote:
Originally Posted by Harkness View Post
A Fire/MM is a nice choice for your first team-based blaster. Your AoE choices are fantastic.

I'd suggest focusing upon developing smooth ST and AoE attack chains. Pick up just about every power in both of your Primary and Secondary, and find out which powers you like using. Respec at a later point to keep your favourites and drop the rest.

I would recommend Flares, Fire Blast and Subdual all properly slotted - you can still use all three attacks when mezzed and that's really handy if you're without any break-frees.

While I'd recommend a Combat Jumping approach to combat, you'll probably be doing AoE damage on mobs, then backing off to unleash the ST chain on a boss. Fire Ball and Psychic Scream are great AoE; Fire Breath or Rain of Fire make for a good third option, depending on your play-style. Fire Breath is probably better if you can use it well. RoF is ridiculously easy to use, but can cause scatter, so YMMV.

Blaze is the lynchpin of your ST attack chain, supported nicely by Flares and Fire Blast, or one of the MM melee attacks if you're in more of a Blapper mode.

The most easily skippable powers are: Blazing Blot, Scare and the melee attacks. World of Confusion is frequently chosen as a set mule rather than a genuinely-useful power; its end cost is too high for too little mitigation even with the Proc.

You'll need Stamina. Fire/ is Endurance hungry, and you'll probably want to slot some endred in your attacks as you develop.

There's really no "best" for a Fire/MM. For example, some people slot Drain Psyche for +Recovery and can walk away from the devastating Inferno nuke without any downtime. More people seem to favour the crashless Psychic Shockwave, but plenty of people pick up both.

The DP +Recovery trick rarely worked for me in practice, and despite Inferno's fantastic damage, I eventually dropped it because the crash ruined my overall DPS.

My Fire/MM changed radically on her final build, when I gave her the S/L softcap, enough Recharge to keep my chains perfectly smooth, and enough Endurance to never need to stop the carnage. I also slotted Drain Psyche for +Regen which, added to the S/L softcap, keeps her survivability extremely high.
Agree with a lot of this, save for skipping on WoC. It only costs .13 end/sec *unslotted* and with Drain Psyche endurance should never be an issue on any */Mental toon. Even if you can't afford the cheap purples for this (Coercive Persuasions) the other cheap confuse sets (Malaise's Illusions) offer easy Global Rech increases and other goodies. The Confuse does kick in more from my experience with the proc in the purple set, however.

Also, as said above, slot DS for +Regen (don't bother with Endurance at all). You'll be at +Recovery cap with just a few foes, and even with just 1 target for DS your endu should be over 3.5end/sec giving you lots of fuel for your fire.