fire/psi help and advice please!


Beef_Cake

 

Posted

Now i know fire/psi isnt what it use to be (from what ive read in the forums...PSW nerf etc) in terms of farming and overall AOE overkill...but since the fire APP im hoping to make it somewhat close to its former farming glory.
however having not used psi assault iam unfamiliar with that aspect of the build...

simply...my questions are:

1. what powers within the assault set are worth taking too help with my performance...not just with farming, but team and solo play. (i team more than i solo...but we all get lonely though right:P)

2. skippable powers...are there any?

3. slotting...recharge recharge recharge? perma is better? is that a fair assumption?

sorry if this all seems jumbled...its late...XD
i appreciate any and all help...i can post the build i have in mind if any would like to see and criticise...

(please no suggestions for making a brute to farm with...i have my heart set on this combo and i want to make it work)

cheers in advance
Fox


50's
Zoomazoom - Energy/Fire Blaster. Pyrul - Fire/Kin Controller. Vampir Lord - Kat/Regen Scrapper. Righteous Fox - SD/Mace Tanker. Strikeforce Oz - SD/SS Tanker. Paragons Green Beret - Arch/EM Blaster. Galaxium Omega - Invul/EM Tanker.

 

Posted

Well the Fire/Psi is a very good farmer since the most recent addition of the APP.

You can go one of two ways, Fire Mastery or Ice Mastery, I prefer the Fire for pure damage output. Plus I like Fire

With Rain of Fire and Fireball, it gives you back the original damage output you lost due to the nerfs from PSW and the Domination DMG Buff loss. Plus a little more!

As for powers you can skip, this is very opinionated, but I feel the following can be skipable...

Ring of Fire - Very Skipable
Smoke - Very Skipable
Bonfire - Opinionated
Fire Imps - Opinionated

Bonfire is very nice damage, but it can fail you if you do not spam Fire Cages enough, as the stacking KB from Bonfire can casue you issues. Me personally, I skipped it.

Fire Imps, you can skip this and go with Bonfire, but Imps are good when you are on Maps where the mobs are far apart, otherwise, they can be more troublesome for you. I went with them as the map I use, the mobs are spread apart so they cause no troubles for me.

Some people may say Cinders is a skipable power, but I like it, it helps as a filler when Flashfire isn't up, or if a second group does happen to agro to you or your team. Great way to reneder them useless. So that too is opinionated. But I took it and use it all the time.

Hopefully this will shed a little light on the questions you had asked. I have a Fire/Psi/Fire and I love it. I didn't take the fitness pool and with the future changes to Fitness pool becoming an inherit pool, it'll only help out my build even more.


Beef


[B]Leading Badge Holder in the City of Community[/B]
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Posted

I never thought people would question taking this setup, I feel that this would be the Op set for pure damage output. Seeing as how you can get enough global and power recharge, a lot of powers quickly become perma, thus carrying you to uninterrupted play time and having powers when you need them. Some people like to play faster and harder, where some just simply like to take their time and enjoy the little things, they love to read all the lore, and enjoy each level as if it was one they well never experience ever again.

That aside, there are more than several powers that do damage in these sets. In the end though, it's about personal tastes and if you like strong single target attacks or more on the side of AoE's.

At any rate I'll give you my feel on the psi assault and see what ya think.
First on the list is the must have power :

Psionic Dart- Though it is a no choice power, it is still useful to you and may just end up "arresting" a baddie that decides his presents is no longer required in the group you've attacked.... XD

Mind Probe- This attack to me has a cool animation and does quite a bit of damage. I find that if I have enough power choices that I get this for a solid "attack chain" component and great ST damage dealer.

Telekinetic Thrust- I've only ever gotten this power on my blaster as well as Mental Blast. These two are great for ST damage, but in the end I'm more of a AoE kind of guy using some ST attacks to finish off bosses or the baddies who make their presents scarce. Never really took them on my doms and probably wont.

Psychic Scream- Really awesome power in my opinion, cone powers are just as good as any AoE and can be just as good if not better. Still skippable, but take it if you got the room.

Drain Psyche- This power well make your career as a /psi dom. and once you get it perma, you will have little to no down time and completely love it. Must have power.

Subdue- Never got this power and has forced to take it on my blaster... Not sure why they put a imm on a assault set, but skippable if you choose.

Psionic Lance- Extremely nice power to have if a baddie has gotten a little to far away, you can just fire this power and let it finish the job, more than useful.

Psychic Shockwave- Another must have power as far as I'm concerned. Nice range, cool animation and even though this got linched it's still an extremely nice power.

Anyway that is my feelings, not better than my favorite Stone, but that's not the topic here. Psi is strong and a solid choice. Cheers!


 

Posted

Wow thank you both for your detailed insight

1st of all, Beef. your opinions on the fire aspect of the build pretty much mirror my own. i never thought of skipping Imps though...but now i have something to think about! you make valid points for and against them.

Cinders...exactly what i was thinking...whenever Flashfire isnt up...its a great opener or "Oh Crap!" button...and plus, the fire/psi thrives on being in the midst of it all doesnt it? i would only consider it natural to take a PBAOE hold for such a toon.

Bonfire...again, a good argument seeing as the damage is awesome...i guess positioning is key...but like you...i'll side on the "against" for that power...KB can be a big pain...specially on large teams.

I am glad to hear though that its definitely a win combo though...it seems a new lease on life thanks to the APP's

2ndly Nova, Cheers for your simple yet to the point advice on Psi assault!

ive been playing around with Mind Probe and do like it as a ST attack for the harder targets of a mob.

i skipped TT because of the KB component despite its good damage...i didnt see it handy in team play and when solo...that guy should be locked down:P

Psychic Scream sounds like a no brainer to me...the more AOE the better? just positioning to optimise would be the key yes?

DP...the cornerstone of the set? in my planned build it has a 2 second down time...so practically perma...or would perma work just that much better?

PL...i like the idea of a very damaging snipe...i know with Doms its all about being on the go but surely it wouldnt hurt to have a damaging pull power...specially if you have the room? am i right in thinking that?

PSW...the nerfed power...im glad to hear its still very much key to this set! i know its not the be all and end all like it was...but its still good yes? another no brainer choice i think

Lastly i would like to propose another question...will Permadom make my fire/psi experience that much better? performance wise and also pure fun?...i mean i have 3 lowbie Doms currently and i finally feel the AT is right up my alley...

So with that...thank you muchly...the both of you! i really appreciate the help and insight into both sets, i feel good about this being an awesome combo! my toon is currently lvl 6...i can post the proposed build if you guys or anyone else would like to see and criticise?

Cheers for everything
Fox


50's
Zoomazoom - Energy/Fire Blaster. Pyrul - Fire/Kin Controller. Vampir Lord - Kat/Regen Scrapper. Righteous Fox - SD/Mace Tanker. Strikeforce Oz - SD/SS Tanker. Paragons Green Beret - Arch/EM Blaster. Galaxium Omega - Invul/EM Tanker.

 

Posted

here is my take, for what's its worth

Psionic Dart- agree

Mind Probe-agree, nice to couple with TKT, nice 1 of a 1-2 combo melee

Telekinetic Thrust- i like this power, for the 2 or a 1,2 dead combo. And they go flying to boot. If not dead and now kb-e3d away, then nail them with MB or Subdue. I actually use this alot more than i ever thought i would. Having both, gives you flexiblilty to attack multiple targets in melee range.

Mental Blast- I use this and Subdue, for 1,2 on ranged runners etc.

Psychic Scream- cone, not a fan of cones, but for a cone, its a good. I use it.

Drain Psyche- agree

Subdue- I use this and Mental Blast, for 1,2 on ranged runners etc. I can stand in a group, 1,2 on melee with MP and TKT, and hit runners, with MB and subdue. Both these powers have a nice range.

Psionic Lance-its a snipe, i can use it, just don't. Perk here tho, you can alternate PSW and then interrupt Lance (move after activating it) to build dom. If i have something hard and i want to build dom before attacking, i can use lance and psw to do it.

Psychic Shockwave-staple power. Get it, it was GOD before the nerfage, now with enough global recharge, it is much better (but not what it was in its hey, still great power tho.


Overall, pretty sound info. I have run some many builds, some completely "out to lunch" builds prenerf domination, over time, you can make all it work. Beefs insight into the APP and some fire powers is pretty good. I even went and ran an alternative APP with fire, based on Beefs post, on my current build, because with fire, you get two aoe attacks as opposed to just one from psi. Psi has one aoe attack, but i can perma Mindlink and get about 15 defense (or 25% damage mitigation) on top of my shield, so i went with that.

I do use the test server, and copy over and try other builds. For me, the more flexible my attacks (ie two melee and two ranged, three aoes). I prefer pbaoe/melee instead of ranged, so find a build that works for your play style. Overall, this is a great dom set up.

I will post two builds in the next post for you to look at.


 

Posted

Here is the data chunks from Mids. The first one is Psi APP, and the second one is Fire app.

These are based on my builds, and i like having two melee and two ranged attacks, with the three aoe. No matter what, team or solo, i have a attack or always ready to go.

Depending on what you decide on the fire powers, my rec is to just copy to test server and test out, or just level to 20 or so, testing all the powers out, and then respec into a good build around 20. The other thing, fitness is going to become an inherent soon, so....these builds will have to be rebuild SOON. Take them for what they are worth (ie set bonus for recharge!)

My build, the first, uses Psi as APP, the second uses Fire. You get an attack and more damage with fire, but less def. I run psi, due to def and i try to keep a luck running all the time, to push my def into the 20s or so. I just am getting sick of fireball in all my APPs, so i went with psi for once. This is my build basically and its really close (meaning no numina proc and miracle, but i am basically running this build. I just need a those couple IOs to finish it out completely, but my build is basically there)

And no purples to boot. Still it was kinda expensive, but i saw what doms could do before the dom change. If blasters only knew what doms can do, they would be jealous. lol Oh you will love your dom once you get it where you are comfortable. I have a hard time even looking at my defenders and corruptors anymore...lol.



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I like melee, if you like range, go with fire for the extra attack.
Here is fire APP.

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Posted

Thank you for your input Storm!

i now have some more things to think about dammit lol...the idea of the 1, 2 combo of TKT and MP sounds like a great idea! i had to adjust my original build though to accommodate this combo...mmm i might aswell just post the 2 builds and see what you guys think of the 2 of them...

1st is without TKT and Subdue...giving me Psionic Lance in the late game...

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2nd is with TKT and Subdue...this time removing Psionic Lance...

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both builds have the Leadership Pool...as im hoping to get a little more "Oomph" from Psi. Will this benefit me at all though? or is the leadership pool a waste on a Dom? Oh and lastly...does Vengeance work when an Imp dies?

Thanks in advance guys!
Cheers
Fox


50's
Zoomazoom - Energy/Fire Blaster. Pyrul - Fire/Kin Controller. Vampir Lord - Kat/Regen Scrapper. Righteous Fox - SD/Mace Tanker. Strikeforce Oz - SD/SS Tanker. Paragons Green Beret - Arch/EM Blaster. Galaxium Omega - Invul/EM Tanker.

 

Posted

Ok heres the Final build i came up with! going through all the advice i was given aswell as tweaking it to fit my own playstyle...please feel free to comment and criticise!

Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Fox Cunning 3: Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), Lock-%Hold(13)
Level 1: Psionic Dart -- Dmg-I(A)
Level 2: Mind Probe -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9)
Level 4: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(9), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(13)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 8: Hurdle -- Jump-I(A)
Level 10: Assault -- EndRdx-I(A)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(17), Amaze-Acc/Stun/Rchg(17), Amaze-Acc/Rchg(19), Amaze-EndRdx/Stun(19)
Level 14: Super Speed -- HO:Micro(A), HO:Micro(50)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(23)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(25)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(25), Efficacy-EndMod/EndRdx(27)
Level 22: Drain Psyche -- Dct'dW-Heal/EndRdx(A), P'Shift-EndMod/Acc(27), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Rchg(31), Dct'dW-Heal(31)
Level 24: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(33)
Level 26: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(40), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(40), AdjTgt-ToHit/EndRdx(50)
Level 28: Subdue -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(34), Decim-Dmg/Rchg(34), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(36)
Level 30: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(37), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-Dmg/EndRdx(39)
Level 35: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def(39)
Level 38: Psychic Shockwave -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(42), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(42), Armgdn-Dam%(43)
Level 41: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(43), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Acc/Rchg(45), Ragnrk-Knock%(45)
Level 44: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46)
Level 47: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(48), Mantic-Acc/ActRdx/Rng(48), Mantic-Dmg/ActRdx/Rchg(48), Mantic-Dmg/EndRdx/Rchg(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 3.44% Defense(Energy)
  • 3.44% Defense(Negative)
  • 3.13% Defense(Ranged)
  • 2.25% Max End
  • 125% Enhancement(RechargeTime)
  • 118% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 34.3 HP (3.38%) HitPoints
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 7.45%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 4.7%
  • MezResist(Terrorized) 4.7%
  • 31% (0.52 End/sec) Recovery
  • 22% (0.93 HP/sec) Regeneration
  • 17% Resistance(Fire)
  • 17% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)




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Cheers in advance
Fox


50's
Zoomazoom - Energy/Fire Blaster. Pyrul - Fire/Kin Controller. Vampir Lord - Kat/Regen Scrapper. Righteous Fox - SD/Mace Tanker. Strikeforce Oz - SD/SS Tanker. Paragons Green Beret - Arch/EM Blaster. Galaxium Omega - Invul/EM Tanker.

 

Posted

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I changed a lot of slotting around and when you got a couple of your powers, then removed fitness since in i19 it will become inherent.


 

Posted

Thank you very much for that Nova!

can always use more recharge! using the stealth pool as LoTG mules also a great idea! The -ToHit proc in PSW a nice touch...i completely forgot it had that 2ndary aspect to it:P
I switched the Armageddon proc into PSW though (keeping AA's -ToHit ofcourse)...and placed Scirocco's Proc into Hot feet...im trying to squeeze as much damage out of PSW as possible...its difficult:P but considering its going to be the staple mob attack...i figure i might aswell try right?

Other than that...im going to leave everything as is! then wait for i19 to strip fitness and get to it

Build wise...how does it look Nova? reasonable slotting? power choices etc?

Thanks once again mate
Fox

PS if there are any Perma Fire/Psi Doms out there on Freedom/Champion who would be willing to let me run with them for a mission or 2, i would muchly appreciate it! i would love to watch a vet of the AT at work


50's
Zoomazoom - Energy/Fire Blaster. Pyrul - Fire/Kin Controller. Vampir Lord - Kat/Regen Scrapper. Righteous Fox - SD/Mace Tanker. Strikeforce Oz - SD/SS Tanker. Paragons Green Beret - Arch/EM Blaster. Galaxium Omega - Invul/EM Tanker.