Fire/Dark Corr or Earth/Fire Dom


beyeajus

 

Posted

Question for you, Forumgoers:

I've been wanting to make a character on redside who is good solo, is great in teams, and has good single target and AOE damage of an often unresisted type, and who is great to have on SFs and endgame content.

I do not want to play a brute, stalker, or mastermind.

I've narrowed down my choices to a Fire/Dark corrupter or an Earth/Fire dominator. Here are my questions:

How much damage does the animated stone do? Is his seismic smash the same as the /earth assault version?

What are the debuff numbers on the Dark Servant?

For those who play fire/dark, how much of an issue is being Mezzed? Do you usually avoid it with your tohit debuffs?

For those who play earth/fire, how is your survivability if, for example, you have few buffs/debuffs on a team.

Are the defense debuffs in earth control great enough to overcome, say, Paragon Protector MoG or multiple Chill of the Nights from Spectral Demons?

Thanks for any input.


 

Posted

hey there Brosser! lvl 50 fire/dark here.

The trick is to mezz them before they mezz you, because there's no mezz protection in either set. However, your fear power/stun/holds won't cause it to be an issue if you nail them first. and once you get Fluffy he'll be spamming holds as well. Might have to carry some breakfrees in the lower levels, but it pumps out a lot of damage so you won't be spending too much time in the low levels anyway.


 

Posted

Quote:
Originally Posted by Brosser View Post
How much damage does the animated stone do? Is his seismic smash the same as the /earth assault version?
Stoney does decent damage, but you'll be doing far more with your secondary. His Seismic Smash isn't exactly the same though. The Hold on it isn't guaranteed (only 66% chance, Dom version is 100%) and it does less damage.

Quote:
Originally Posted by Brosser View Post
What are the debuff numbers on the Dark Servant?
IIRC, the -tohit on his aura is fairly hefty, I think it's something like -30. The rest of his -tohit is the same as the Dark Miasma powers (-5 on TG, -15 on DN). He's pretty good at stacking -tohit with your own powers, even if he doesn't use his at all well.

What you can always do is just resummon him in the middle of a nasty spawn. The PBAoE -tohit will debuff them to hell and he'll soak the alpha strike. He can heal himself back anyway, or you can if you pity him

Quote:
Originally Posted by Brosser View Post
For those who play fire/dark, how much of an issue is being Mezzed? Do you usually avoid it with your tohit debuffs?
Not much at all. Most stuff is either a) feared b) dead or c) tohit debuffed to hell. Even if you get mezzed, most times the Dark Servant isn't and will keep debuffing stuff and can take aggro off you. Or just hit a BF. Most mezzes won't land to begin with though.

Quote:
Originally Posted by Brosser View Post
For those who play earth/fire, how is your survivability if, for example, you have few buffs/debuffs on a team.
I don't play an Earth/Fire, but I've got a Fire/Fire Dom. If you either build for some survivability like with Scorpion Shield to softcap your smashing/lethal defense, you'll be plenty survivable. With buffs/debuffs same deal.

As long as you play somewhat smart, that is If you run into a huge spawn and open with Cages without any insp, IOs or support, you're gonna go splat, heh.

Quote:
Originally Posted by Brosser View Post
Are the defense debuffs in earth control great enough to overcome, say, Paragon Protector MoG or multiple Chill of the Nights from Spectral Demons?
Ehm, Quake and Quicksand are autohit but they're not gonna be enough to nullify the MoG of a PP. That said, they are pretty substantial and your mezzes can prevent the PP from MoGing in the first place.

-Def debuffs are often undervalued, but I think they're great. Another benefit is that you can slot an Achilles -res proc in EQ. Huge AoE + -res proc = hooray

FWIW, my personal recommendation based on your goals (good solo, great teamed, good ST and AoE, great for SFs/endgame) I'd go with the Corr. Doms do all those things too, but debuffs/Scourge are king for SFs. Fire/Dark is an immensely powerful character, hard to go wrong with one

Hope that helps


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Posted

Quote:
Originally Posted by Silas View Post
-Def debuffs are often undervalued, but I think they're great. Another benefit is that you can slot an Achilles -res proc in either QS or EQ. Huge AoE + -res proc = hooray
Just Earthquake I'm afraid. QS (nor any of the other Earth controls) can be slotted for -Defense unfortunately.

You're choosing between two of the top performers in either AT really, in this case there is no bad choice.

Fire/Dark does feel more powerful from the off though, the first 20 levels you are stupidly powerful.

Earth/Fire takes longer to get there, Domis tend to be slot-tight until at least the early 30s. But it's an excellent team combo, but doesn't necessarily stack well with other control on the team (excess control is generally redundant).

Fire/Dark is more of a power multiplier thanks to the debuffs and the massive AOE, so for end-game SFs etc it's probably the better choice.

But both are excellent.


 

Posted

Ah right, my bad. Will correct my post, ty for the info

One thing to note is, if you really hate getting mezzed, if you IO out the Dom and get permadom you've got full mez protection (along with all the other awesome stuff permadom bringss).

You could, of course, make both


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The Melee Teaming Guide for Melee Mans

 

Posted

Sorry to use a sports metaphor, but it's like asking who's better between Kobe and Lebron.

First of all, I want to note I have NOT played /Dark on a Corr. I do have a 50 MM and Def so I think I pretty much can translate it to the Corr experience. Earth/Fire is a current leveling effort of mine (43 now).

Let me get to specific questions first.

Quote:
How much damage does the animated stone do? Is his seismic smash the same as the /earth assault version?
Specific details for damage numbers can be found at redtomax.cohtitan.com. I would say he does nice single target damage. He's very handy soloing to clean up bosses. According to the redtomax link, no, it's not the same Seismic Smash (significantly less damage and only a chance to hold).

Quote:
What are the debuff numbers on the Dark Servant?
Again, in an effort "teach a man to fish" I'll refer to redtomax, since the numbers vary by power. They are impressive.

Quote:
For those who play fire/dark, how much of an issue is being Mezzed? Do you usually avoid it with your tohit debuffs?
I'll put my Defender hat on (MM wouldn't be comparable, I can wait out most mezzes with him while pets do their thing). Yes, the -tohit and fear are your friends. Still, mez happens, just not as often.

Quote:
For those who play earth/fire, how is your survivability if, for example, you have few buffs/debuffs on a team.
This is an aggroholic combo, for sure. I rate it as having pretty high survivability. Earthquake is up every spawn and then there are other tools to deal with surprises.

Quote:
Are the defense debuffs in earth control great enough to overcome, say, Paragon Protector MoG or multiple Chill of the Nights from Spectral Demons?
Well, it's better than not having the def debuffs. Does it negate MoG? No, but it sure does help.

In general, I'd say the Corr will have more aoes leveling up. With the new Fire epic though, the Dom will catch up and probably surpass the Corr in the 40s (not going to crunch numbers to compare FE + higher dmg modifier to scourge + Tar Patch). The Corr has a better toolkit for AVs (-regen and -res).

Now that I think about it, the playstyle is remarkably similar. Start with aoe mez (Earthquake or Fearsome Stare), drop debuffs (Quicksand or Tar Patch), commence annihilation.

Not to end up with a cop-out, but I don't think one outshines the other in an absolute sense. It comes down to do you want to play a Dom or a Corr?


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Posted

Quote:
Originally Posted by Brosser View Post
For those who play earth/fire, how is your survivability if, for example, you have few buffs/debuffs on a team.
It partially depends on if you go for perma-dom or not. A perma-dom Earth/Fire, especially one with bonus recharge past perma-dom to get Stalagmites up more often, can handle x8 of most enemy groups solo with some inspiration use to cover bad luck, so a team is just gravy. Without perma, you'll still be pretty survivable on most teams, but you're going to take a heck of a lot of aggro from anything that isn't mezzed. Altogether, it's a pretty survivable combo on teams, with solo survivability depending on your recharge and the enemy group (you will learn to dislike Arachnos and warwolves if you don't run perma.)


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Posted

I can't really add to the suggestions already given in the thread, the previous posters have covered most any point I would have - however as far as numbers for dark servant you can check them in game fairly easily. Just start character creation, select villain (or praetorian) and start creating a corruptor. Select any primary so you can get to the secondary screen, then select dark miasma and click on the show details button. Scroll down to dark servant and the real numbers display on the right will list all the dark servant powers with a "+" next to them - click on the + to drop down the power description. This will give you the base, unenhanced numbers for all powers.


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Posted

I'll comment on the Earth/Fire Dom as I have greater experience with the combination. I think others have covered most of your specific questions though.

Before IOs:

You will likely face some early leveling woes if you recklessly spam the wonderful AOE soft-controls in Earth Assualt, especially if you make the classic error of opening with an AOE Immob. With that said, Earth Control promotes careful consideration and breaking line-of-sight to lay down Earthquakes and Quicksand on groups. When teaming, allies will cheer as they rarely miss their targets due to the sheer awesomeness of the -Defense of Earth Control. Earth Control is *always* bringing something to the team, even when the mez magnitude is not enough.

As for bringing enough -Defense to beat Elude and MoG, Quicksand is available so often that double-stacking for a particularly defense-heavy group isn't unreasonable even with SO-slotting. Combine that with the amounts of -Defense from Earthquake to overcome any targets that somehow managed not to be mezzed in the first place.

After IOs:

If you consider slotting for high recharge, you will witness a decent soloist and an amazing team AT Combo transform into a ridiculous instrument of molten devastation. There is much joy to be found in Fire Breath especially as it is already a moderate damage cone. I imagine some folks like Combustion. I don't know these people though as I tend to use this AT combination for a ranged wave of destruction. I can currently machinegun Fire Blast + Flares with a damage proc at a rate that sometimes leads me to forget about Blaze. And then I remember Blaze. And then I am out of targets.

When it comes to melee on my Earth/Fire, I remember my highly-resistant rock pet that is impervious to Psionic damage and likes to punch my enemies in the face. He also helps grab the aggro when necessary and sometimes even when you don't ask him to. He's a go-getter.

If you decide to add the Fire APP, Quicksand + Earthquake + Rain of Fire + Fireball + Breath of Fire = a lot of things for your character to do whilst you cackle like a pyromaniac and your enemies fail their saving throw versus The Apocalypse.

Of course, I ultimately took a Respec into the the Ice Mastery APP because Sleet promotes the spirit-crushing juxtaposition of covering someone in ice and setting them ablaze. It reminds me of Christmas.


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