Fire/Psi Build Questions
Few things. You're going to want damage out of Fire Cages, not immobilize duration (you already have permadom-- duration on that alone is more than enough.) Arguably, I'd say the same thing for Char-- Though you might want to mix duration/damage in it (I'd recommend using Hami's, the ones you need are no more expensive than those Decimations and Basilisk's Gaze... Actually one of the latter set goes for 100m, Acc/EndRdx/Rchg/Hold I believe).
Drop Mace, Drop Fighting for leadership (Assault, Tactics.) Take Fireball, Rain of Fire, Bonfire. Convert/Pop purples and reds the whole time for survivability and damage bonus.
The other Point: I don't want to loose Permahasten and S/L Softcap, but +Damage is always good. So i changed the Set in Fire Cages and put 2 Damage-IOs in Char, had to change the Set in Flashfire to keep the Recharge up. But i don't really know if it is worth it. Fire Cages is so small Damage and Char has less Damage than Subdue, so i think it would make more sense to place the Damageset in Subdue:
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I haven't looked over your new build just yet in Mids (I'll do it once I'm on a computer for it), but I'll say a few more things.
My bad, I'm always assuming most builds have fitness, I overlooked that. Stamina is nice for when you rubberband your Drain Psyche (which happens /a lot/), or if the mobs aren't large enough to accomidate the endurance drain (like bosses, AVs, smaller team sizes). You're definately going to feel the lack of Stamina, especially with all those toggles running. 2 Slot hurdle+CJ is also really great for unsuppressed movement and positioning yourself in the middle of a mob -- but that's personal preference.
I suppose no fitness can work though. Be sure to get Force of Nature/Geas of the Kind Ones and keep spare blues for those pesky times when your rubber band DP... Or you could ditch the inherent +Def, and go for +Rech, +HP, +Recov and +Dmg and keep up the inspiration management (which I recommend everyone doing anyway). Actually, if your HP is high enough, your DP regeneration will effectively take the place of resistance... But again, that's if you can get DP off consistantly.
Is permahasten really necessary? What's your Real Downtime on Drain Psyche? (How much would it be w/ and w/o Hasten up?) Permadom only requires ~68.8% base recharge pre-hasten for Permadom (But I'd recommend at least 75% for it to be comfortable) -- but I'm assuming you're also trying for near-perma Drain Psyche.
My bad, I'm always assuming most builds have fitness, I overlooked that. Stamina is nice for when you rubberband your Drain Psyche (which happens /a lot/), or if the mobs aren't large enough to accomidate the endurance drain (like bosses, AVs, smaller team sizes). You're definately going to feel the lack of Stamina, especially with all those toggles running. 2 Slot hurdle+CJ is also really great for unsuppressed movement and positioning yourself in the middle of a mob -- but that's personal preference.
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"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.
First you missed that i have Assault and Tactics already on the Build then you overlooked that there is no Fitnesspool in it...maybe you should take time to inspect the Build more carefully before you answer...
P.S.
I have no Stamina in my current Build and it works for me(some Blues, DP, Domination and Recovery Serum is enough End in 99% of the time i play). And yes, i try to keep the downtime of DP so small as possible.
Hi, started some Days ago my new Fire/Psi Toon. It's much fun and i love him. Think that he will hit lvl32 today and i want to start using IO-Sets now. So it's time to present my Build and let you take a look at it. It's a multipurpose-build for soloing and teaming(solo 70% of the time).
I use no Purples or Hamis. I'm not really satisfied with the Enfeebled OPs in Subdue and the Kinetic Combats, so I worked out 2 Variations of the Build. The first has a bit less Recharge , but more free Slots to move and Subdue slotted with a Damageset. The second has a higher Recharge and uses no Kinetic Combats but i have to use 2 full Oblitsets and can't slot Hot feet for Endreduction. I can't decide which build would be better. Plz take a look and let me now if you can see any things that i can change and which of the Builds would be the more viable. Do you see any Powers that are underslotted? Where should i put the free Slot...into Char for higher Recharge, into the Imps? Is drained Psyche slotted correctly or are there better IOs?
P.S. THX @Scene_EU, i took one of your Builds as base and changed it a bit.
Build 1 (Hasten 119,9secs)
Villain Plan by Mids' Villain Designer 1,803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Char -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5)
Level 1: Psionic Dart -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(9)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/EndRdx(11), Enf'dOp-Immob/Rng(11), Enf'dOp-Acc/Immob/Rchg(13), Enf'dOp-Acc/Immob(13)
Level 4: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19), Empty(45)
Level 8: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Acc/Rchg(21), Oblit-Acc/Dmg/Rchg(21), Oblit-Dmg/Rchg(23), EndRdx-I(23)
Level 10: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(27)
Level 12: Flashfire -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(29), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(31)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Psychic Scream -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Dam%(34)
Level 18: Cinders -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(34), BasGaze-Acc/Hold(34), BasGaze-Acc/EndRdx/Rchg/Hold(36)
Level 20: Drain Psyche -- Theft-Heal/Rchg(A), Theft-Acc/Heal(36), Theft-Acc/EndRdx/Rchg(36), Numna-Heal/Rchg(37), Dct'dW-Heal/Rchg(37), Nictus-Acc/Heal(37)
Level 22: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Rchg+(39)
Level 24: Tactics -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(39), AdjTgt-EndRdx/Rchg(40), AdjTgt-ToHit/EndRdx(40), AdjTgt-Rchg(40)
Level 26: Boxing -- Acc-I(A)
Level 28: Subdue -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(31), Enf'dOp-EndRdx/Immob(43), Enf'dOp-Acc/EndRdx(43), Enf'dOp-Immob/Rng(43)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(46), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48)
Level 35: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(50)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(50), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 41: Assault -- EndRdx-I(A)
Level 44: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(46)
Level 47: Personal Force Field -- LkGmblr-Rchg+(A)
Level 49: Super Jump -- Jump-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Domination
Level 4: Ninja Run
Level 1: Swift -- Flight-I(A)
Level 1: Hurdle -- Jump-I(A)
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Set Bonus Totals: