Fire/Energy or Earth/Energy?


Carnifax_NA

 

Posted

Ok so im torn with either Fire or Earth to couple with Energy assault...
i really do enjoy energy...the numbers are great (both ranged and in melee) and it actually feels like a powerful assault set...but i digress...

the bedrock of my question is: which outta the 2 control sets would compliment Energy the greatest?

does anyone have one of these toons? ive personally never seen one...(doesnt mean they dont exist...they just seem rare for whatever reason...)my concept however will fit either just fine.

so please...any insight/advice/opinions on this matter will be muchly appreciated!

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

I have a 50 fire/energy, its a good combo. looks at energy, its main weakness is that its light on AE Damage, with only WH hands to work off. Fire does a pretty good job of covering that hole. And it is possible to stack disorients( btw, I've always found it odd, none of the control sets has a ST disorient power, but that is a different subject).


 

Posted

Fire/ and Earth/ are both very good. I made a Mind/Energy and a Fire/Elec and I always wished I had made the Fire/ with /Energy instead. Earth doesn't benefit from domination as much as fire, but it is pretty damn solid. while they are choking and held or being knocked down you can finish them off with the good solid single target damage that /Energy Assault has. Either way I'd say it's a close tie between Fire Control, Earth Control and Electric Control as being the most powerful control sets. Fire will pure outdamage the others but has less useful secondary effects like Earth's -Def or Electric's end drain.


 

Posted

You both make good points!
The AoE though Wooden...im not to concerned about...i figured with the variety of AoE mez patches Earth has, it would easily compensate for Energy's lack of AoE anything:P i mean while mobs are flopping around...im pummeling them with high ST damage powers correct?
but thats also the thing...Energy's KB worries me...i mean i cant have mobs flying outta my mez zones can I. Or should i not be worried so much about that?

Imt you're very right about Fire purely out damaging the other sets...as superior as Earth is at locking down mobs...it lacks damage. Another good point about how all those mez patches dont get buffed by Domination that saddens me but at least they're autohit and are great outta the box...even against higher conning enemies.

this is really difficult...its basically awesome control coupled with awesome ST damage OR low to mediocre control WITH damage to boot coupled with awesome ST damage:P
thats it right? or have i missed something?
please anymore insight or something ive overlooked...

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

Fire/Energy has somewhat more synergy since Power Boost from /Energy will help it quite a bit more than it will help Earth/. Earth's patches/pseudopets don't benefit from it any more than they do from Domination (not that they really need it of course). Since Fire/'s biggest weakness is low control the benefit of that is obvious. And the three Imps and Hot Feet help make up for the single target focus of /Energy.


Arc #40529 : The Furies of the Earth

 

Posted

/Energy goes well with sets that can benefit from Power Boost, sets with a lot of hard, targeted AoE mezzes that could use a duration boost (Mind/ and Fire/ are good examples). Earth/, like Ice/, has a lot of controls that don't benefit from Power Boost, but more than that, Earth/ just has so much control that Power Boost is barely needed for the powers it helps with. It boosts Stalagmites and Salt Crystals, but that's about it.

A better set to pair with Earth/ would be /Fire. Fire Assault is big on the damage, and Earth Control is big on control. Energy does have good damage, but it's all single-target, and it is rather slow. Energy has a lot of tools to help with locking things and knocking things down, but Earth has so much control, a lot of which negates knockback, that it doesn't synergize as well as it could.

Fire/, on the other hand, is good with /Energy because it has powers like Flashfire and Cinders, both of which are just okay on their own, but are fantastic with Power Boost. Cinders in particular is actually worth taking with Power Boost in your pocket, and Flashfire becomes a respectable every-fight power. Fire Control is a much better match than Earth Control, because Fire is light on control, and Energy makes up for this in spades.

All that said, though, you really can't go wrong with Earth/ and /Energy. They're solid sets, they're just not optimal matches. Fire/Energy is a much better matchup.


 

Posted

After reading what you said Vids and after alot of thinking thematically...how about i turn the tables and say Fire/Earth?
how does the synergy between these 2 shape up? the reason im leaning toward /Earth over /Fire and /Energy is because i enjoy more melee based toons...and i utterly love how powerful /Earth feels! aswell as the fact it does have 3 hard hitting melee attacks plus a short range AoE that despite its mediocre numbers...looks and feels awesome...i am ofcourse talking about Fissure...not that poor excuse of an attack Tremor (that definitely needs improving but anyway)

also why im leaning towards Fire/ this time is because its a melee based control set...Smoke, Hot Feet, Cinders, Imps...and whatever control it lacks i think /Earth can compensate for all its soft control just as Vids pointed out with /Energy.

so...where too from here? questions? queries? anything?:P

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

Quote:
Originally Posted by feaRfox View Post
After reading what you said Vids and after alot of thinking thematically...how about i turn the tables and say Fire/Earth?
how does the synergy between these 2 shape up? the reason im leaning toward /Earth over /Fire and /Energy is because i enjoy more melee based toons...and i utterly love how powerful /Earth feels! aswell as the fact it does have 3 hard hitting melee attacks plus a short range AoE that despite its mediocre numbers...looks and feels awesome...i am ofcourse talking about Fissure...not that poor excuse of an attack Tremor (that definitely needs improving but anyway)

also why im leaning towards Fire/ this time is because its a melee based control set...Smoke, Hot Feet, Cinders, Imps...and whatever control it lacks i think /Earth can compensate for all its soft control just as Vids pointed out with /Energy.

so...where too from here? questions? queries? anything?:P

Fox
Fire/Earth is a very strong combo. Lots of extra knockdown in Earth (skip Fire Cages, at least for a while, all you'll be doing is hindering yourself and you don't need it to leverage Containment like a Controller does) and the almighty Seismic Smash, probably the best Dominator attack in the game (my NRG Assault Domi is so jealous of it).Power Boost also goes well with Fire Control.

Fire/Earth and Earth/Fire (Earth/Fire is a bit of a beast) are far better synergy-wise than the more thematic Fire/Fire and Earth/Earth combos IMO.

Mind you Earth/NRG would also be a nice combo, although you miss out on being able to Power Boost much (PB has no effect on Quake and little to none on Volcanic Gases).

Fire/NRG would be another decent enough combo, Fire gives you some extra AOE damage via Hotfeet and 2 AOE Mezzes which can be Power Boosted. NRG gives a nice combo of single target hard hitting Ranged and Melee damage and some extra mitigation with knockback and melee stuns.


 

Posted

Thanks for the insight there Carnifax!
specially about fire cages...ive always heard Doms not taking the AoE immob because its not within the playstyle of a Dom and yes...you dont need containment like a controller...but ive always taken it on my Doms...i mean...is it necessary at all? or just a late game addition to your build? because its either going to be fire cages at level 4 or Ring of fire...i refuse to take tremor:P on the same token i dont wanna be the Dom that cant contain mobs since i team fairly often...or should i not worry about that too much...i mean i'll have 2 ST mezzes and 2 AoE mezzes(rather than 3)...still fine hm?
or i just end up taking both fire cages AND ring of fire...? XD


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

Quote:
Originally Posted by feaRfox View Post
Thanks for the insight there Carnifax!
specially about fire cages...ive always heard Doms not taking the AoE immob because its not within the playstyle of a Dom and yes...you dont need containment like a controller...but ive always taken it on my Doms...i mean...is it necessary at all? or just a late game addition to your build? because its either going to be fire cages at level 4 or Ring of fire...i refuse to take tremor:P on the same token i dont wanna be the Dom that cant contain mobs since i team fairly often...or should i not worry about that too much...i mean i'll have 2 ST mezzes and 2 AoE mezzes(rather than 3)...still fine hm?
or i just end up taking both fire cages AND ring of fire...? XD
If you take the Fire APP or Ice APP and get their rain powers, AoE immobs become much more useful. Same if you take //Energy, since Fire Cages have -KB, which helps keep mobs together when you use Explosive Blast. The main reason AoE Immobs were bad for Doms before was because it didn't help us personally, and now they do. Fire's has always been fairly useful, though, since Flashfire + Fire Cages is essentially an AoE Hold.

Still, the ST Immob works against AVs and bosses no matter what, so it's still useful.


 

Posted

Quote:
Originally Posted by feaRfox View Post
Thanks for the insight there Carnifax!
specially about fire cages...ive always heard Doms not taking the AoE immob because its not within the playstyle of a Dom and yes...you dont need containment like a controller...but ive always taken it on my Doms...i mean...is it necessary at all? or just a late game addition to your build? because its either going to be fire cages at level 4 or Ring of fire...i refuse to take tremor:P on the same token i dont wanna be the Dom that cant contain mobs since i team fairly often...or should i not worry about that too much...i mean i'll have 2 ST mezzes and 2 AoE mezzes(rather than 3)...still fine hm?
or i just end up taking both fire cages AND ring of fire...? XD
I'd generally call it as a mid to late game addition, level 24 or level 30 or 35. Before that they're generally skippable (AOE Immobs being taken too early and spammed is the biggest mistake I see people make with Domis, followed by blind spamming of it even if there are slip patches being dropped by allies).

Personally I don't mind a small bit of stunned wandering after a FlashFire / Stalagmites. The mez I find they actually go best with is Confusion since Confusion will tend to bunch them up and then you can AOE immob to prevent morale-broken based running away.

If you're planning the Fire or Ice APPs then I'd aim to have it by 41, possibly taking it at 30 or 35.


 

Posted

what carnifax said. AE immobilizes for doms, are only useful when used in combination with either a AE confuse or disorient to produce a ghetto hold. Just spamming AE immobilizes will generally only generate a lot of agro aimed at you.

ST immobilizes can come in handy in some cases, especially with Fire/Energy. Its useful if you want to control your knockback, Immobilizes along with Sleeps seem to work better with the Purple Triangles of Doom, if you want to ground a foe, or to produce a ghetto Burn effect by using it with Bonfire. Unless your seeking specific set bonuses, both immobilize powers are low priority in slotting, in that they both have decent durations and recharges, as side note, last time I checked, Purple Immobilize IO's are among the cheaper purples to pick up on the market.


 

Posted

Ok so ive come up with this...sorry Wooden...but i couldnt have put Fire Cages anywhere else in my build...and i dont really see the point in taken Fire Cages AND Ring of Fire...
but please do comment and criticise...im very open to alternate slotting and what not...i threw the slotting together rather quickly emphasizing on recharge, then S/L defense...

so people feel free to fire away

Villain Plan by Mids' Villain Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Faultline Fox: Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Earth Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Stone Spears -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(45), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46)
Level 2: Stone Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), Mako-Dam%(11)
Level 4: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(11), GravAnch-Acc/Immob/Rchg(13), GravAnch-Acc/Rchg(13), GravAnch-Immob/EndRdx(15)
Level 6: Smoke -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(15), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-Rchg/EndRdx(17)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Flashfire -- Amaze-EndRdx/Stun(A), Amaze-Stun(21), Amaze-Stun/Rchg(21), Amaze-Acc/Stun/Rchg(23), Amaze-Acc/Rchg(23)
Level 14: Super Speed -- Clrty-Stlth(A), HO:Micro(25)
Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(25)
Level 18: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(27), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(29), UbrkCons-EndRdx/Hold(29)
Level 20: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31), T'Death-Dam%(33), Mako-Dam%(33)
Level 22: Hot Feet -- EndRdx-I(A), EndRdx-I(33)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34)
Level 26: Assault -- EndRdx-I(A), EndRdx-I(34)
Level 28: Seismic Smash -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(34), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(36), Hectmb-Dam%(37)
Level 30: Vengeance -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
Level 32: Fire Imps -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg(37), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg/Rchg(39)
Level 35: Hurl Boulder -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(40)
Level 38: Fissure -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg(40), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42)
Level 41: Sleet -- RechRdx-I(A), RechRdx-I(43), DefDeb-I(43)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 49: Hibernate -- Mrcl-Rcvry+(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(5), EndMod-I(7)



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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

If you do go with Earth Assault remember Seismic Smash IS a hold, combine that with your single target hold and domination/power boost and you can hold damn near anything..........


 

Posted

Quote:
Originally Posted by lmt1979 View Post
If you do go with Earth Assault remember Seismic Smash IS a hold, combine that with your single target hold and domination/power boost and you can hold damn near anything..........
This is true. I have a lvl 50 fire/earth dom. It is a powerful and high damage combo. In addition to Seismic smash, you also have fissure which has a disorient component. With it being an AoE, you get some additional control and of course it works with domination.


 

Posted

Oh thats right! both have mez secondary effects...i completely forgot about those! thanks very much guys!
well i think its going to be Fire/Earth/Ice after all that! it fits my theme and gives me the "powerful" feeling to it thanks to /Earth...and Ice well...just rounds out the elements toward my theme...

so any build advice would be appreciated
i think my slotting needs some touching up as im not really satisfied with it currently...so any help there would be great!


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.