Fire/Fire Dominator Build... Thoughts?


DarkWanderer

 

Posted

I've been trying out a few Dominator combinations, and was actually working with a Clockwork concept for an Elec/Elec when I thought Fire/Fire would be more fun (especially when I remember Clockwork seemed to toss out Plasma Fire at me). I have a lot of experience with Fire on melee toons, but not as much with control or Dominators.

So, I was hoping for some feedback on my build I put together. I don't have too much cash, but I think I can reach to the Purple sets I have in mind with this build (I also already have some from drops over the past year as well). Given that, how is this for a mid-range cost build? I'm going to shoot for the Spiritual Boost, so I didn't really get Perma Hasten or Perma Dom. Wanted to pick up some ranged defense as well, but I'm not sure if what I have is enough with the controls I have, and Smoke as a power. Any feedback would be appreciated.

Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Maitre d'Flame: Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Char -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(5), Lock-Acc/Rchg(11), Lock-EndRdx/Rchg/Hold(19), Lock-Rchg/Hold(36), Lock-%Hold(42)
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg/Rchg(9), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(21), Thundr-Dmg/EndRdx/Rchg(42)
Level 2: Incinerate -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Dam%(33)
Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/Rng(25), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29)
Level 6: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(40)
Level 8: Smoke -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-ToHitDeb/EndRdx(45), DarkWD-ToHitDeb/Rchg(45)
Level 10: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(19), Thundr-Dmg/EndRdx/Rchg(31)
Level 12: Flashfire -- Amaze-Acc/Stun/Rchg(A), Amaze-Acc/Rchg(15), Amaze-Stun(17), Amaze-EndRdx/Stun(21), Amaze-Stun/Rchg(37)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(29), UbrkCons-Acc/Rchg(34), UbrkCons-Acc/Hold/Rchg(45)
Level 20: Hot Feet -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(31), P'ngTtl-Acc/EndRdx(34), P'ngTtl-Acc/Slow(50)
Level 22: Embrace of Fire -- RechRdx-I(A)
Level 24: Boxing -- F'dSmite-Acc/Dmg(A)
Level 26: Bonfire -- KinCrsh-Rechg/EndRdx(A)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
Level 30: Ring of Fire -- GravAnch-Acc/Rchg(A), GravAnch-Acc/Immob/Rchg(31), GravAnch-Immob/EndRdx(34), GravAnch-Immob(36), GravAnch-Hold%(37)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-EndRdx/Dmg/Rchg(36), BriL'shp-Acc/Dmg/EndRdx(37)
Level 35: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(43)
Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(40), Thundr-Dmg/EndRdx/Rchg(42)
Level 41: Rain of Fire -- Det'tn-Dmg/EndRdx/Rng(A), Posi-Dmg/EndRdx(43), Posi-Acc/Dmg/EndRdx(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(46), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(48)
Level 47: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-EndRdx(48)
Level 49: Melt Armor -- ShldBrk-Acc/EndRdx/Rchg(A), ShldBrk-DefDeb/EndRdx/Rchg(50), AnWeak-Acc/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(23)


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Tried to change it as little as possible.
Perma-Dom

Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Maitre d'Flame: Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Char -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(5), Lock-Acc/Rchg(11), Lock-EndRdx/Rchg/Hold(19), Lock-Rchg/Hold(36), Lock-%Hold(42)
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg/Rchg(9), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(21), Thundr-Dmg/EndRdx/Rchg(42)
Level 2: Incinerate -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Dam%(33)
Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(7), Posi-Dmg/Rng(25), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Smoke -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-ToHitDeb/EndRdx(45), DarkWD-ToHitDeb/Rchg(45)
Level 10: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(19), Thundr-Dmg/EndRdx/Rchg(31)
Level 12: Flashfire -- Amaze-Acc/Stun/Rchg(A), Amaze-Acc/Rchg(15), Amaze-Stun(17), Amaze-EndRdx/Stun(21), Amaze-Stun/Rchg(37)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(29)
Level 20: Hot Feet -- HO:Nucle(A), HO:Nucle(34), EndRdx-I(50)
Level 22: Embrace of Fire -- RechRdx-I(A), RechRdx-I(50)
Level 24: Boxing -- Stpfy-Stun/Rng(A), Stpfy-Acc/Stun/Rchg(31), Stpfy-EndRdx/Stun(34), Stpfy-Acc/EndRdx(37), Stpfy-Acc/Rchg(43)
Level 26: Tough -- S'fstPrt-ResDam/Def+(A)
Level 28: Weave -- LkGmblr-Rchg+(A)
Level 30: Ring of Fire -- GravAnch-Acc/Rchg(A), GravAnch-Acc/Immob/Rchg(31), GravAnch-Immob/EndRdx(34), GravAnch-Immob(36), GravAnch-Hold%(37)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-EndRdx/Dmg/Rchg(36)
Level 35: Consume -- Efficacy-EndMod/Acc/Rchg(A)
Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(40), Thundr-Dmg/EndRdx/Rchg(42)
Level 41: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(43), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(45), Posi-Dam%(48)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(46), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(48)
Level 47: Fire Shield -- ResDam-I(A), ResDam-I(48)
Level 49: Melt Armor -- ShldBrk-Acc/EndRdx/Rchg(A), AnWeak-Acc/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(23)
------------
Set Bonus Totals:

  • 9% DamageBuff(Smashing)
  • 9% DamageBuff(Lethal)
  • 9% DamageBuff(Fire)
  • 9% DamageBuff(Cold)
  • 9% DamageBuff(Energy)
  • 9% DamageBuff(Negative)
  • 9% DamageBuff(Toxic)
  • 9% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 21.13% Defense(Energy)
  • 21.13% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 24.25% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 3% Enhancement(Stun)
  • 78.75% Enhancement(RechargeTime)
  • 78% Enhancement(Accuracy)
  • 2.5% Enhancement(Held)
  • 12% FlySpeed
  • 49.6 HP (4.877%) HitPoints
  • 12% JumpHeight
  • 12% JumpSpeed
  • MezResist(Confused) 2.5%
  • MezResist(Held) 8%
  • MezResist(Immobilize) 5.8%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 2.5%
  • 28.5% (0.476 End/sec) Recovery
  • 9.765% Resistance(Fire)
  • 9.765% Resistance(Cold)
  • 12% RunSpeed




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Posted

Thanks. I adjusted a few things since there wasn't any KB Protection in that new build, and I didn't want to get rid of Bonfire, either. Realized I could free up a couple slots and move them around though from what you did. Blessing of the Zephyr -kb isn't as bad as it used to be, so I went for that for one of those slots in Super Jump.

Bouncing ideas around always helps me out: thanks!


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

I took out the KB protection because the build was now at permadom status. Domination has mag 5 knock back protection.

EDIT: Bonfire and Smoke are two of the most under rated powers in the game. That being said, I don't care for either. Also, the synergy between Fire Cages and Flashfire is a beautiful thing. I recommend taking Fire Cages for the infamous Ghetto Hold.


 

Posted

Ghetto hold? Do you mean slotting the chance for hold proc in Fire Cages? Hmmmm, I think I prefer that in Ring of Fire, as I can see me using that on bosses like I do with my Controllers... and the times when I want an immobilize, it's usually on a ST, not a big mob.

Not that I mind it for an AOE on my Controllers, but it's usually superfluous with other controls.

For your build, is it Permadom because while Hasten isn't perma, it's close enough to make sure Domination always recharges? My build looks like I could do that if I fire off Hasten when I use Domination, but it wouldn't keep it up indefinitely, there would be a gap after that point. Would that be much of an issue?

I moved things around to get another Posi's Blast set into Rain of Fire, but I'm not sure I want to dump a bunch of slots out of powers that are more worthwhile, just to get more global recharge out of Boxing. And... I think I may just accept how things are, as I'd rather keep Bonfire over taking Weave (or removing any of my other powers). They all seem to fit better/be more fun. I may just accept being close to permadom but not quite with this, I guess. Or hope that the Spiritual Boost will get me close enough to Permadom because of how it affects Hasten (which is now three slotted and at a 97% boost).

Thanks for all your help again.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
For your build, is it Permadom because while Hasten isn't perma, it's close enough to make sure Domination always recharges? My build looks like I could do that if I fire off Hasten when I use Domination, but it wouldn't keep it up indefinitely, there would be a gap after that point. Would that be much of an issue?
With the build above it's permadom because of that. The minimum amount of global recharge you need is 70% along with 3 slotted Hasten.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
Ghetto hold? Do you mean slotting the chance for hold proc in Fire Cages? Hmmmm, I think I prefer that in Ring of Fire, as I can see me using that on bosses like I do with my Controllers... and the times when I want an immobilize, it's usually on a ST, not a big mob.

Not that I mind it for an AOE on my Controllers, but it's usually superfluous with other controls.

For your build, is it Permadom because while Hasten isn't perma, it's close enough to make sure Domination always recharges? My build looks like I could do that if I fire off Hasten when I use Domination, but it wouldn't keep it up indefinitely, there would be a gap after that point. Would that be much of an issue?

I moved things around to get another Posi's Blast set into Rain of Fire, but I'm not sure I want to dump a bunch of slots out of powers that are more worthwhile, just to get more global recharge out of Boxing. And... I think I may just accept how things are, as I'd rather keep Bonfire over taking Weave (or removing any of my other powers). They all seem to fit better/be more fun. I may just accept being close to permadom but not quite with this, I guess. Or hope that the Spiritual Boost will get me close enough to Permadom because of how it affects Hasten (which is now three slotted and at a 97% boost).

Thanks for all your help again.
The ghetto hold:
Flashfire makes them stumble around.
Fire Cages makes them not move.
Effectively, these together function as a hold.

Yup 3 slotted hasten + 70% global is perma dom as Fiery said.
If you do slot boxing for just the sets drop Absolute Amazement (5) in there. It's one of the cheaper purples and still gives you the +10% global recharge.


 

Posted

I may end up dumping Fighting/Tough and picking up Maneuvers so I can fit in another LOTG +recharge. That'll get me to 72.5% global recharge. I may have to move another slot around so I can keep Maneuvers running and not get to low on endurance, but we'll see how things go as I level this guy up. He's only level 7 at this point, after all!


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
I may end up dumping Fighting/Tough and picking up Maneuvers so I can fit in another LOTG +recharge. That'll get me to 72.5% global recharge. I may have to move another slot around so I can keep Maneuvers running and not get to low on endurance, but we'll see how things go as I level this guy up. He's only level 7 at this point, after all!
Maneuvers is a tricky one. I sometimes compare it to the extreme of running 8 Combat Jumpings and only getting to Def for one. Yes, it gives you the PbAoE team buff, but as I play on very few PuG (only ones I play on are for TF's) most of their toons are built to the defense they want (softcap). For this reason, I decide on most of my toons to not take maneuvers.


 

Posted

Yeah, I'm not a huge fan of Maneuvers, but it let's me fit in 3% defense to all without dropping a power I'd like more (as well as getting to the global defense I need). Not thrilled about the end cost, but I slid an extra slot in there to help with it some.

I play with a lot of varied groups that don't really care what we bring, so having more group buffs will help there, as well as solo. Oy, this is going to be an expensive build... Purple prices sure have gone up, even for stuns and immobilizes.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory