DM/FA Build Critique please!
So I finally hit 50 on this toon yesterday. Once I hit 48 I decided to do a fire farm for giggles and was 50 ~4 hrs later. I had never done a farm before.
Can I just say- holy ****!!!!! At one point HeroStats was logging something in the neighborhood of 50k XP/min. That's ridiculous.
Anyway, I've started in on the Incarnate unlock, and I was curious as to what Alpha I should slot. It doesn't seem like I need damage, since Fury brings me pretty near the damage cap anyway.
Looking back over this thread Galadiman suggested the Rech Alpha and Nalrok mentioned a Nerve (Acc) Alpha.
My current build is shown below - slightly different from what I posted the last time. When in game, running CJ, Tough, Weave, both shields, and the damage aura feels like it drains end fairly quickly. Maybe a bit too quickly for DC/Consume to keep up (even with the 3 +Rechg LotGs).
Should I be going for Rechg to get them back faster, or go some other route? It seems like going for a Rechg Alpha would help get my +End powers back faster AND recharge my attacks faster, making me SMASHier as a sweet bonus.
I've only got one other toon to 50, and I don't play it much, so I've got almost no experience with the Alpha slot. Any advice is, as always, much appreciated!
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Demoniacal: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Shadow Punch
- (A) Crushing Impact - Accuracy/Damage: Level 50
- (3) Crushing Impact - Accuracy/Damage/Recharge: Level 50
- (9) Crushing Impact - Accuracy/Damage/Endurance: Level 50
- (19) Crushing Impact - Damage/Recharge: Level 50
- (A) Reactive Armor - Endurance: Level 40
- (17) Reactive Armor - Resistance: Level 40
- (27) Reactive Armor - Resistance/Endurance: Level 40
- (42) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Crushing Impact - Accuracy/Damage: Level 50
- (3) Crushing Impact - Damage/Endurance: Level 50
- (5) Crushing Impact - Damage/Recharge: Level 50
- (15) Crushing Impact - Accuracy/Damage/Recharge: Level 50
- (39) Crushing Impact - Accuracy/Damage/Endurance: Level 50
- (A) Doctored Wounds - Heal/Recharge: Level 50
- (5) Numina's Convalescence - Endurance/Recharge: Level 50
- (9) Numina's Convalescence - Heal/Recharge: Level 50
- (15) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
- (40) Numina's Convalescence - Heal: Level 50
- (A) Obliteration - Damage: Level 50
- (7) Obliteration - Accuracy/Recharge: Level 50
- (7) Obliteration - Damage/Recharge: Level 50
- (13) Obliteration - Accuracy/Damage/Recharge: Level 50
- (40) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (43) Obliteration - Chance for Smashing Damage: Level 50
- (A) Crushing Impact - Accuracy/Damage: Level 50
- (A) Crushing Impact - Accuracy/Damage: Level 50
- (11) Crushing Impact - Damage/Recharge: Level 50
- (11) Crushing Impact - Accuracy/Damage/Recharge: Level 50
- (13) Crushing Impact - Damage/Endurance/Recharge: Level 50
- (50) Healing IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 35
- (48) Luck of the Gambler - Defense/Endurance: Level 35
- (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Reactive Armor - Endurance: Level 40
- (17) Reactive Armor - Resistance: Level 40
- (29) Reactive Armor - Resistance/Endurance: Level 40
- (42) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Efficacy Adaptor - EndMod: Level 50
- (21) Efficacy Adaptor - EndMod/Recharge: Level 50
- (23) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
- (33) Efficacy Adaptor - Accuracy/Recharge: Level 50
- (34) Efficacy Adaptor - EndMod/Accuracy: Level 50
- (A) Obliteration - Damage: Level 50
- (21) Obliteration - Accuracy/Recharge: Level 50
- (23) Obliteration - Damage/Recharge: Level 50
- (33) Obliteration - Accuracy/Damage/Recharge: Level 50
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (46) Obliteration - Chance for Smashing Damage: Level 50
- (A) Reactive Armor - Endurance: Level 40
- (25) Reactive Armor - Resistance: Level 40
- (29) Reactive Armor - Resistance/Endurance: Level 40
- (42) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (25) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Obliteration - Damage: Level 50
- (27) Obliteration - Accuracy/Recharge: Level 50
- (33) Obliteration - Damage/Recharge: Level 50
- (36) Obliteration - Accuracy/Damage/Recharge: Level 50
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (45) Obliteration - Chance for Smashing Damage: Level 50
- (A) Obliteration - Damage: Level 50
- (31) Obliteration - Damage/Recharge: Level 50
- (34) Obliteration - Accuracy/Recharge: Level 50
- (36) Obliteration - Accuracy/Damage/Recharge: Level 50
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (43) Obliteration - Chance for Smashing Damage: Level 50
- (A) Multi Strike - Accuracy/Damage: Level 50
- (31) Multi Strike - Accuracy/Endurance: Level 50
- (31) Multi Strike - Accuracy/Damage/Endurance: Level 50
- (37) Multi Strike - Damage/Endurance: Level 50
- (A) Crushing Impact - Accuracy/Damage: Level 50
- (36) Crushing Impact - Accuracy/Damage/Endurance: Level 50
- (37) Crushing Impact - Damage/Endurance: Level 50
- (37) Crushing Impact - Damage/Endurance/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (39) Recharge Reduction IO: Level 50
- (A) Obliteration - Damage/Recharge: Level 50
- (50) Multi Strike - Damage/Recharge: Level 50
- (A) Decimation - Accuracy/Damage: Level 40
- (45) Decimation - Damage/Endurance: Level 40
- (46) Decimation - Damage/Recharge: Level 40
- (46) Decimation - Accuracy/Endurance/Recharge: Level 40
- (48) Decimation - Accuracy/Damage/Recharge: Level 40
- (A) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
- (45) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (50) Luck of the Gambler - Defense/Endurance: Level 50
Level 1: Brawl
- (A) Crushing Impact - Accuracy/Damage: Level 50
- (A) Celerity - +Stealth: Level 50
- (A) Recharge Reduction IO: Level 50
Level 4: Ninja Run
Level 2: Swift
- (A) Run Speed IO: Level 50
- (A) Jumping IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (40) Miracle - +Recovery: Level 40
- (48) Regenerative Tissue - +Regeneration: Level 30
- (A) Performance Shifter - Chance for +End: Level 50
- (19) Performance Shifter - EndMod: Level 50
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VelRahn,
Why did you drop Hasten?
Do you actually use Shadow Maul in your attack chain? I would have thought with all of your other attacks, that you wouldn't have time for Shadow Maul's long animation.
If you are gasping for Endurance, why don't you add another slot to Stamina?
Here is link to the Alpha Slot page:
http://goingrogue.na.cityofheroes.co...lpha-slot.html
I don't know the answer to your question about endurance, but notice that Spiritual Radial will also boost the healing you get from Healing Flames and Siphon Life.
VelRahn,
Why did you drop Hasten? Do you actually use Shadow Maul in your attack chain? I would have thought with all of your other attacks, that you wouldn't have time for Shadow Maul's long animation. If you are gasping for Endurance, why don't you add another slot to Stamina? Here is link to the Alpha Slot page: http://goingrogue.na.cityofheroes.co...lpha-slot.html I don't know the answer to your question about endurance, but notice that Spiritual Radial will also boost the healing you get from Healing Flames and Siphon Life. |
I don't use SM as part of the regular attack chain. I save it for when I have a triangle/diamond layout of enemies and I can hit 3-5 of them at once (which happens once a spawn or so; I've gotten pretty good at getting them lined up). If I can't line them up or get past that initial use I keep it out of the rotation.
I may have to pull a slot from Health to put into Stamina, but I went ahead and slotted a Rchg Alpha and I'll see what that does for me as far as bringing up DC and Consume faster.
Started a dm/fa brute on 2xp weekend just for kicks. Only really got him to 25 at this point, sort of an alt.
Pretty frustrating for a little while; was even told, "Man, you're so squishy!" on an 8 person team. Trying to take the big alpha's just doesn't happen in the teens it would seem. OTOH, soloing 0/x2-x4 depending on the mob is fairly trivial through at least where I am at this point. Much better with a little bit of defense going.
This is the target build I worked up; not entirely happy with the slotting, but got s/l def to the cap and decent recharge in key powers, uh, I guess. Not really certain how to measure that up. I'll have to substitute the purps for anything that adds a similar bonus (acc/dam, etc) as I gradually get those filled in, but whatever. Good to have goals.
Hope this helps.
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Shadow Punch -- SipInsght-Acc/Rchg(A), SipInsght-ToHitDeb/EndRdx/Rchg(3), SipInsght-Acc/EndRdx/Rchg(3), SipInsght-Acc/ToHitDeb(5), SipInsght-%ToHit(5)
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19)
Level 2: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 4: Healing Flames -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(7), Numna-Heal/Rchg(11)
Level 6: Combat Jumping -- LkGmblr-Def(A), Krma-ResKB(11), LkGmblr-Rchg+(27), Ksmt-ToHit+(34)
Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Nictus-Acc/Heal(15), Nictus-Heal(17)
Level 10: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-%Dam(45), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 12: Boxing -- Empty(A)
Level 14: Super Jump -- Winter-ResSlow(A), Zephyr-ResKB(29)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(21), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23)
Level 18: Dark Consumption -- Mocking-Rchg(A), Mocking-Acc/Rchg(25), Mocking-Taunt/Rchg(36), Mocking-Taunt/Rchg/Rng(36), Armgdn-Dmg(40), Armgdn-Acc/Rchg(45)
Level 20: Consume -- Efficacy-EndMod(A), Efficacy-Acc/Rchg(27), Efficacy-EndMod/Acc(31), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(43)
Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-EndRdx(50)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(25), LkGmblr-Def/EndRdx(39)
Level 26: Soul Drain -- Mocking-Rchg(A), Mocking-Acc/Rchg(29), Mocking-Taunt/Rchg(31), Mocking-Taunt/Rchg/Rng(45), Armgdn-Dmg/Rchg(46), Armgdn-Acc/Dmg/Rchg(46)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(48), Oblit-%Dam(48)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), GravAnch-Acc/Rchg(34), Hectmb-Acc/Rchg(34)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37)
Level 38: Rise of the Phoenix -- RechRdx-I(A)
Level 41: Gloom -- SipInsght-Acc/ToHitDeb(A), SipInsght-Acc/Rchg(42), SipInsght-ToHitDeb/EndRdx/Rchg(42), SipInsght-Acc/EndRdx/Rchg(42), SipInsght-%ToHit(43), Apoc-Dmg/Rchg(43)
Level 44: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 47: Darkest Night -- EndRdx-I(A)
Level 49: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(50)
Level 50: Musculature Radial Paragon
Level 0: High Pain Threshold
Level 0: Born In Battle
Level 0: Invader
Level 0: Marshal
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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)
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Mayor, thanks for posting your build. It gave me some ideas for my own build in progress. However, I'm curious as to why you slotted Shadow Punch with Siphon Insight. If it was merely for the 3.75% S/L bonus, you could get that with Kinetic Combats and save a slot. Or if instead it was for the sake of the To Hit Debuff, wouldn't you get a greater effect by swapping out Shadow Punch for Touch of Fear?
Well, I started out with those because they're cheaper than Kinetic Combats, but that seems silly in light of the rest of the build.
I like the idea of the + to hit proc in the fast cyling power. In game I have the Perfect Zinger Psi dmg proc in there. It seems to fire quite a bit. I sacrificed it in the build to use that slot in stealth to push the soft cap.
I could use a KC there and either keep the proc or move the slot someplace else; maybe another Numina's in Healing Flames. Or maybe another slot into DN for another set bonus of some sort?
The other thing though is that I'd rather have the 9% acc bonus from the set, and the acc enhancement that the pieces give - much better than KC. KC buffs damage better, but I'm in the "give DM accuracy" camp, I guess. Sort of like the taunt set in SD and DC. Lots of recharge from the pieces, and 2.5% s/l defense. Can't remember the other bonuses, but they are decent, iirc.
I can never decide if these things are finished.
I had originally planned on Hasten when I first made the post, but I've found that I just don't need it for the attack chain. So I decided to pick up CJ instead for the extra defense and I also get another LotG 7.5% +Rchg with it. If there's another reason I should have kept Hasten that I'm not seeing I'm willing to reconsider. I just felt that having it wasn't necessary.
I don't use SM as part of the regular attack chain. I save it for when I have a triangle/diamond layout of enemies and I can hit 3-5 of them at once (which happens once a spawn or so; I've gotten pretty good at getting them lined up). If I can't line them up or get past that initial use I keep it out of the rotation. I may have to pull a slot from Health to put into Stamina, but I went ahead and slotted a Rchg Alpha and I'll see what that does for me as far as bringing up DC and Consume faster. |
In theory Hasten would have had the same purpose of bringing up DC and Consume (and Soul Drain and Fiery Embrace) faster. I am still leveling up, so I don't have personal experience as to whether Hasten is really necessary in your final build. You will learn from your own experience whether or not DC and Consume come up often enough without Hasten.
|
My only issue with Hasten is that I don't have the hope of getting it near perma, as I can't get the Rchg from sets up high enough, so it would only be helping out for some of the time. But I haven't run any numbers, so that may be a completely false assumption and it would actually be up more often than I'm assuming it would be.
Best of both worlds would be for me to get my vet power that lets me choose a travel power without the prerequisite, so I could drop Hover and put Hasten in there

Wouldn't your attack chain still be full if you dropped Shadow Punch?
Wouldn't your attack chain still be full if you dropped Shadow Punch?
|
I had a thought tho. I could swap out the CIs in Shadow Maul and replace with Kinetic Combats. That would actually boost the defense over what I have now from having Combat Jumping, and I could then exchange out CJ for Hasten. I'd really still like to have another power slot tho

Hey guys, just saw this thread and thought I would throw in my build. I havent hit 50 yet been to busy with my SS/Fire brute and her Alpha Slotting but this is what I have so far. Started really slow but has been able to pick up speed!
Villain Plan by Mids' Villain Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
SS-Fire: Level 50 Natural Brute
Primary Power Set: Dark Melee
Secondary Power Set: Fiery Aura
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Smite
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance/Recharge
- (3) Kinetic Combat - Damage/Endurance
- (5) Kinetic Combat - Knockdown Bonus
- (15) Crushing Impact - Accuracy/Damage/Endurance
- (A) Reactive Armor - Endurance
- (5) Reactive Armor - Resistance
- (7) Reactive Armor - Resistance/Endurance
- (7) Reactive Armor - Resistance/Endurance/Recharge
- (A) Multi Strike - Damage/Endurance/Recharge
- (9) Multi Strike - Accuracy/Damage/Endurance
- (9) Multi Strike - Accuracy/Damage
- (11) Multi Strike - Damage/Endurance
- (15) Multi Strike - Damage/Recharge
- (37) Multi Strike - Accuracy/Endurance
- (A) Doctored Wounds - Recharge
- (43) Doctored Wounds - Heal
- (43) Doctored Wounds - Heal/Recharge
- (45) Doctored Wounds - Heal/Endurance/Recharge
- (45) Doctored Wounds - Heal/Endurance
- (46) Numina's Convalescence - Heal/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense/Endurance
- (27) Luck of the Gambler - Defense
- (A) Kinetic Combat - Accuracy/Damage
- (11) Kinetic Combat - Damage/Endurance
- (13) Kinetic Combat - Damage/Recharge
- (13) Kinetic Combat - Damage/Endurance/Recharge
- (23) Touch of the Nictus - Accuracy/Healing
- (23) Theft of Essence - Accuracy/Healing
- (A) Luck of the Gambler - Recharge Speed
- (17) Karma - Knockback Protection
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Reactive Armor - Endurance
- (17) Reactive Armor - Resistance
- (19) Reactive Armor - Resistance/Endurance/Recharge
- (19) Reactive Armor - Resistance/Endurance
- (A) Mocking Beratement - Recharge
- (21) Mocking Beratement - Accuracy/Recharge
- (25) Mocking Beratement - Taunt/Recharge
- (27) Mocking Beratement - Taunt/Recharge/Range
- (40) Efficacy Adaptor - EndMod/Endurance
- (40) Efficacy Adaptor - EndMod
- (A) Mocking Beratement - Recharge
- (21) Efficacy Adaptor - EndMod/Recharge
- (31) Mocking Beratement - Taunt/Recharge
- (36) Mocking Beratement - Accuracy/Recharge
- (42) Mocking Beratement - Taunt/Recharge/Range
- (45) Efficacy Adaptor - EndMod
- (A) Kinetic Combat - Knockdown Bonus
- (42) Kinetic Combat - Accuracy/Damage
- (48) Kinetic Combat - Damage/Recharge
- (50) Kinetic Combat - Damage/Endurance/Recharge
- (A) Reactive Armor - Endurance
- (36) Reactive Armor - Resistance
- (40) Reactive Armor - Resistance/Endurance
- (48) Reactive Armor - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (31) Red Fortune - Defense/Endurance
- (36) Luck of the Gambler - Defense/Endurance
- (A) Obliteration - Chance for Smashing Damage
- (29) Obliteration - Accuracy/Damage/Endurance/Recharge
- (29) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Damage/Recharge
- (46) Obliteration - Damage
- (48) Obliteration - Accuracy/Recharge
- (A) Obliteration - Chance for Smashing Damage
- (31) Obliteration - Accuracy/Damage/Endurance/Recharge
- (34) Obliteration - Damage
- (37) Obliteration - Accuracy/Recharge
- (39) Obliteration - Damage/Recharge
- (39) Obliteration - Accuracy/Damage/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (33) Kinetic Combat - Damage/Endurance
- (33) Kinetic Combat - Damage/Recharge
- (33) Kinetic Combat - Damage/Endurance/Recharge
- (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (34) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Rectified Reticle - To Hit Buff
- (A) Perfect Zinger - Chance for Psi Damage
- (39) Perfect Zinger - Accuracy/Recharge
- (42) Perfect Zinger - Taunt/Range
- (43) Perfect Zinger - Taunt
- (46) Perfect Zinger - Taunt/Recharge
- (50) Perfect Zinger - Taunt/Recharge/Range
- (A) Recharge Reduction IO
- (A) Endurance Modification IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl
- (A) Kinetic Combat - Accuracy/Damage
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift
- (A) Empty
- (A) Empty
- (A) Miracle - +Recovery
- (A) Endurance Modification IO
Set Bonus Totals:
- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 34.56% Defense(Smashing)
- 34.56% Defense(Lethal)
- 3.938% Defense(Fire)
- 3.938% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 25.81% Defense(Melee)
- 4.875% Defense(Ranged)
- 4.875% Defense(AoE)
- 3.6% Max End
- 42.5% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 18% Enhancement(Accuracy)
- 140.56 HP (9.377%) HitPoints
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 5.5%
- MezResist(Immobilize) 17.6%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 6.05%
- MezResist(Terrorized) 4.95%
- 30% (1.877 HP/sec) Regeneration
- 2.205% Resistance(Fire)
- 2.205% Resistance(Cold)
Set Bonuses:
Kinetic Combat
(Smite)
- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Fire Shield)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Blazing Aura)
- MezResist(Sleep) 1.65%
- 0.945% Resistance(Fire,Cold)
- MezResist(Stun) 1.65%
- 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
- 1.875% Defense(Melee), 0.938% Defense(Lethal), 0.938% Defense(Smashing)
(Healing Flames)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Maneuvers)
- 10% (0.626 HP/sec) Regeneration
- 16.87 HP (1.125%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Siphon Life)
- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)
- Knockback (Mag -4), Knockup (Mag -4)
(Temperature Protection)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Super Jump)
- Knockback (Mag -4), Knockup (Mag -4)
(Plasma Shield)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Dark Consumption)
- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
(Dark Consumption)
- 16.87 HP (1.125%) HitPoints
(Consume)
- 1.8% Max End
- MezResist(Held) 2.75%
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
(Consume)
- 16.87 HP (1.125%) HitPoints
(Boxing)
- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Tough)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Weave)
- 10% (0.626 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Soul Drain)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
(Burn)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
(Midnight Grasp)
- MezResist(Immobilize) 2.75%
- 22.49 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Midnight Grasp)
- MezResist(Immobilize) 3.3%
(Taunt)
- MezResist(Terrorized) 2.75%
- 10% (0.626 HP/sec) Regeneration
- 5% Enhancement(RechargeTime)
- 2.5% DamageBuff(All)
- 3.125% Defense(Smashing,Lethal), 1.563% Defense(Melee)
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So just a few comments. I think the recharge alpha is the best for a DM/Fire. Recharge helps Soul drain be up more often, Healing flames be up more often, Consume be up more often. The recharge alpha also buffs heal, so you get a buff to healing flames, and the few other regen powers you have.
As far as build, one of the strengths of DM is that is doesn't need many attacks. Smite, Siphon Life and Midnight grasp are all you really need once you can get an acceptable amount of global recharge. This allows you to save slots and powers for other things. Shadow Punch is not needed, and is a waste of a power and slots. If you really want another attack, use Gloom.
But really, Siphon life - Smite - MG - Smite is a fairly doable attack chain. MG is the catch on that chain, you need 234% recharge total. 90% in the power, leaves 144% required, which is hasten + 74%, so a bit harder then I remembered, but, that is for a completely lag free chain, which is a stretch. For example your latest build had 53% global, you take that, add hasten, and 90% recharge in MG, your left with about 0.3 seconds recharge, which is easily covered by lag, and would likely be barely noticeable. When hasten is down, add a Gloom into the chain and your good to go. With the recharge alpha, it's even easier to get the chain locked in. Plus Hasten has an even better uptime.
Dropping SP allows you to put more slots into the good attacks, smite, SL and MG, and to pick up some extra utility power. Worst case, just stick in an extra LOTG mule, and you have improvement right there. I'm also not a big fan of Dark Consumption, it's so much smaller then Consume, that I have a hard time fitting it in, plus, since Consume got buffed with the short +recovery and the long recovery debuff protection, Dark Consumption looks that much worse.
I would say drop it and pick up hasten, So you loose Dark Consumption, but get Consume more often, plus Soul drain and healing flames more often as well. Looking at the latest build posted by VelRahn, you have Dark Consumption and Consume at about 73s recharge. If you drop DC, and add in Hasten, Consume drops to 57 seconds, so instead of one every 36 seconds or so, you have the better one every 57 seconds. Not quite as much end, but still good, and you have hasten for everything else.
Just as an example, here is the data chunk for a DM/Fire build I had put together in the past, bit different then what you have right now, but might give some ideas. It has 72.5 global recharge, 41% S/L Def, and 37.7% melee def. It does have one purple set slotted in Rise of the Phoenix, the stun set because it's one of the cheaper purple sets, but your still looking at some serious cash, so is you swap that to a Stupify set, your loosing about 3.75% global recharge. It also has the Blessing -KB slotted into SJ just because I happened to get a couple of those when I was doing random rolls, but it's not required.
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Thanks, The author is a leader on the Victory server. I still team with that jer-- guy. <.<. >.>.
Arc #6015 - Coming Unglued
"A good n00b-sauce is based on a good n00b-roux." - The Masque