Fire/Psi Mid to High End Build - Advice Appreciated


BlackBellatrix

 

Posted

Well, we got a new version of Mids, with the Alpha Slot being available, I wanted to make a plan for my Dom that I'm working up to be my main on my alternate server. I expect that this is not too unrealistic an expectation on a build, considering that by the time I get to 50 and get Alpha-slotted with the Very Rare, I'll have made enough inf to finance the purples - I have 800 million sitting around for her already and Tips should get me the LotGs by then.

I'm not sure on slotting on a few powers, but I really would like to keep the soft-capped S/L defense and wouldn't really like to lose any recharge.

Would I be better suited keeping Imps or dropping them and going with TK Thrust or Subdue?

My eventual plan is to be able to just drop Hasten and run Perma-Dom without it after slotting a couple more expensive purple sets, and keeping my soft-cap, but this is a slightly more realistic build (hence the lack of +3% PvP IO)

Anyway, thanks to anyone who reads and comments.

Villain Plan by Mids' Villain Designer 1.92
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: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(40), EoCur-Acc/Hold/Rchg(43)
Level 1: Psionic Dart -- Decim-Build%(A), Decim-Acc/Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(36), Decim-Dmg/Rchg(36), Decim-Dmg/EndRdx(37)
Level 2: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(34)
Level 4: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(5), GravAnch-Acc/Rchg(7), GravAnch-Acc/Immob/Rchg(9), GravAnch-Immob/Rchg(9)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(7)
Level 8: Hot Feet -- M'Strk-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(11), Dmg-I(11)
Level 10: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(23), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(13), Amaze-EndRdx/Stun(15), Amaze-ToHitDeb%(15)
Level 14: Super Jump -- ULeap-Jump(A)
Level 16: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dam%(17), Posi-Acc/Dmg/EndRdx(40), Posi-Dmg/EndRdx(43), Posi-Dmg/Rng(43)
Level 18: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
Level 20: Drain Psyche -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(29), Dct'dW-Rchg(29), Acc-I(33)
Level 22: Tactics -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(45)
Level 24: Cinders -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(25), UbrkCons-Acc/Rchg(25), UbrkCons-EndRdx/Hold(27), UbrkCons-Dam%(27)
Level 26: Boxing -- Empty(A)
Level 28: Vengeance -- LkGmblr-Rchg+(A)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam(31), RctvArm-EndRdx(31), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(33)
Level 32: Fire Imps -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-Acc/Dmg/Rchg(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
Level 41: Sleet -- Achilles-ResDeb%(A), LdyGrey-DefDeb/Rchg(42), LdyGrey-DefDeb(42), LdyGrey-DefDeb/Rchg/EndRdx(46)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 47: Ice Storm -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 50: Spiritual Total Radial Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1394;673;1346;HEX;|
|78DA65935B6F12511485CFC0504A4B054A5B7A83726BA1B4A525FA6E4C2FDA142A6|
|DF599103A81313810664CD427FF8597F65F787DF54D7D36EA9F50AB3E7A19F7AC7D|
|B82410C8C75967B1CEDE6733A5FB3B7E211E5D154A60BB5935CDCA4EEBAE6E54AD5|
|6C753AAD6F59AF00A21623DB1B2DD32AC4EAB99DFD33B5A7791E86F5F33CDEABDA6|
|952F9B7ACBD06BDD7568DF68681DCDB0F2DD2FFE728B528A5AB5AD1BF5407771AA7|
|5CC86DE9EC07A4FAF372CDA1DC3EAA4AD69A7F3BB6DBD96DFAF699552D5B4B4CE83|
|7EB9B35467863E29B7902F5B151F5D424445FA13E33390F902E4EA8A1005E11DB49|
|F23237806A49E319E02E927C028D9156957CA84A4701D318E01F50448DC114E7A9A|
|EC6E6977DF7639927A0B183901468F1947C00C5DB607F1B6E299467D2353C00AA57|
|839C8E5B5903DF690116590C1274FF23D46AD335CF20C37B0C1ED6C707319B28F4B|
|FBF8010EF7171925E0D221E32610A1B327D82E265C90C62921201302CF5143F00D9|
|0790DE45E305E01214A08716BAE10B736C9AD4D06013FE58515E7B26C4FF800D254|
|915102160F1965203E8FD830C54E7315CAF439151616EB674096A222B2BEC82E4A9|
|EDD635C07E66F30F6018582E664877336BDC414290B5259E08ADD2445B909351A51|
|9CBF512CA938F7194B3162403C01E4A884254E702FFDC031F10B20F18BF11348526|
|C528E3DB986BE528C00252C738267F937CC2B7F187F19FF808C0DAC3A7F366A3024|
|44569E9B7D8BDB587DCF8677C0C60760817C6B72266BDCE13ACF649D67B24886BCB|
|CC33C8F73F3258327BEC9A32EF0E055EA634BE66D715E81F30A324FED3D6CF4762E|
|39D957ECDCD0EED6905218522E0F29578694E2A09245AD65B5F7200B05265FB0F7A|
|CDA5FC7685719DCFD3EA8A411F16D50E2D48B41290EC9F9B57D1CA6AFACDBFF010B|
|D9E92B|
|-------------------------------------------------------------------|


 

Posted

Imps is a standby! How could you ever think of dropping imps! (gasp!). To be honest, I am not sure that dropping imps for subdue or tk is a good decision. I'm basing this solely on the fact that no matter what, your imps will keep attacking, even if you are held/slept/stun/out of end. Any of those conditions knock out your chance to attack with subdue or tk. Keep the imps I say!


-------
Hew in drag baby

 

Posted

Quote:
Originally Posted by OneFrigidWitch View Post
Imps is a standby! How could you ever think of dropping imps! (gasp!). To be honest, I am not sure that dropping imps for subdue or tk is a good decision. I'm basing this solely on the fact that no matter what, your imps will keep attacking, even if you are held/slept/stun/out of end. Any of those conditions knock out your chance to attack with subdue or tk. Keep the imps I say!
Yeah, I'm finding Imps actually a lot more useful than they are on my Fire/Kin, so I will likely keep them around. Anyone have any other comments?