Defensive Fire^3 build
Yeah, that's what I'm also considering. Full recharge build with s/l res from Tough and Fire Shield. Would be in the low 60s for resist, with the Rebirth Destiny and controls should be pretty sturdy. If I wanted defense I could always pop some purples, not like they're hard to come by
Definitely need to do more playing in Mids to find something I really like.
What I could do is get 90-100ish recharge since that'd be enough for permahasten while giving me more build flexibility. I have FoN so if I take Blazing Bolt I can snipecancel my way to Dom even if Frenzy isn't up.
re: Hasten and Dom, what I do is put Dom on auo and bind Hasten to g and put it at the top of my bar where it's visible. Same thing with my Nin Stalker, Rin on auto, Hasten bound to g. I'm used to hitting g a lot since I bind all my ally buffs to g and h for my Corrs, so this system works for me. It's also how my Fire/Psi used to work, so I'm very used to it by now. My logic was Dom recharges faster than Hasten and is a bigger deal if it drops.
The Melee Teaming Guide for Melee Mans
Oh, and just a thought, more aligned with the original post's topic than most of my ramblings:
I think building up a character for high DEF and then using Barrier to give yourself the last 5% is a waste of resources. In my view, if you're going to go through the trouble of giving yourself lots of DEF through IOs, then you should put yourself in a position to take advantage of the other, excellent Destiny buffs -- the layered mitigation from Rebirth Destinty, or the recovery/recharge from Ageless.
Barrier's strength is its up-front burst of mitigation. Barrier's over-time benefits are not so hot when you look at their equivalent opportunity cost. In other words, getting 7.5% or 5% DEF from IOs is trivially easy; getting the same amount in RES is more difficult, but not impossible -- and arguably not even worthwhile unless you're flirting with the cap to begin with. Rebirth, by contrast, offers you a bonus that's extremely hard to equal through other means, even at its weakest point. +200% regeneration (though not terribly effective on a ~1200 HP Dom with no mitigation) is equivalent to eight Regen Tissue procs.
So if you're gonna go with Barrier, I'd say go naked otherwise: That is, balls-to-the-wall recharge with a powerful panic button power (and preferably a Patron/APP shield of some sort, but that's given). Builds can be crafted to lean on Luck Inspirations otherwise.
And please understand, I'm about as soft-cap crazed as they come. Waving a build that's even the slightest bit apt for the soft cap is like waving a red flag in front of a bull; my instinct is to pursue that magic number almost to the detriment of all else. But I've also played enough different characters long enough to know that the soft cap isn't a panacea, and especially not if it's just the S/L soft cap. You will come up against opponents that bypass your DEF in one way or another, and it will happen fairly often.
Destiny is your opportunity to diversify your capabilities, an extra tool that fits those situations. Reducing Destiny to the equivalent of a couple of set bonuses is cheating yourself.
Yeah, that's what I'm also considering. Full recharge build with s/l res from Tough and Fire Shield. Would be in the low 60s for resist, with the Rebirth Destiny and controls should be pretty sturdy. If I wanted defense I could always pop some purples, not like they're hard to come by
|
My Dom has ~19% DEF to everything but ranged (which is soft-capped). Comes in handy when I find myself (as I frequently do) sitting on a stack of medium Purples (~26% DEF each, for me).
What I could do is get 90-100ish recharge since that'd be enough for permahasten while giving me more build flexibility. I have FoN so if I take Blazing Bolt I can snipecancel my way to Dom even if Frenzy isn't up. |
I couldn't squeeze out the slots though, so that idea went bye-bye Will look over the build(s) again after I get in my fix for the hilariously powerful Reactive-boosted Rain of Fire.
I think building up a character for high DEF and then using Barrier to give yourself the last 5% is a waste of resources. In my view, if you're going to go through the trouble of giving yourself lots of DEF through IOs, then you should put yourself in a position to take advantage of the other, excellent Destiny buffs -- the layered mitigation from Rebirth Destinty, or the recovery/recharge from Ageless....
So if you're gonna go with Barrier, I'd say go naked otherwise: That is, balls-to-the-wall recharge with a powerful panic button power (and preferably a Patron/APP shield of some sort, but that's given). Builds can be crafted to lean on Luck Inspirations otherwise. ... Destiny is your opportunity to diversify your capabilities, an extra tool that fits those situations. Reducing Destiny to the equivalent of a couple of set bonuses is cheating yourself. |
So I've put this together, reasonably happy with it but still not entirely. Was able to get 125% recharge, 34% s/l def and 54% s/l res. I'd have liked to pick up RotP but the only thing I could drop for it would be Invis, so I'd lose a LotG slot.
Also not super thrilled about the Consume slotting, but yeah.
Here it is, all feedback appreciated. Let me know what you guys think or how it could be improved:
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1436;683;1366;HEX;| |78DA6593594F535110C7CFE9426DE9428552A09462D96AB1A517D0C48518C3A2606| |B8A246A7C21156FE026B56DDAAB91373F82E282CB27F0598D7E10974FA1F8A2D1B8| |D4B9F33F5D626FDAFCCEFCCFDC993933F7E4EE2E7985B87756C8C062B150AB6D2E9| |56F19A58259AE3A73856D634BB88410234D7173B15C32ABE5627AC5A8EA0D23D6DA| |3E57AB156E174DDAD6ABBB0D2BB85ADAD1AB7AC94C37169E7C99626C5474FDA68F9| |72BC6F68E6994B6BD6C65F542858C201BABA53B46CDB861140D7337B25C31B6903B| |57A899568E66EE012A3449FF31BB504FDD21566D4268A2E702B0CC38BC029C677CB| |335DDE9478F18A700128A53EE49CBC9F600B8CF703C061E31BA1E32BE531C64AEDB| |EDEB84B8E8BACC3894073618716AA8137ED2392DAC5753C024BDEE92C8EBAA7371F| |DBF19335664C22F587F19DA4BCEFB830CB73AAEFB39614A8C3E631C790AEC032F18| |5314A95BB9775FE2406317813520CB18CFC1A26A7DAA3B3EEECE4FD2034A09A0F00| |4C50CAAA3073FD07E5424DF031F19A94F0C49C17A955F2F5AD48716F5A145036891| |9DFC4268842D34CB47EF0F4B2B829644E7C921AC3A150EB134E0678C04000F63B41| |BF031E2146950CD7510731DC25C8730C2618C7718E31DC178AD9E47F87BA83B220B| |E8CD19E02463EA14701A13A3D2A2284D44519A8FA498EA580C92DF659D13521CD21| |F7A7D420D6642E3589319200DA4906786E1A78627947BE20D8FE1E86BE015F09691| |7CC70890FBB4729F3ECE118ECD0373C02C2375023785DCD338854CA3E75A8611A0C| |A33AAF20C2A1F76346F905D60AC1E8CD583797A31DD78CBAF9E74FC7FEB321D8AD6| |A1CC7528F31D4AB643C93B9AF7594856DC3DCDBB5AFFECA15DD9BE7BD052A45C93D| |6ADF15FE1937EE9F0FDDA526C729F7BE7DDC3809E30D63D5618A4BADAB6BED6B6BE| |DEB65EA00BA2A9F53F8543F9B3| |-------------------------------------------------------------------|
The Melee Teaming Guide for Melee Mans
While not at all defensive, this is my very offensive fire/fire/fire dom build. Its pretty expensive, but it doesn't carry the big 3 PvP Ios, so its managable. Plus, a good defense is a great offense right?
Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Mistress Ariel: Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Char -- GladNet-Acc/Hold(A), GladNet-Acc/Rchg(11), GladNet-Rchg/Hold(13), GladNet-EndRdx/Rchg/Hold(13), GladNet-Acc/EndRdx/Rchg/Hold(15)
Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(15), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(19)
Level 2: Incinerate -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(21), Hectmb-Acc/Rchg(21), Hectmb-Dmg/EndRdx(23), Hectmb-Dam%(23), Mako-Dam%(25)
Level 4: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(5), GravAnch-Acc/Rchg(9), GravAnch-Immob/EndRdx(9), GravAnch-Hold%(11)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Hot Feet -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(25), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(27), Armgdn-Dam%(33), M'Strk-Acc/EndRdx(33)
Level 10: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(33), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34), Decim-Build%(34), Apoc-Dam%(36)
Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36), Amaze-EndRdx/Stun(37), Amaze-Stun(37)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Cinders -- GladNet-Acc/Hold(A), GladNet-Acc/Rchg(46), GladNet-Rchg/Hold(46), GladNet-EndRdx/Rchg/Hold(48), GladNet-Acc/EndRdx/Rchg/Hold(48)
Level 20: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Assault -- EndRdx-I(A)
Level 26: Maneuvers -- LkGmblr-Rchg+(A)
Level 28: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(31), Efficacy-EndMod/EndRdx(31)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-Dmg/EndRdx(50), ExRmnt-Acc/Rchg(50), S'bndAl-Build%(50)
Level 35: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 38: Blaze -- Apoc-Dmg(A), Apoc-Dmg/Rchg(39), Apoc-Acc/Dmg/Rchg(39), Apoc-Acc/Rchg(39), Apoc-Dmg/EndRdx(40), Thundr-Acc/Dmg/EndRdx(40)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Fire Shield -- EndRdx-I(A)
Level 49: Stealth -- LkGmblr-Rchg+(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Cardiac Total Core Revamp
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-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 -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod(3)
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Update: So I actually respecced into that build above. Seems good so far. If I (or anyone else) come up with changes I can always respec again later.
So far it looks like I really do need Consume to keep this build going. Granted, only at tier1 Alpha so far, but still.
Liking the build though
Edit: Friend suggested playing with the Tough slotting. Dropping the third slot I only lose 2-3% res but can then move that slot to Incinerate. Putting the Mako quad in Incin makes it a solid ST attack again. Then I think I should be able to make a ST chain using Blaze, Blast and Incin.
Edit 2: So putting 6 Oblits in Hot Feet lets me swap the Hecas into Incin. Puts me at 32.8% def, still softcapped with a purple. Can also put Efficacy Adapters or something in Consume.
Building is haaaaaaaaaaard
The Melee Teaming Guide for Melee Mans
This is what I've got from tweaking a version a friend worked on.
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I'm currently finding end to be nasty, but Consume is more than adequate for it. I've also only got Cardiac tier1 so far, so end redx will get better as I work up the tree. End use on this build is .24 end/sec worse than what I'm currently running. Mainly because of how the shields are slotted.
It also drops to 49.7 s/l res from 54.5% which is...hrm. Not a massive difference, but there nonetheless.
The Melee Teaming Guide for Melee Mans
Sorry Silas, I'm afraid I couldnt fare any better - just not enough slots to go around...
31.5% to S/L
Hasten's recharge time is 120.95s / Domination 91.43s
I did manage to get your EndUse down from 1.45 to 1.17 however...
| Copy & Paste this data into Mids' Hero Designer to view the build |
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@Deadboy
This is what I've got from tweaking a version a friend worked on. [snipped for brevity]
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Click this DataLink to open the build!
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The downsides are that you lose 5% in global recharge (still leaving Domination perma by about 1 second without using Hasten at all), 2% in global damage, and 1.9% in HP. You gain meaningfully in the endurance and RES categories, but not so much that I'd consider either build a slam dunk.
End really is the issue. Having run some really basic numbers (added for completeness, below), you should be fine with your melee single-target attack chain even with Hotfeet on, and even without Consume. (Domination should recharge before you run dry.) Consume is a damn nice power to have, but I'd want to minimize my reliance on it. YMMV.
Friend's original build: Blaze-Blast-Incinerate for a total damage of 885.18 and a total End cost of 18.11 in 4.488 seconds, or 197.23 DPS, and 4.03 endurance per second.
Add toggle cost of 1.4 EPS, Hasten cost of 0.125 EPS, and subtract from 3.52 EPS in recovery + 0.225 EPS from Performance Shifter proc to get a net drain of 1.81 EPS. Total Endurance is 112.5, so time to empty is 112.5 / 1.81 = about 62 seconds. Domination with perma-Hasten recharges 66.67 seconds.
Tweaked friend's build: Blaze-Blast-Incinerate for a total damage of 877.1 and a total End cost of 18.11 in 4.488 seconds, or 195.43 DPS, and 4.03 endurance per second.
Add toggle cost of 1.34 EPS, Hasten cost of 0.125 EPS, and subtract from 3.68 recovery + 0.225 EPS from Performance Shifter proc to get a net drain of 1.59 EPS. Total Endurance is 112.5, so time to empty is 112.5 / 1.59 = 70.7 seconds. Domination with perma-Hasten recharges in 67.8 seconds.
My rough calcs don't take into account the spamming of AoE powers, though, nor do they (lest you worry) really measure DPS except as a curiosity; I didn't account for Hot Feet or Embrace of Fire as I was more concerned with endurance drain.
The one thing I do wonder about though is that you don't have Fire Imps. Personally I can't stand the way Fire Imps look -- the way they move, the sounds they make, dunno -- and so I wouldn't rush to make the claim that they're essential, but would you prefer to have them? I take it you don't really want Ring, which -- though a decent power -- doesn't really serve much purpose in the build as presently constituted (not slotted as an attack).
I'll see what I can come up with pet-build-wise. Also may have a slightly improved version of the ranged/melee build posted previously.
Well, I've taken the build from a few posts above out on TFs but more importantly, farming. So in a situation where I'm running all my toggles and spamming my AoEs, I do burn a crapload of endurance but Consume is more than enough to compensate.
Which two builds were you using for friend's original and tweaked? The build a friend did for me that I tweaked (2 posts up) I didn't post the original one he sent me.
Cheers for the number crunching, very helpful.
As for Ring of Fire/Fire Imps. Well, yeah, the Ring of Fire slotting is unfortunate but getting the s/l defense and small recharge is a hard bargain to beat. I don't lament its loss as an attack, since Blaze, Blast and Incin are all much better attacks. I mean, it doe the same damage as Char, which is a better power to swap into my attack chain in almost all cases. RoF is more for occasional use to immob an AV, really.
I don't mind not having the Imps at all. They're squishy, they can't keep up and when they're around they don't seem to do a whole lot of damage. I don't lament their loss at all They'd be a set mule power at best.
The Melee Teaming Guide for Melee Mans
Well, I've taken the build from a few posts above out on TFs but more importantly, farming. So in a situation where I'm running all my toggles and spamming my AoEs, I do burn a crapload of endurance but Consume is more than enough to compensate.
Which two builds were you using for friend's original and tweaked? The build a friend did for me that I tweaked (2 posts up) I didn't post the original one he sent me. |
Yeah, Consume use is largely subjective. If using it often is doing the job and you don't mind it, then it's all good.
Thanks for the clarification on the other stuff. Will keep in mind. Any thoughts on Combustion? Like, dislike?
Heh, sorry. When I said original friend's build, I meant the version of the build that was original to me. The way I try to juggle builds from the forum is to save one as 'original' and a second (the one I mess with) as 'revised.' So I guess I was projecting my file system here.
Yeah, Consume use is largely subjective. If using it often is doing the job and you don't mind it, then it's all good. Thanks for the clarification on the other stuff. Will keep in mind. Any thoughts on Combustion? Like, dislike? |
For Consume, ideally I wouldn't need it. I don't like having to rely on that kind of thing. I didn't build my Cold to require Heat Loss and I didn't build my Kin to require Transference. Unfortunately, for this build and what I want out of it, that's not a luxury I can have. Eh, its not too bad though. My experience of the build is that most of the time the Dom refills and my recovery are enough to keep my going. It's not like I'm using Consume as soon as it recharges, far from it actually. So I don't mind.
As for Combustion, I'm of two minds. On the one hand, its slow animating and all DoT. Wish it was FSC instead. On the other, it does pretty decent damage, has a wide radius and would be another AoE for even more carnage. If you can fit it in, that'd be a positive. More options are always good. It was just one of the first powers on the chopping block for me.
The Melee Teaming Guide for Melee Mans
Oh right, okay. That makes sense.
For Consume, ideally I wouldn't need it. I don't like having to rely on that kind of thing. I didn't build my Cold to require Heat Loss and I didn't build my Kin to require Transference. Unfortunately, for this build and what I want out of it, that's not a luxury I can have. Eh, its not too bad though. My experience of the build is that most of the time the Dom refills and my recovery are enough to keep my going. It's not like I'm using Consume as soon as it recharges, far from it actually. So I don't mind. As for Combustion, I'm of two minds. On the one hand, its slow animating and all DoT. Wish it was FSC instead. On the other, it does pretty decent damage, has a wide radius and would be another AoE for even more carnage. If you can fit it in, that'd be a positive. More options are always good. It was just one of the first powers on the chopping block for me. |
It gets rid of the wasted power mule power RoF and mule slotting for Consume and picks up Combusion. I'm actually liking the looks of this one, I may go with this rather than capped S/L. It loses SS, but just cope with Ninja Run 8-).
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Oh right, okay. That makes sense.
For Consume, ideally I wouldn't need it. I don't like having to rely on that kind of thing. I didn't build my Cold to require Heat Loss and I didn't build my Kin to require Transference. Unfortunately, for this build and what I want out of it, that's not a luxury I can have. Eh, its not too bad though. My experience of the build is that most of the time the Dom refills and my recovery are enough to keep my going. It's not like I'm using Consume as soon as it recharges, far from it actually. So I don't mind. As for Combustion, I'm of two minds. On the one hand, its slow animating and all DoT. Wish it was FSC instead. On the other, it does pretty decent damage, has a wide radius and would be another AoE for even more carnage. If you can fit it in, that'd be a positive. More options are always good. It was just one of the first powers on the chopping block for me. |
and of course you know you will lose something.....
I came up with a couple of variants that would include combustion. Have a look at this one :
http://www.cohplanner.com/mids/downl...DDEA3F0052FB92
Personally, I'd do something more like this:
It gets rid of the wasted power mule power RoF and mule slotting for Consume and picks up Combusion. I'm actually liking the looks of this one, I may go with this rather than capped S/L. It loses SS, but just cope with Ninja Run 8-). |
Click this DataLink to open the build!
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All of the above are matters of preference. Personally, I'm probably a little out of my depth here because my instinct is to emphasize recharge less.
Nice build btw, Doc.
Given what you (Silas) have said about your recovery situation, I don't feel the need to go through the kind of haphazard methodology I did last night to determine a good threshold -- and in any case, these two new builds (Dr's and mine) both have very slightly better net recovery than the build I posted last night. (which passed my largely arbitrary standard of sustainable ST attacks during Domination's downtime.)
(Edit: Oh, and a minor point, but probably worth mentioning just for the sake of consistency: The builds Silas posted earlier were using the T3 Cardiac boost, so that's what I've been using. Doctor's posted build uses the T4. Neither Incarnate abilities nor Accolades are turned on by default in the version Mids' I'm using, which is worth mentioning too.)
And here's an updated version of the Melee/Ranged DEF variant:
Click this DataLink to open the build!
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More survivable by an indefinable amount than the S/L DEF builds, simply because Melee/Ranged DEF covers you against more stuff, but the global recharge is still markedly lower than the other builds we've been discussing (clocks in at 177.5% including Hasten, or anywhere from 16-20% less than the various S/L DEF builds). Domination is not perma without the use of Hasten.
Very nice builds, all.
Doc, I like it. I personally couldn't go for a Ninja Run build, I like speed runs too much, heh. But that could easily be tweaked. I like the Incin slotting, its a good way to both score another Ultimate Rec bonus as well as make Incinerate a decent attack.
Lifewind, Now that I like. Except for the goddamned Panacea proc in Health, haha. That thing is just not worth the money, haha. Though I suppose for a build as tight as this, that extra endurance might just be worth it. I dunno. Endurance use also is a fair bit higher than some of these other builds, but Consume would probably be enough to cover it.
Minor tweaks I made looking at it were: dropping the second CJ slot and moving it to Weave for a Def/End. Same defense numbers, lower end drain. Could also have a slot floating around if I took out the Panacea proc, might go in Tough for an end rdx or res/end, depending. Hrm.
Obitus, Very nice build. The recovery numbers I'm especially fond of. Hooray, Combustion is in. Downside is, Incinerate is still a set mule. Fair enough, but a shame. The resist numbers are great though.
Yeah, for the Incarnate stuff I've only been bothering to go up to tier3. I've got a lot of characters so the huge extra effort in going t3 -> t4 just isn't worth it to me. Speaking of which I was able to get my tier3 Alpha last night, so hooray. Time to work on Reactive
The Melee Teaming Guide for Melee Mans
Yeah, there's a little leeway in there to shore up Incinerate's slotting if you want. Off the top of my head, the second slot in Consume or the second slot in Embrace could easily go to Incinerate. (Probably for a Dam/Acc/End IO from any old set.)
Very nice builds, all.
Doc, I like it. I personally couldn't go for a Ninja Run build, I like speed runs too much, heh. But that could easily be tweaked. I like the Incin slotting, its a good way to both score another Ultimate Rec bonus as well as make Incinerate a decent attack. Lifewind, Now that I like. Except for the goddamned Panacea proc in Health, haha. That thing is just not worth the money, haha. Though I suppose for a build as tight as this, that extra endurance might just be worth it. I dunno. Endurance use also is a fair bit higher than some of these other builds, but Consume would probably be enough to cover it. Minor tweaks I made looking at it were: dropping the second CJ slot and moving it to Weave for a Def/End. Same defense numbers, lower end drain. Could also have a slot floating around if I took out the Panacea proc, might go in Tough for an end rdx or res/end, depending. Hrm. Obitus, Very nice build. The recovery numbers I'm especially fond of. Hooray, Combustion is in. Downside is, Incinerate is still a set mule. Fair enough, but a shame. The resist numbers are great though. Yeah, for the Incarnate stuff I've only been bothering to go up to tier3. I've got a lot of characters so the huge extra effort in going t3 -> t4 just isn't worth it to me. Speaking of which I was able to get my tier3 Alpha last night, so hooray. Time to work on Reactive |
When you take fire mastery , you are just adding more gas to your end hog v8 engine that you are using lol. I aim for tier 4 for most of my incarnate doms, because the buffs are affected by ED less (and of course I know you know this) Your biggest problem with fire/fire/fire is going to be just 2 powers mostly I think. Rain of Fire and Hot Feet, but mostly rain of fire. Dont really feel like doing the math but maybe the other math dude Obitus can.
The good thing about high recharge is having Rain of Fire up more often.
The bad thing about ROF is using it as soon as it is up will drain your end anywhere by about 20% (that thing takes 32.5 end from you when its unslotted) , give or take a couple of percent, and depending on wht tier of Cardiac you take and wht type of endurance buff you are under. But you really dont want to use ROF when you are at 20 points of end....
But this is the reason I put the pancea proc in the build. The recharge for Domination is currently at about 69 secs (rounded up and including cast time, not accounting for the server lag) the recharge for consume is 49 secs (including cast time) That leaves 20 secs of time that basically you need to be wary of.... but wait.... you get a 15 sec end buff from consume (which btw gives almost 100% of end recovery when you slot it with capped endurance modification and you hit 10 trgts :-).
So there is really only techincally 5 seconds of " Oh crap where am I going to get some end" going on in 1min 9 secs. The 5 seconds changes a lil after you die and stuff but for the most part, you really dont have to wait that long. And with 2 instances of +end procs firing off ( pancea and perfomance shifter procs) they should be able to fill in the "end gap" by more than enough. Thats like "almost" 20% of your end being replaced AT LEAST once every min, it is actually way more than that.
But I would really rather slot combustion with a Armageddon set rather than the Oblits. Since it is up more often, and would proc more than if you slotted armagedds in hot feet.
That can be done if you want to give up cinders. Just a thought. I usually put my purp hold sets in my AOE holds b4 my ST holds. Since the aoes are down longer. I will get with you in game later bud.
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That's assuming you cast Combustion every single time it's available, which isn't a given either. Combustion's activation time alone represents a fairly high opportunity cost, whereas Hotfeet works in the background regardless of what attacks you use. Also, Combustion's area of effect (15 feet) is significantly smaller than Hot Feet's (20 feet).
Enhancing Hot Feet with slow is nice, but the lack of slow enhancement certainly doesn't make it a mediocre power. That's why God invented Fire Cages.
Armageddon has marginally more Endurance reduction than Obliteration has, and unfortunately there aren't so many slots available on this build that you have much leeway to use any other sets in your PBAoE powers. I think Doc's slotting of Hot Feet is probably the best option -- 5 Armageddon + 1 Microfilament. The Microfilament only fits in sensibly because Doc did use Armageddon and not Obliteration for the other five slots, though.
I agree with this. Also, Hot Feet really needs a slot to cap slow. Without it, it turns a good power into a mediocre power.
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I don't want to be contentious, but neither of the above-quoted statements is necessarily true. Combustion's full cycle time isn't any faster than the once-per-10 seconds proc check on toggle powers. At best, it's a tie: 3.168 activation time + ~4.3 recharge time + 3.168 activation time = 10.636 seconds.
That's assuming you cast Combustion every single time it's available, which isn't a given either. Combustion's activation time alone represents a fairly high opportunity cost, whereas Hotfeet works in the background regardless of what attacks you use. Also, Combustion's area of effect (15 feet) is significantly smaller than Hot Feet's (20 feet). Enhancing Hot Feet with slow is nice, but the lack of slow enhancement certainly doesn't make it a mediocre power. That's why God invented Fire Cages. Armageddon has marginally more Endurance reduction than Obliteration has, and unfortunately there aren't so many slots available on this build that you have much leeway to use any other sets in your PBAoE powers. I think Doc's slotting of Hot Feet is probably the best option -- 5 Armageddon + 1 Microfilament. The Microfilament only fits in sensibly because Doc did use Armageddon and not Obliteration for the other five slots, though. |
So I really liked the look of Lifewinds build and what he got. I made the tiniest tweak to it (moved 2nd CJ slot to Weave for LotG def/end, same defense, less end drain), here's what I've got:
Villain Plan by Mids' Villain Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
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I actually went ahead and compared the end drain numbers to what I'm currently running since Lifewinds build has more recovery. Current build drains 1.27 a second, 3.27 recovery, not counting the P.Shifter proc. Difference of 2.02, Lifewinds build has higher end drain (1.57) but more recovery (3.67) so the difference is 2.1 end/sec. Only a difference of .08, which isn't a big deal. I know my net recovery is actually significantly higher, due to the Shifter and Panacea procs, let alone the huge end/sec gain from Domination refilling my bar every 67 seconds.
His build also has the Panacea proc in it however. I'm aware this is really rough back-of-napkin math, what I'm getting at is that what I'm currently running is more than workable with Consume. Its up when I need it, its not a crutch power for me to function.
So that build gets what I wanted, both Combustion and Hecas in Incinerate. Hooray! I will arguably burn more endurance with AoEs since I have yet another one, but I think Combustion is pretty good DPE. If I wanted to go for Cardiac Core Paragon, I'd have even less end drain though I doubt I'll bother.
Other Incarnate stuff wise, I'll be going for the Rebirth Destiny. The heal and solid regen over time seems like it'd be best for this build rather than the massive spike but low over-time benefit from Barrier.
Anyone else have ideas/tweaks for the above build? I'm pretty satisfied with it but still welcome to ideas. I've really enjoyed this thread
The Melee Teaming Guide for Melee Mans
You're absolutely right about the practical differences between Dominate and Char.
I suppose what I should do is come up with some builds that have 32-45% s/l defense and enough recharge for permadom and compare it with what I've got so far (the 32% def 126% rech build) and see which one I like more. Either way the build will have stupid amounts of recharge, so I may just have to get over my craziness
Truthfully I looked over your build for quite awhile before the melee/ranged idea occurred to me; I couldn't think of a good way to improve what you had, so I went in a different direction. I'll give it more thought though.
FWIW, I roll with +95% in global recharge (not counting Hasten) on my Dom and it works just fine. I use a movement-key bind to switch the auto toggle back and forth from Hasten to Domination. YMMV. I obviously can't tell you what you'll be comfortable with. So many of these decisions are subjective, which is why it's hard to make a build for someone else.