Defensive Fire^3 build


Arbegla

 

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Originally Posted by Obitus View Post
[...]
Yeah, you're already maxed out on purple sets. Basilisk's has the highest non-purple +recharge bonus, so anything you swap around is gonna lose you at least a point or two. Even if you could swap 'em without losing some recharge, the enhancement values themselves are not easy to get around: Flash Fire loses a good bit of availability (and duration, IIRC) if you switch from Absolute Amazement to Stupefy. Hot Feet loses a decent amount of damage and end reduction if you swap in Obliteration. We've established that you're very attached to the Hecatombs in Incinerate ( ), so that leaves Fireball and Blaze. Among the available options, Char seemed like the best bet.
Yep, exactly. This is the problem I ran into with tweaking that build. Both tweaking the existing one and making a new one side by side with more radical changes, I couldn't find a way to get all the stats I wanted. Long story short, your build is really, really good and I like it

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Originally Posted by Obitus View Post
If you can only add one slot to Char, though, it's worth noting that the purple Hold proc should add slightly more over-time damage than the straight Damage enhancement from Apocalypse. Might be a little cheaper.
Now that I didn't know. Cool. Yeah, it'd be a lot cheaper since I already have the set of Unbreakables.

Hrm. Char with the Apoc Dam is guaranteed 94.72 damage. Char with the Unbreak proc is guaranteed 63.92 with a 33% chance of being 171.01 (63.92+107.09). Mids is giving me a damage value of 99.26

Tricky. The damage difference isn't that large, I'm wondering if it might be a better idea to go with the guaranteed damage option. Then again, the proc will add a nice spike when it goes off, I've already got the damn thing and its better DPS. Yeah, think I'll go with the Unbreak proc. Nice catch.

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Originally Posted by Rad_Avenger View Post
Build goals? Hmmmmmm.

- 32.5% Ranged Def or higher

- 100%+ Global Recharge; 170%+ with Hasten running

- 75%+ Global Accuracy (basically enough to hit +4s with the Kismet unique - don't want to take / run Tactics)

- Acceptable recovery (I'll leave that nebulous ... generally other people have higher standards here than me)

- Would like to keep Bonfire and Imps in the build if possible if only for purely sentimental reasons (sniff, love those little guys)

I have a prelim build worked out in Excel, will plug it into Mids tonight, see how it looks.

Also, going to the game on Saturday night.
Alright, will see what I can do in Mids when I get back from work today. Quick question though, Imps aren't a problem since they can easily be worked in (4 slot 6.25% recharge heyooooo) but Bonfire is trickier. It's easily the first power on the chopping block for me, since while it can be slotted for recharge (KCs, Posis) those slots would be better used elsewhere.

It does do comparable damgae to Fireball, but bear in mind its got a cast time thats three times as long and does the damage over 45s. Anyway, let me know. I'll see what I can do.

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Originally Posted by MengoMengo View Post
I have 3,62 recovery and between domination and cardiac i dont need consume and can run blaze/incin/fb with hot feet running and be fine.
Yeah, what Lifewind said. Running Blaze/Incin/FB with Hot Feet is pretty hard on endurance, but its the AoEs that are doing the real damage. RoF is using just about 16% of the blue bar per cast and can be used every 18 seconds or so. Fireball is taking about 10% of it and can be spammed every 8 seconds.

Another question would be, does your build also have upwards of 50% s/l and 32% s/l defense? If so, please share with the class, I'd be very interested in seeing it


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Originally Posted by Silas View Post
Well, I just did the super-scientific test on my Stalker of hitting Frenzy, waiting a second, then hitting Hasten to see if Frenzy got any bigger. It didn't. I'm pretty sure the alignment powers aren't affected by recharge. Demonic is though, so that's okay

Edit: just timed it on my Stalker who has 110% global recharge, so 180% with Hasten. Frenzy still took 6 minutes to recharge. Shame, that.

Back on topic, that damn Vengeance has thrown a spanner into the works. I really like the idea of it since its such a great power. I'm playing with the build you put together now, so far only thing I've changed is to take the HO from Hot Feet to put an Apoc Dam in Char. That bumps the damage up from 63.9 to 94.7, not bad. The all round hold stats aren't as good as with the Unbreakables in, but my global acc/recharge and Domination should make it moot. Having 5 Unbreakables and the Apoc Dam in Char would be perfect-world slotting, but I don't see a way to rejig the slotting to get that without losing recharge.

I came up with a build that should be good for you, and it has char at 135 but I am still tweaking it atm since I have to adjust other parts of the build some more.

Including the Leadership pool rather than the Concealment pool is still a better choice for the most part. I am wondering what else can be adjusted to get you better stats atm w/o to much of a sacrifice


 

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Check your Inbox bud (@Silas)


 

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Quote:
Originally Posted by Silas View Post
Alright, will see what I can do in Mids when I get back from work today. Quick question though, Imps aren't a problem since they can easily be worked in (4 slot 6.25% recharge heyooooo) but Bonfire is trickier. It's easily the first power on the chopping block for me, since while it can be slotted for recharge (KCs, Posis) those slots would be better used elsewhere.

It does do comparable damgae to Fireball, but bear in mind its got a cast time thats three times as long and does the damage over 45s. Anyway, let me know. I'll see what I can do.
Nothing wrong with dropping Bonfire if it pays off elsewhere!

FWIW, in my build, it was useful as a placeholder for 1.88% ranged defense from the Explosive Strike set. That's a handy set, and props to Obitus (I think) for slotting it in Kick of all things. Never would have thought of that.

The Imps were also handy for getting a 3.13% ranged def - two extra slots in Expedient Reinforcements.

As an aside ... not having Mids at works really sucks. Stupid corporate security.


 

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Originally Posted by Lifewind View Post
3.62 is nice but have you also taken into account the end drain that will occur when you have all toggles running, blaze/incin/fb and continusouly spamming AOE attacks as soon as they are up? If so, then thats great, and I am sure the others would like to have a look see :-)
I do not have the fire epic so sure i get less end drain that way but i dont feel i need it between sleet and hotfeet. Combustion is becoming more and more a set mule.

I run Frozen Armor, Weave and only really turn off superspeed when i am against a single hard target solo. I run tough occasionally but i only have a steadfast in it until i respec.


 

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Originally Posted by MengoMengo View Post
I do not have the fire epic so sure i get less end drain that way but i dont feel i need it between sleet and hotfeet. Combustion is becoming more and more a set mule.

I run Frozen Armor, Weave and only really turn off superspeed when i am against a single hard target solo. I run tough occasionally but i only have a steadfast in it until i respec.
I am interested in seeing your build!

Thought about doing /Ice to preserve S/L defense without sacrifices, but Rain of Fire looked too tantalizing. Dunno.


 

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Got a little distracted last night so no time for build spitballin'. The good news is that I have access to Mids' this morning (woot!). With that out of the way, a little catch up:

Quote:
Originally Posted by Silas View Post
Yep, exactly. This is the problem I ran into with tweaking that build. Both tweaking the existing one and making a new one side by side with more radical changes, I couldn't find a way to get all the stats I wanted. Long story short, your build is really, really good and I like it


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Tricky. The damage difference isn't that large, I'm wondering if it might be a better idea to go with the guaranteed damage option. Then again, the proc will add a nice spike when it goes off, I've already got the damn thing and its better DPS. Yeah, think I'll go with the Unbreak proc. Nice catch.
Yeah, didn't have the exact numbers offhand, but given your commentary earlier about the slow DoT of Char, I figured you'd lean towards the chance for a bigger spike at the beginning, even if it is inconsistent. Against hard targets, the average is all that matters anyway, and I don't imagine you'll be using Char very often as a damage power in other situations.

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[Bonfire] does do comparable damgae to Fireball, but bear in mind its got a cast time thats three times as long and does the damage over 45s. Anyway, let me know. I'll see what I can do.
Hehe, it's also a good way to annoy teammates. In theory, Cages allows you to use Bonfire without fear of the knockback, but Cages can miss. That said, I do like Bonfire from a thematic/situational standpoint; I just wouldn't use it as a damage power.

As Rad points out, though, both Imps and Bonfire are pretty good mules for a ranged-DEF build, especialy Imps. Any opportunity to slot a set that offers both recharge and DEF is worth its weight in gold (in this case, Expedient Reinforcement).


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Originally Posted by Iggy_Kamakaze View Post
Nice build

 

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Originally Posted by Rad_Avenger View Post
Build goals? Hmmmmmm.

- 32.5% Ranged Def or higher

- 100%+ Global Recharge; 170%+ with Hasten running

- 75%+ Global Accuracy (basically enough to hit +4s with the Kismet unique - don't want to take / run Tactics)

- Acceptable recovery (I'll leave that nebulous ... generally other people have higher standards here than me)

- Would like to keep Bonfire and Imps in the build if possible if only for purely sentimental reasons (sniff, love those little guys)
Ok, looking over the build now. A couple of (probably extraneous) questions:

-How do you feel about Hover? Are you comfortable working in more-or-less perma-Hover? It's a nice thing to have on a ranged-DEF build and personally I find it thematically pleasing, but my preferences aren't everyone's.

-Do you care about being able to solo-stack enough Hold magnitude on AVs to perma-hold them? I ask because Char is basically your third-best ranged attack. Ring works as a proxy, but it would be easier just to use Char.

-Heh, I was going to ask about the budget, but it looks like money's no object.

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Also, going to the game on Saturday night.
Nice! Was a happy Halladay last night.


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Originally Posted by Iggy_Kamakaze View Post
Nice build

 

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I've updated the original post. I was able to get a softcapped S/L build (with Barrier) *much* closer to ideal. The only thing it loses is Fire Imps which are situational in much group content anyways. I think this is worth taking another look at. I basically stole many of the ideas posted by others in this thread to good effect 8-).


 

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Originally Posted by Obitus View Post
Ok, looking over the build now. A couple of (probably extraneous) questions:

-How do you feel about Hover? Are you comfortable working in more-or-less perma-Hover? It's a nice thing to have on a ranged-DEF build and personally I find it thematically pleasing, but my preferences aren't everyone's.
Haven't used Hover in a long time - used to six slot for flight speed prior to ED, but haven't used it in a while. I like Hover personally, but I'm not sure I could handle the slowness of in-combat speed as I remember it (been a while though so this could have changed). Would I need to find slots for Hover flight speed?

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-Do you care about being able to solo-stack enough Hold magnitude on AVs to perma-hold them? I ask because Char is basically your third-best ranged attack. Ring works as a proxy, but it would be easier just to use Char.
I don't think I've ever actually tried to Hold an AV before with Char. Could be cool. Char's slotting in my build basically caps Hold / Recharge / Damage using the purple set and Musculature. Long way of saying that I currently use it as my 3rd attack. Chain of Blaze-Blast-Char (short pause ... like .3 seconds I think?)

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-Heh, I was going to ask about the budget, but it looks like money's no object.
This is going to be one of my unlimited budget builds. Currently only have two - this one and my Fire/Cold Corr. I stripped two toons last night to fund this.


 

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Originally Posted by Rad_Avenger View Post
Current thinking on the ranged build. I sampled liberally from at least seven of the builds in this thread then sprinkled a bit of my playstyle into it.

Any and all feedback appreciated.

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All righty. A few kind of preliminary things just to get my head in order, if you don't mind:

Endurance usage: This is kind of the alpha and the omega of high end builds. Everyone's got a different subjective tolerance for endurance drain, but I think we can all agree that spending bajillions on a build lowers our tolerance for running dry. I can't simulate all of the situations you're likely to come up against, but I can use my handy-dandy attack chain spreadsheet to run through a couple of plausible scenarios.

First, a pure single-target attack scenario. You have a recovery rate of 3.68 EPS, plus the Performance Shifter and Panacea procs. Performance Shifter with 110 max End works out to 0.1 * 110 * 0.2 = 2.2 End per 10 seconds, or 0.22 EPS. Panacea works out to 0.075 * 110 * 0.2 = 1.65 End per 10 seconds, or 0.165 EPS. Total averaged recovery is 4.056 EPS.

Toggle drain (without Assault, but with Super Speed) is 1.34 EPS. Toggle drain without Super Speed is 0.89 EPS.

Your ranged attack chain is Blaze-Blast-Char-pause 0.505 seconds, for a total damage of 843.09 and a total end cost of 20.36 over 4.465 seconds. DPS = 188.82. Endurance drained per second from attacks is 4.56.

4.056 Recovery - 1.34 toggles - 4.56 attacks = -1.844 net EPS. Divided into 110 Max End, that gives us a time-to-zero of 59.65 seconds. Domination recharges (with Hasten) 72.4 seconds.

With just Assault toggled on (no Super Speed), your time-to-zero rises to 68.57 seconds, still just barely under the Domination-recharge threshold.

Without Super Speed or Assault toggled on, your time-to-zero rises to 78.9 seconds. Now you're good.

Multi-target salvo. This is just an attempt to simulate the typical approach to a large spawn. Assuming you open with Embrace of Fire, Flash Fire, Fire Cages, Fire Ball, Fire Breath, and Rain of Fire -- how much End will you have left?

The above approach costs 78.78 End over 10.956 seconds, or 7.19 EPS. During those 10.956 seconds, you recover 4.056 - 0.89 (toggle cost w/o Assault) = 3.166 EPS, or 34.62 endurance total, leaving you with 110 - 78.78 + 34.62 = 65.84 Endurance after your alpha strike.

If you were to use the above ST attack chain after our opening Salvo, you'd run dry in 65.84 / 1.394 = 47.2 seconds without Assault/SS toggled on, which isn't bad, but it gives an idea of just how much heavier the end drain can be in multi-target situations.

Anyway, that's a lot of rambling with no clear purpose. I'm going to try to aim for sustainable ST endurance -- that is, endurance that doesn't bottom out with non-stop single-target attacks until after Domination refreshes. That's not by any stretch a guarantee that you won't run dry; it isn't even necessarily an accurate representation of your in-game ST-attack performance, because ideally you'd work in Fireball and Embrace of Fire. Hopefully, you'll find the satisfaction of that standard sufficient, but these things are subjective.

If you end up with Assault, I'm also going to try to run with the assumption that you're running it. Seems a shame not to.

[Edit: Was using the wrong toggle costs at points. Doh]


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Originally Posted by Iggy_Kamakaze View Post
Nice build

 

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Originally Posted by Rad_Avenger View Post
Haven't used Hover in a long time - used to six slot for flight speed prior to ED, but haven't used it in a while. I like Hover personally, but I'm not sure I could handle the slowness of in-combat speed as I remember it (been a while though so this could have changed). Would I need to find slots for Hover flight speed?
I perma hover at around 40 mph on my Dom. It's noticeably slower than, say, Fly, but it can seem slow on occasion in missions, but objectively it's still faster than base Sprint speed. I did arguably have to waste a slot to increase Hover speed over and above what the two Blessings of the Zephyr were giving me, though.

(Current slotting is one LoTG, two Blessing of the Zephyr, and one generic Fly IO, IIRC.)

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I don't think I've ever actually tried to Hold an AV before with Char. Could be cool. Char's slotting in my build basically caps Hold / Recharge / Damage using the purple set and Musculature. Long way of saying that I currently use it as my 3rd attack. Chain of Blaze-Blast-Char (short pause ... like .3 seconds I think?)
Yeah, your build would be capable of stacking enough hold magnitude to perma-hold a generic, even-level AV. It gets dicier as opponent level rises, and the AVs in Incarnate Trials are, of course, immune to control regardless. I like the way you leveraged Musculature, by the way.

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This is going to be one of my unlimited budget builds. Currently only have two - this one and my Fire/Cold Corr. I stripped two toons last night to fund this.
Heh, me too. Decided not to bother maxing out more than two characters after Issue 20 hit. It's kind of liberating, actually, not to worry about making money for the endless alt-character factory.


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Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

That's really interesting analysis of endurance usage. Hmmmm. May need to consider Cardio instead of Muscles? Hmmm, hmmm. I haven't thought about endurance like that ... ever. No wonder I'm always popping blues.

Also, that kind of slotting may make Hover worth using again - 40 mph is not bad at all - and wouldn't take too much incremental slotting what with moving slots out of Combat Jumping.


 

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Quote:
Originally Posted by Rad_Avenger View Post
That's really interesting analysis of endurance usage. Hmmmm. May need to consider Cardio instead of Muscles? Hmmm, hmmm. I haven't thought about endurance like that ... ever. No wonder I'm always popping blues.

Also, that kind of slotting may make Hover worth using again - 40 mph is not bad at all - and wouldn't take too much incremental slotting what with moving slots out of Combat Jumping.
Heh, well to be totally honest, your build's endurance is better than I originally thought. When I first did those numbers, I had Sprint on by accident, and then I kept forgetting to toggle off Assault.

Long story short: once I realized my mistake and retuned the numbers, you came out surprisingly well. It's a very good build; I looked at it for awhile after writing out that endurance post and couldn't come up with any noticeable improvements that preserved your power selections. [Edit: There are very minor things, like swapping the slotting in Fire Ball and Rain, but that's not objectively an improvement; I just think you're better off lowering Ball's cooldown by ~2 seconds than you are lowering Rain's by ~4.)

I'm gonna see if I can work up some alternatives that use different powers or have different goals, just for interests' sake.

As far as Cardiac goes, it's a feel thing. Fortunately, there's nothing stopping you from picking up more than one Alpha if you want.

Oh, and here's a video showing perma-Hover, for anyone who's interested: http://www.youtube.com/watch?v=IOYiJVss6OQ


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Originally Posted by Iggy_Kamakaze View Post
Nice build

 

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Originally Posted by Obitus View Post
I'm gonna see if I can work up some alternatives that use different powers or have different goals, just for interests' sake.
Quick and dirty.

Ranged soft-capped Fire/Fire/Fire: Not really thrilled with this one, but it'd certainly be effective. Fire Control is clearly at a disadvantage relative to Mind Control when it comes to efficient slotting of ranged DEF bonuses. Here I managed only +80% in global recharge (before Hasten).

You'd probably want to go with Cardiac on this one. The extra range enhancement alone is worth the price of entry, and endurance is gonna be spotty without Cardiac, especially if you wanna run Assault. If you do run Assault and Cardiac, then you're looking at ~53% S/L RES and ~23% in global damage.

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Offense-slanted Ranged Fire/Fire/Fire: More along the lines of Rad Avenger's build, a perma-Hover Dominator with ~33% ranged DEF, 19+% DEF to everything else, ~49% S/L RES, +112.5% global recharge (w/o Hasten).

Could be run with Musculature (I prefer Radial to Core because the incidental +recovery is more valuable to me than the extra +dam, YMMV) or Cardiac. Has Imps but not Bonfire.

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Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

More quick and dirty:

All-around Fire/Fire/Ice: MengoMengo reminded me of a build I drew up a long time ago for Mind/Fire with soft-capped DEF to Ranged and Smash/Lethal/Energy, using Scorpion Shield. I ended up shelving the idea because I hate Mace Mastery. For some reason, the far more generally appealing Ice Mastery didn't even occur to me back then. (Or rather, it did occur to me, but I don't like the way Frozen Armor looks; regardless, from a mechanical perspective, Ice Mastery is a monster.

I can't even imagine what Sleet + Ice Storm + T4 Radial Reactive would be like. Rain of Fire with the Reactive boost is sick enough (as you can sorta tell from my previously posted video; I should probably jack up my difficulty and take another video focusing more on Rain's performance and less on just hovering around).

Anyway, this build has soft-capped S/L DEF, 32.6% Ranged DEF, 20+% DEF to all else, with ~111% in global recharge (before Hasten), ~20% in global damage. No Hover on this one, and on the downside you're gonna have to rely on Ninja Run for vertical movement; I only had room for the obligatory stealth-proc-equipped Super Speed, travel-power-wise.

You're almost certainly going to need Cardiac for this one. I probably wouldn't even bother running Tough either, but you could if you feel like ~17% S/L RES is gonna make a big difference. You could easily swap out Hoarfrost for Consume, come to think of it.

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Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Ice Mastery

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Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quick update on my Fire/Fire stuff. I spoke briefly with Lifewind yesterday who asked me a couple questions about the driving goals of the build. The result of this was me doing some thinking, a dangerous thing indeed.

I came to the conclusion that being able to go afk and maintain Domination isn't really that important to me, given Frenzy. Taking it to the absurd extreme, I can go afk every minute or two for 5 minutes at a time and always have Domination when I need it. What I think is more important is getting good slotting on my powers and a good level of defense. The insistence on that level of recharge was just a hangup of mine, but not having my powers well slotted or a build I really like would bother me more.

What that means is I'll be working on some properly softcapped builds (ohgodohgodohgod) and some more 32ish% builds, just with less recharge being okay. Then I'll chuck them all in the gorram Thunderdome and see who emerges victorious. Also, will be working on some ranged softcap builds for you, Rad_Avenger.

After that, I'll hate Fire/Fire builds forever and become a hermit.


Support Guides for all Corruptor secondaries and Fortunatas
The Melee Teaming Guide for Melee Mans

 

Posted

Quote:
Originally Posted by Obitus View Post
More quick and dirty:

All-around Fire/Fire/Ice:

[snip]

Anyway, this build has soft-capped S/L DEF, 32.6% Ranged DEF, 20+% DEF to all else, with ~111% in global recharge (before Hasten), ~20% in global damage. No Hover on this one, and on the downside you're gonna have to rely on Ninja Run for vertical movement; I only had room for the obligatory stealth-proc-equipped Super Speed, travel-power-wise.
Ok, a different version of the Fire/Fire/Ice, this time with a more Silas-ish slant: Imps is replaced by Combustion and Hoarfrost is replaced with Consume. The build is still soft-capped to Smash/Lethal and still at 32+% to ranged, and still at 20+% to all else. Recharge is at +112.5% before Hasten. Global damage is +20.3%.

Villain Plan by Mids' Villain Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
melee bias: Level 50 Magic Dominator
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Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Silas View Post
I came to the conclusion that being able to go afk and maintain Domination isn't really that important to me, given Frenzy. Taking it to the absurd extreme, I can go afk every minute or two for 5 minutes at a time and always have Domination when I need it. What I think is more important is getting good slotting on my powers and a good level of defense. The insistence on that level of recharge was just a hangup of mine, but not having my powers well slotted or a build I really like would bother me more.
You've come to the dark side, then. Good stuff. Looking forward to seeing what you come up with.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

heh heh

Things I liked about Obitus's Build #2:

- Fitting a full Stupefy set in there. I might have swapped the ROTP and Flashfire though - need much higher uptime in Flashfire.

- The Gladiator's Armore End/Res - relatively cheap as PvP IOs go - easy 2.5% recovery.

- The two Hecas in Kick. Heh!

- The Centrioles ... nice range

- Going Radial. Never considered it before, but sheeeeeeeeeit (to quote the great Clay Davis), you're actually getting a pretty decent recovery boost. Hmmmm. Making me think more.

One thought - could swap the stealth IO out of Super Speed and into Sprint - could then move the BOTZs into Super Speed and drop Fly (unless you like Fly of course!). I might try that and then pick up Bonfire.

Sir, these are great foods for thought.


 

Posted

Quote:
Originally Posted by Dr_Dismemberment View Post
I've updated the original post. I was able to get a softcapped S/L build (with Barrier) *much* closer to ideal. The only thing it loses is Fire Imps which are situational in much group content anyways. I think this is worth taking another look at. I basically stole many of the ideas posted by others in this thread to good effect 8-).
Sorry I missed this earlier Doc. I hate to feel like I've co-opted your thread (and from the spammy series of posts I've just unleashed, I sure do feel that way!).

Anyway, it's a good build. I don't generally go for DEF builds with Barrier (for reasons already explained previously), but on reflection, Smash/Lethal is limited enough in scope that you'll still get a lot of benefit out of Barrier (to other types, IOW).

Given that you're already sitting on 43+% S/L DEF though, and planning to take Barrier (at worst a +5% bonus), I'd probably swap out the Enfeebled Operations in Cages for something more attack-ish (Posi's Blast, most likely). I'd also probably skip Ring altogether; if it's just an S/L DEF mule than you can probably get more bang-for-slot by fleshing out Maneuvers and Weave.

(Adding two Enzymes and taking all the slots out of Ring gives me 40.5% S/L DEF on your build so yeah. Four more slots to play with.)

Come to think of it, if you're dead-set on taking Concealment, then you might think about taking CJ instead of Maneuvers. It's less DEF, but it's way less End, too, and CJ provides considerable movement bonuses if you wanna be a melee-style Dominator. Maneuvers is useful as a DEF power, but it's more useful as a gateway to Tactics, and Vengeance.

All of that said, i'd probably ditch the Concealment pool, take CJ and Maneuvers, and find a way to shoe-horn two other Leadership powers. A lot of this stuff is subjective, though. Builds are largely determined by play style. it's a good build you've made. Nice job


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Rad_Avenger View Post
heh heh

Things I liked about Obitus's Build #2:

- Fitting a full Stupefy set in there. I might have swapped the ROTP and Flashfire though - need much higher uptime in Flashfire.
Hah, good catch. I added the Absolute Amazement to RoTP long after I'd put the Stupefy in Flashfire. You're definitely right about that; RoTP's just a mule -- situationally a very useful mule, but a mule nonetheless. Will edit that one in.

Quote:
- The two Hecas in Kick. Heh!
In the immortal words of every politician who's ever lived (off the record, of course): "The only thing more fun than spending money is recklessly spending someone else's."

Quote:
One thought - could swap the stealth IO out of Super Speed and into Sprint - could then move the BOTZs into Super Speed and drop Fly (unless you like Fly of course!). I might try that and then pick up Bonfire.

Sir, these are great foods for thought.
Yeah, love range. I'm addicted to it on Breath and Blaze. Being able to out-range the Pylons in Apex with Blaze is awesome, for instance. Breath becomes not just longer, but very much wider, with range enhancement. A 60' Breath has more than double the floor coverage of a 40' Breath.

The Super Speed thing is one of those subjective play style things. After having played around endlessly with my Dom, I have a hard time dismissing the convenience of consolidating the Stealth IO with Super Speed; it's one click to enable/disable invisibility instead of two, and if I want to leave it on it costs less endurance than SS + Sprint. Edit: Oh, and Fly is just me being a concept *****. You could totally swap it out for Bonfire if you're okay with your vertical movement. The build you posted (the one with Super Jump and Super Speed) led me to believe that you might've wanted a little more ups than Super Speed alone would provide.

Finally, I'm grateful you liked the builds. Thanks for the feedback!


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

So, I hit the /respec button last night ... went with a variant of my build that incorporated Obitus's suggestions re: Stupefy set in ROTP and retained Bonfire slotted with Explosive Strike. Final build (will post tonight from home) has 112.5% global recharge pre-Hasten, 33% ranged defense, 85% global accuracy and a smidgen of other miscellaneous nice things I wouldn't have had without this thread. Should be at 3.8 EPS recovery once I take care of a couple of things (see below).

Some thoughts:

(1) Wow. The sheer raw firepower of a /Fiery/Fire build really needs to be experienced. I'm still sitting dumbfounded.

(2) I'm a weenie. Seriously, I was sitting around with my little /Mace build all like "I don't need /Fire! I got capped S/L and a cute little Tarantula and an 'OH <censored>' button". I could not have been more wrong. I went from comfortably running +1/x3 Tips to +2/x8 ...

(3) Endurance burn. Wow. I burned through endurance like nobody's business! Why?

- Hadn't slotted Ragnarok yet, was running Rain of Fire with Acc/3xDam/Rech IOs. heh. Need to go strip my Claws/ Brute ... The +4% recovery and Dam/End IO will help a bit.

- I hadn't gotten Marshal or Born in Battle on this toon yet. Doh!!!! Not too bright.

- Will definitely be taking Obitus's suggestion to go Musculature Radial for the incidental recovery. Every bit will count.

Anyway, THANK YOU to Obitus, Silas, Lifewind and Dr. Dismemberment. This thread was like a master class in builds.


 

Posted

As an aside, this could be a character to pick up the Ageless buff for. I was thinking I might have to switch to Cardio, but Musculature+Ageless could rock the house.


 

Posted

@Rad_Avenger:

Glad you're enjoying your new build

Quote:
Originally Posted by Rad_Avenger View Post
(3) Endurance burn. Wow. I burned through endurance like nobody's business! Why?
End burn is very difficult to eliminate entirely (short of taking Cardiac these days, or Ageless Destiny -- and even then it's entirely possible to run yourself dry if you work at it). Even on the Scrapper forum, where infinitely sustainable endurance is almost an assumed goal of every high-end build, what they're usually talking about is sustainable endurance for a given single-target attack chain. Endurance burn is almost always implicitly non-sustainable if you're going nuts with AoEs.

That's why I spent so much time rambling (more-or-less aimlessly) about how to evaluate your endurance drain. With Silas' build discussion, we had it easy; he'd already stipulated that his end drain was fine for him at a given level, so all we had to do was meet that same equilibrium in subsequent build suggestions. Ultimately these things are subjective. You may even find that your endurance burn is tolerable after you get the end-boosting Accolades. Or you may decide to take Ageless Destiny. Or you may decide to retool your build again. If you do decide to retool your build, at least we'll have another data point.

Dominators have an advantage in the form of their Inherent, which turns sustainable endurance over a 70-80 second period into infinite sustainability. But Doms also have a lot of high-cost powers; controls aren't cheap, and unlike Controllers, Doms have lots of attack powers to spam in between controls. (None of which is to say that there aren't end-heavy Controllers -- just ask my Ice/Storm -- but I'd say that Doms are pretty clearly more end-heavy as a whole AT.)

Quote:
- Hadn't slotted Ragnarok yet, was running Rain of Fire with Acc/3xDam/Rech IOs. heh. Need to go strip my Claws/ Brute ... The +4% recovery and Dam/End IO will help a bit.
Yeah, that's probably a large part of your problem. If you're casting Rain every ~18 seconds (don't have your build open in front of me), then you're losing 32.5 / 18 = 1.8 EPS just on Rain alone. A single 33% end reduction enhancement brings that down to 1.35 EPS. That difference is basically two free mid-cost toggles.

Quote:
Anyway, THANK YOU to Obitus, Silas, Lifewind and Dr. Dismemberment. This thread was like a master class in builds.
Anytime. It's been fun


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build