Fire/Psi old toon, viable build? critique please.
Psionic darts is terrible don't slot it. Also the entire fitness pool in now just given to you at level 2, so you should redo your build to take that into account. And char is a hold, shove the basilisk's gaze set in there for the recharge bonus and frankenslot with the Ghost Widow and Curare triples to cap everything that matters.
Psionic darts is terrible don't slot it. Also the entire fitness pool in now just given to you at level 2, so you should redo your build to take that into account. And char is a hold, shove the basilisk's gaze set in there for the recharge bonus and frankenslot with the Ghost Widow and Curare triples to cap everything that matters.
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You may want to consider switching to the Cold or Fire Ancillary pools.
Sleets debuff is a nice addition to Drain Psyche and PSW.
Fire will add quite a bit more AoE damage to your build.
My level 50 Dominators:
Madame Mindbender 50 Mind/Energy
Fly Agaric 50 Plant/Thorn
Nate Nitro 50 Fire/Psi
This was an old farm build. thanks for the reply I'll look into ice and fire seconds. Guess I pretty much have to scrap most of this build.
I don't think he meant the Fiery assault or icy assault secondaries, but the fire mastery or ice mastery ancilliary pools - the "patron pools" of heroes. Since issue 18, all archetypes have access to those, not only the hero-side ones (and no need to unlock them either!). So no need to scrap the build, since you can choose any of them at level 41 just like a normal pool.
Also, to answer the question a couple posts back, when you respec into inherent fitness you get those powers (all 4 of them) for free at level 2 and can slot them as any other pool power. Until you do, they eat one pool selection and a power selection for each power you took, so respecing is HIGHLY recomended. When you respec, all your slotted enhancements can be re-slotted as you see fit, none get destroyed. If at the end of the respec, you didn't keep some of them (you can keep ten spare unslotted ones in your normal enhancement tray on top of whatever you re-slot) they get sold for their full inf value.
Also, as a personal note, I'd move some slots from Health to Fire imps - that power is woefully underslotted, and with Familiars sets so cheap, you can get some great bonuses on it. Health need at most three health IOs since Diversification came into play, and all the other enhancements you pu in them are pretty much wated. Expedient Reinforcements gets you better recharge for example at 4 slots I think. But YMMV.
I don't think he meant the Fiery assault or icy assault secondaries, but the fire mastery or ice mastery ancilliary pools - the "patron pools" of heroes. Since issue 18, all archetypes have access to those, not only the hero-side ones (and no need to unlock them either!). So no need to scrap the build, since you can choose any of them at level 41 just like a normal pool.
Also, to answer the question a couple posts back, when you respec into inherent fitness you get those powers (all 4 of them) for free at level 2 and can slot them as any other pool power. Until you do, they eat one pool selection and a power selection for each power you took, so respecing is HIGHLY recomended. When you respec, all your slotted enhancements can be re-slotted as you see fit, none get destroyed. If at the end of the respec, you didn't keep some of them (you can keep ten spare unslotted ones in your normal enhancement tray on top of whatever you re-slot) they get sold for their full inf value. Also, as a personal note, I'd move some slots from Health to Fire imps - that power is woefully underslotted, and with Familiars sets so cheap, you can get some great bonuses on it. Health need at most three health IOs since Diversification came into play, and all the other enhancements you pu in them are pretty much wated. Expedient Reinforcements gets you better recharge for example at 4 slots I think. But YMMV. |
Thank you for taking the time to post. Ok I liked my build before so I am glad I dont have to scrap the whole thing. I will look into the App's and see what I think may fit my play style. I will take your advice on the imps and health slots. I did use the search function AFTER posting :P and read a bit about the APP's and respecs. As you can tell I have been gone a long time and things have changed so much. Thanks a lot for them help!
Also the short forum export is much easier to review if you don't happen to have mids on your computer. A lot of folks check the forums at work and give advice from there. Plus even from a mids capable computer many folks just jump to the code and import it to thier mids, no point in increasing the scroll distance needed to get past your post by 500%.
Actually I beg to differ - some appreciate the extended form. I own a Mac and work on another one at my job, so I can't run mids. Much easier that way.
Havent played this toon for a long time. It was my first toon, I spent a lot of time on. Is this build still OK? Another question would this be perma-Dom still?
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Hap-smo: Level 50 Mutation Dominator
Primary Power Set: Fire Control
Secondary Power Set: Psionic Assault
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Char
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Recharge
- (3) Thunderstrike - Damage/Endurance/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (5) Hold Duration IO
- (7) Hold Duration IO
Level 1: Psionic Dart- (A) Damage Increase
- (7) Damage Increase
- (9) Damage Increase
- (9) Damage Increase
- (11) Damage Increase IO
Level 2: Mind Probe- (A) Crushing Impact - Accuracy/Damage
- (11) Crushing Impact - Accuracy/Damage/Endurance
- (13) Crushing Impact - Damage/Recharge
- (13) Crushing Impact - Accuracy/Damage/Recharge
- (15) Crushing Impact - Damage/Endurance/Recharge
Level 4: Fire Cages- (A) Enfeebled Operation - Endurance/Immobilize
- (15) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (17) Enfeebled Operation - Accuracy/Endurance
- (17) Enfeebled Operation - Accuracy/Immobilize
- (19) Enfeebled Operation - Immobilize/Range
Level 6: Hurdle- (A) Jumping IO
Level 8: Combat Jumping- (A) Luck of the Gambler - Recharge Speed
Level 10: Hasten- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
- (21) Recharge Reduction IO
Level 12: Flashfire- (A) Stupefy - Accuracy/Stun/Recharge
- (21) Rope A Dope - Accuracy/Stun/Recharge
- (23) Stupefy - Stun/Range
- (23) Stupefy - Accuracy/Endurance
- (25) Stupefy - Endurance/Stun
- (25) Stupefy - Accuracy/Recharge
Level 14: Super Jump- (A) Jumping IO
Level 16: Psychic Scream- (A) Positron's Blast - Accuracy/Damage
- (27) Positron's Blast - Damage/Endurance
- (27) Positron's Blast - Damage/Recharge
- (29) Positron's Blast - Accuracy/Damage/Endurance
- (29) Positron's Blast - Damage/Range
Level 18: Health- (A) Doctored Wounds - Heal/Endurance/Recharge
- (31) Doctored Wounds - Heal/Endurance
- (31) Doctored Wounds - Heal
- (31) Doctored Wounds - Heal/Recharge
- (33) Doctored Wounds - Endurance/Recharge
Level 20: Drain Psyche- (A) Doctored Wounds - Heal
- (33) Doctored Wounds - Endurance/Recharge
- (33) Doctored Wounds - Recharge
- (34) Doctored Wounds - Heal/Recharge
- (34) Doctored Wounds - Heal/Endurance/Recharge
- (34) Accuracy IO
Level 22: Stamina- (A) Endurance Modification IO
Level 24: Hot Feet- (A) Tempered Readiness - Accuracy/Slow
- (36) Tempered Readiness - Damage/Slow
- (36) Tempered Readiness - Accuracy/Endurance
- (36) Cleaving Blow - Damage/Endurance
- (37) Tempered Readiness - Endurance/Recharge/Slow
- (37) Tempered Readiness - Accuracy/Damage/Slow
Level 26: Stealth- (A) Luck of the Gambler - Recharge Speed
Level 28: Subdue- (A) Decimation - Accuracy/Damage
- (37) Ruin - Damage/Recharge
- (39) Decimation - Damage/Endurance
- (39) Decimation - Damage/Recharge
- (39) Decimation - Accuracy/Endurance/Recharge
- (40) Decimation - Accuracy/Damage/Recharge
Level 30: Grant Invisibility- (A) Luck of the Gambler - Recharge Speed
Level 32: Fire Imps- (A) Blood Mandate - Damage
- (40) Blood Mandate - Accuracy/Damage
- (40) HamiO:Nucleolus Exposure
Level 35: Psionic Lance- (A) Sting of the Manticore - Accuracy/Damage
- (42) Sting of the Manticore - Damage/Endurance/Recharge
- (42) Sting of the Manticore - Damage/Endurance
- (42) Sting of the Manticore - Accuracy/Interrupt/Range
- (43) Sting of the Manticore - Damage/Interrupt/Recharge
Level 38: Psychic Shockwave- (A) Scirocco's Dervish - Accuracy/Recharge
- (43) Scirocco's Dervish - Damage/Recharge
- (43) Multi Strike - Damage/Endurance/Recharge
- (45) Multi Strike - Damage/Recharge
- (45) Scirocco's Dervish - Accuracy/Damage/Endurance
- (45) Scirocco's Dervish - Accuracy/Damage
Level 41: Charged Armor- (A) HamiO:Ribosome Exposure
- (46) HamiO:Ribosome Exposure
Level 44: Ball Lightning- (A) Positron's Blast - Accuracy/Damage
- (46) Positron's Blast - Accuracy/Damage/Endurance
- (46) Positron's Blast - Damage/Range
- (48) Positron's Blast - Damage/Endurance
- (48) Positron's Blast - Damage/Recharge
Level 47: Summon Guardian- (A) Recharge Reduction IO
- (48) Recharge Reduction IO
- (50) Recharge Reduction IO
- (50) Healing IO
- (50) Healing IO
Level 49: Invisibility- (A) Luck of the Gambler - Recharge Speed
------------Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 0: LEGACY BUILDLevel 1: Domination
Level 4: Ninja Run
------------
Set Bonus Totals:
- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 2.5% Defense(Smashing)
- 2.5% Defense(Lethal)
- 3.44% Defense(Energy)
- 3.44% Defense(Negative)
- 1.25% Defense(Melee)
- 3.13% Defense(Ranged)
- 3.15% Max End
- 1.5% Enhancement(RunSpeed)
- 1.5% Enhancement(JumpHeight)
- 1.5% Enhancement(FlySpeed)
- 1.5% Enhancement(JumpSpeed)
- 8% Enhancement(Heal)
- 41% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 3% Enhancement(Stun)
- 85% Enhancement(RechargeTime)
- 42 HP (4.13%) HitPoints
- MezResist(Immobilize) 4.95%
- MezResist(Sleep) 1.65%
- MezResist(Terrorized) 4.4%
- 12.5% (0.21 End/sec) Recovery
- 22% (0.93 HP/sec) Regeneration
- 5.67% Resistance(Fire)
- 5.67% Resistance(Cold)
- 5% Resistance(Negative)
------------Set Bonuses:
Thunderstrike
(Char)
- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
Crushing Impact(Mind Probe)
- MezResist(Immobilize) 2.2%
- 11.4 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
Enfeebled Operation(Fire Cages)
- 3% Enhancement(Immobilize)
- 1.88% Resistance(Negative)
- 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
- 3.75% Enhancement(RechargeTime)
Luck of the Gambler(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
Stupefy(Flashfire)
- 2.5% (0.04 End/sec) Recovery
- 19.1 HP (1.88%) HitPoints
- 3% Enhancement(Stun)
- 6.25% Enhancement(RechargeTime)
Positron's Blast(Psychic Scream)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
Doctored Wounds(Health)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
Doctored Wounds(Drain Psyche)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
Tempered Readiness(Hot Feet)
- 1.5% (0.03 End/sec) Recovery
- 1.5% Enhancement(Slow)
- 0.9% Max End
- 3.75% Enhancement(RechargeTime)
Luck of the Gambler(Stealth)
- 7.5% Enhancement(RechargeTime)
Decimation(Subdue)
- MezResist(Immobilize) 2.75%
- 11.4 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
Luck of the Gambler(Grant Invisibility)
- 7.5% Enhancement(RechargeTime)
Blood Mandate(Fire Imps)
- 1.5% (0.03 End/sec) Recovery
Sting of the Manticore(Psionic Lance)
- 12% (0.51 HP/sec) Regeneration
- 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
- 3% DamageBuff(All)
- 7.5% Enhancement(RechargeTime)
Scirocco's Dervish(Psychic Shockwave)
- 10% (0.42 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
Multi Strike(Psychic Shockwave)
- MezResist(Sleep) 1.65%
Positron's Blast(Ball Lightning)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
Luck of the Gambler(Invisibility)