Non-permadom Earth/Fire Build


Airhammer

 

Posted

Howdy folks! I've been interested in making an Earth/Fire/Fire dom, but just haven't gotten around to it yet. Now, I know most ideal dom builds strive for permadom, but I was wondering if a build built for defense would be viable and worthy of pursuit. I am not interested in using purple recipes. Here are some highlights of my build:

45% ranged defense (with toggles on)
29.1% aoe defense (with toggles on)
66% accuracy bonus
47.5% recharge bonus (without hasten on)
Knockback Protection Mag -4 (Blessing of the Zephyr)

Some questions I have:
1. Is Mag -4 enough knockback protection?
2. I was very much on the fence between Stone Cages and Incinerate. Did I make the right decision with Stone Cages? If I took Incinerate, I would have 6-slotted it with Mako's Bite. Does Stone Cages get enough utility when I can use Quicksand? Is Incinerate useful along with my plentiful ranged and aoe attacks?
3. Is it worth it to have the Achille's Heel -Res proc in Earthquake, or would I be better off placing that slot in a power like Consume or Hasten?
4. Is the chance for End in Stamina worth it, or would I be better off using that slot for Consume or Hasten?
5. Will I regret having the knockback proc in stalagmites?

Any feedback would be greatly appreciated! Here is my anticipated build:


Villain Plan by Mids' Villain Designer 1.942

http://www.cohplanner.com/

Click this DataLink to open the build!

Eruptos: Level 50 Magic Dominator
Primary Power Set: Earth Control
Secondary Power Set: Fiery Assault
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Fossilize -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(7), Lock-EndRdx/Rchg/Hold(17), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(36)
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(37)
Level 2: Stone Cages -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(5), TotHntr-Acc/EndRdx(9), TotHntr-Immob/Acc(25), TotHntr-Acc/Immob/Rchg(37), TotHntr-Dam%(37)
Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(36)
Level 6: Quicksand -- Slow-I(A), Slow-I(29)
Level 8: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 10: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(34)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(23), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(36)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(17)
Level 18: Earthquake -- RechRdx-I(A), RechRdx-I(19), Achilles-ResDeb%(29)
Level 20: Combustion -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(21), Sciroc-Dmg/Rchg(21), Sciroc-Acc/Rchg(25), Sciroc-Acc/Dmg/EndRdx(27), Sciroc-Dam%(34)
Level 22: Hasten -- RechRdx-I(A)
Level 24: Boxing -- Empty(A)
Level 26: Volcanic Gasses -- Lock-Acc/Hold(A), Lock-Acc/Rchg(27), Lock-Rchg/Hold(40), Lock-EndRdx/Rchg/Hold(46), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(48)
Level 28: Consume -- RechRdx-I(A)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Animate Stone -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(43), BldM'dt-Dmg(43)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(50)
Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Rise of the Phoenix -- Dmg-I(A)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 50: Pyronic Core Final Judgement
Level 50: Musculature Core Paragon
Level 50: Reactive Radial Flawless Interface
------------
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(15), P'Shift-End%(48)



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Posted

Quote:
Originally Posted by Maroon Warlock View Post


Some questions I have:
1. Is Mag -4 enough knockback protection?
2. I was very much on the fence between Stone Cages and Incinerate. Did I make the right decision with Stone Cages? If I took Incinerate, I would have 6-slotted it with Mako's Bite. Does Stone Cages get enough utility when I can use Quicksand? Is Incinerate useful along with my plentiful ranged and aoe attacks?
3. Is it worth it to have the Achille's Heel -Res proc in Earthquake, or would I be better off placing that slot in a power like Consume or Hasten?
4. Is the chance for End in Stamina worth it, or would I be better off using that slot for Consume or Hasten?
5. Will I regret having the knockback proc in stalagmites?
1. Mag 4 KB prot is going to cover 90%-95% of the KB in the game - its not really worth getting more unless you can push all the way up to 12 points (or more) as most KB that is higher than 4 is going to be in the 10-12 point range.

2. You use stone cages with stalagmites to keep mobs from wandering around. It is also VERY usefull in the BAF to stop the escaping prisoners - while you can only catch the minions in it, that lets you remove them from play and then focus your single target attacks on the LT's, then go back and finish the minions off with your AE's. Your global + slotted recharge is probably good enough to have a solid attack chain with flares + fire blast + blaze, so incinerate is only good if you want the set bonuses.

3. The achilles heel -res proc is very nice, I have it in earthquake AND in sleet on my earth/fire/ice dom - however consume is seriously underslotted - it could really use some accuracy if you expect it to hit anything in trials against +4 opponents, so moving the extra slot there so you can put some ACC wouldn't hurt. There is a very real chance of being tight on end in this build as you are not perma-dom, so you can't count on a refill every 80-90 seconds, so it wouldn't hurt to have consume be fairly reliable.

4. The perf shifter proc in stamina is VERY worth it - keep stamina exactly as you have it. On the average the proc is likely to give you more end over time than a L50 common IO in stamina, so if you feel the need to pull a slot from stamina, pull one of the end red IO's and leave the proc.

5. You may indeed regret the KB proc in stalagmites - its a lot of KB and likely to send things flying all over the place. I have never used it in a power like stalagmites, so I can't say how disruptive it will be for sure though.

The only overall comments i have is that you might find the cardiac alpha a better choice than the musculature. Since your damage powers are all pretty much ED capped you are going to have to craft the full very rare musculature core paragon to get much out of it and even then you are going to lose part of the damage boost. However, you don't have many powers at the ED cap for end and some powers are not very well slotted for end at all (fireball for example), so you would pretty much get the full benefit from the 45% end reduction the rare cardiac total core revamp gives you. Plus, the range boost is really really nice.

Its about 3-4 times as hard to craft a very rare incarnate power is it is to craft a rare one (since you have to craft 2 rares and add in a bunch of other stuff) and the rare is about 75% as effective as a very rare.


Globals: @Midnight Mystique/@Magik13

 

Posted

Thank you very much for your insightful feedback!

1. I'm glad the Blessing of the Zephyr will keep me from backflipping in the air most of the time!

2. Thank you for cementing my choice of Stone Cages over Incinerate. Being able to stop the baddies that make it past my Quicksand seems more useful than jumping in to hit one foe. And yes, Stone Cages gives me yet another tool for the prisoner escape phase of the BAF, in addition to Quicksand and Earthquake.

3. Alright, the achille's heel proc. I am strongly considering moving this slot to Consume. However, will I really need more accuracy on Consume with my 66% global accuracy bonus, or would it be more beneficial to place an end mod in that extra slot? Yes, I agree that Consume is severely underslotted. Should I consider removing slots from Quicksand and Embrace of Fire as well?

4. Based on your comment, I think I will leave Stamina as is! Thanks!

5. I guess the KB proc can be negated by Stone Cages, but leading with SC can be risky. I guess I'll have to wait and see! I'm trying to imagine the visual of Stalagmites causing a Mag 6 KB, and it seems like it would look painfully amusing!

I was actually on the fence about Musculature and Cardiac. I have Cardiac on my Elec Armor/Ice Melee tank, and I LOVE it! Yes, I am certain that I will notice and benefit from Cardiac more than Musculature. So I will go Cardiac again!

Thank you very much!


 

Posted

Alright, here is my revised build. I took a slot from Earthquake and Embrace of Fire, and added them to Consume. I left a slot in Quicksand because I think that having two slow IO's would give it optimum performance. Having the Achille's Heel proc in Earthquake and having Embrace of Fire up more often would both be nice, but I don't find them to be necessary. Here's what I have now:

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Star Freeze: Level 50 Natural Dominator
Primary Power Set: Earth Control
Secondary Power Set: Fiery Assault
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Fossilize -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(7), Lock-EndRdx/Rchg/Hold(17), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(36)
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(37)
Level 2: Stone Cages -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(5), TotHntr-Acc/EndRdx(25), TotHntr-Immob/Acc(34), TotHntr-Acc/Immob/Rchg(37), TotHntr-Dam%(37)
Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(36)
Level 6: Quicksand -- Slow-I(A), Slow-I(9)
Level 8: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 10: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(34)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(23), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(36)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Embrace of Fire -- RechRdx-I(A)
Level 18: Earthquake -- RechRdx-I(A), RechRdx-I(19)
Level 20: Combustion -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(21), Sciroc-Dmg/Rchg(21), Sciroc-Acc/Rchg(25), Sciroc-Acc/Dmg/EndRdx(27), Sciroc-Dam%(34)
Level 22: Hasten -- RechRdx-I(A)
Level 24: Boxing -- Empty(A)
Level 26: Volcanic Gasses -- Lock-Acc/Hold(A), Lock-Acc/Rchg(27), Lock-Rchg/Hold(40), Lock-EndRdx/Rchg/Hold(46), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(48)
Level 28: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc(29)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Animate Stone -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(43), BldM'dt-Dmg(43)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(50)
Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Rise of the Phoenix -- Dmg-I(A)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(15), P'Shift-End%(48)



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Yeah, I changed the name and origin. There's a good chance the name is taken too. I figured it would be cool to color my Earth Control powers like ice, and make my Fiery Assault powers look like water. I'm making a mermaid hero. Maybe I'll be able to color my epic power pool powers by the time I reach the 40's. I mean, we can color our Incarnate powers, so why not the epic powers?


 

Posted

The extra slot in quicksand is way overkill as you are going to run up against the run speed cap (-90%) vs even level mobs with just the base value, so you really only need to slot it to cover higher level mobs and even one L50 slow IO should be good enough. I would move that spare slot back to embrace of fire - you want that up as much as possible as it is pretty much the best damage boosting power dom's get, especially since it works for fireball and RoF as well as your secondary attacks.

Otherwise I don't see any other obvious changes.


Globals: @Midnight Mystique/@Magik13

 

Posted

Quote:
Originally Posted by Maroon Warlock View Post
Howdy folks! I've been interested in making an Earth/Fire/Fire dom, but just haven't gotten around to it yet. Now, I know most ideal dom builds strive for permadom, but I was wondering if a build built for defense would be viable and worthy of pursuit.
Non-permadoms are completely viable, but look at what you get with permanent Domination: complete mez protection, increased duration on all your mezzes, the ability to mez bosses in one application, high recharge on all your powers, and full recovery of endurance every 90 seconds or less.

With my Earth/Fire/Fire dom I went for 32.5% ranged defense (which coincidentally gave me 33% energy defense). But after playing it for a while, I found that I didn't really need the defense, especially on a team. On a respec I removed the Stupefy proc (for the ranged defense) on Stalagmites for another recharge. I used one purple set (Fortunata Hypnosis, which is relatively cheap as far as purple sets go), but you can still get permadom with Call of the Sandman.

Now I've got like 29% ranged defense and I don't miss the extra few percentage points of defense. Partly because Earthquake has almost -15% to hit debuff the way I've slotted it, which effectively gives you the soft cap on ranged and energy defense against most mobs.

Finally, when everything is locked down, slowed or flopping around you don't need high defense because they're not shooting at you.

Generally you should build to your strengths for the best success. If you've already got another permadom and don't want to mess around trying to get a second one perma, I understand not wanting to go through the wringer again. But if this is the only dom you've got, you should go for permadom. It's really, really worth it, and you can do it without any purple sets at all. With tip missions and A merits it's relatively painless getting the LotG: +recharges and the other high-cost rares.

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Tekton: Level 50 Magic Dominator
Primary Power Set: Earth Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), EoCur-Acc/Hold/Rchg(31)
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(36)
Level 2: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(15)
Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(23)
Level 6: Quicksand -- ImpSwft-Dam%(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Fire Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(29), Thundr-Acc/Dmg(43)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(17), Stpfy-Acc/EndRdx(19), Stpfy-Stun/Rng(19), Stpfy-Acc/Stun/Rchg(25), RechRdx-I(48)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(31)
Level 18: Earthquake -- DarkWD-Rchg/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(40), DarkWD-ToHitDeb/Rchg(40), DarkWD-ToHitDeb(43)
Level 20: Hover -- LkGmblr-Rchg+(A)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Stealth -- Krma-ResKB(A)
Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(29), EoCur-Acc/Hold/Rchg(31), Lock-Rchg/Hold(46)
Level 28: Consume -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-Acc/Dmg/Rchg(37)
Level 30: Invisibility -- LkGmblr-Rchg+(A)
Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(36)
Level 35: Salt Crystals -- CSndmn-Acc/Rchg(A), CSndmn-EndRdx/Sleep(37), CSndmn-Acc/EndRdx(37), CSndmn-Sleep/Rng(50), CSndmn-Acc/Sleep/Rchg(50)
Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(46)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Rain of Fire -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46)
Level 47: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(48), RctvArm-ResDam/EndRdx/Rchg(48), S'fstPrt-ResDam/Def+(50)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Domination
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(34)



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Posted

You are really really going to miss not being perma dom.. By Earth/Fire/Fire has no defense built into it whatsoever. but when everything is held, stunned or flopping all over the floor.. It cant hurt me anyway.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Quote:
Originally Posted by Airhammer View Post
You are really really going to miss not being perma dom.. By Earth/Fire/Fire has no defense built into it whatsoever. but when everything is held, stunned or flopping all over the floor.. It cant hurt me anyway.
I have the same experience with my Mind/Psi dom. Sure I could sacrifice some of my 120% prehasten global recharge to get some meaningful defense, but then I'd lose perma DP... and perma DP is just amazing. Point is, no need for defense if everything isn't shooting at you anyway.

At the very least, a dominator should strive for the basic perma dom, which is about 85% global recharge with 3 slotted hasten. You CAN get away with less recharge (I think 70-75% is the absolute minimum) but then you have to be really vigilant on watching for dom and hasten to recharge and use them immediately. Once you get around 85% it's much easier to maintain. That really is all you need since domination no longer grants +dmg. For the sacrifice in defense you get complete mez protection, which is way more beneficial, imo. What good is all that defense if you're held and subsequently dead?

Then again, Earth/ does have psuedo pets that don't benefit from domination, anyway. And the ranged defense + hover build does work wonders (I have an arch/dev blaster that does this with only 43% defense and rarely gets touched). However, don't you need to be on the ground to use some of Earth's powers?


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

i have a perma dom earth/fire/fire and yes it is squishy but as mentioned i can keep everything locked down with near perma volcanic gases (with a lockdown proc) and perma stalagmites, then i have massive dmg i can throw out as well so most mobs dead within 1-2 attack chains


 

Posted

Quote:
Originally Posted by Infini View Post

Then again, Earth/ does have psuedo pets that don't benefit from domination, anyway. And the ranged defense + hover build does work wonders (I have an arch/dev blaster that does this with only 43% defense and rarely gets touched). However, don't you need to be on the ground to use some of Earth's powers?
Yes, Stalagmites requires you to be grounded in order to use it. It would be a bit of a pain to drop out of Hover every time you wanted to use it.


 

Posted

I think its definitely best to go for permadom first and defense second. Remember that you do not have any defense debuff resistance built in, so mobs that whittle down defense * and there are a lot ) will eat through your defense especially in the end game. Being able to keep those mobs locked down IMO is far more crucial to survival.

I keep saying the same thing.. People are making defense the priority and the be all end all of builds.. you know the devs are adjusting accordingly to keep the game a challenge.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Thank you all for your insight! I understand that being a permadom is far more beneficial than having high defense. One of you brought up the fact that enemies cannot hit me if they're flopping and being dom mez'd.

As you are all probably aware of, making a permadom is a long and expensive process. I have not made one, but that is the impression that I am getting. In my opinion, permadom is an exploit. I don't think the devs intended on there being permadoms. However, the devs have done nothing to stop permadom yet.

Still, I am concerned that by the time I make a permadom, should I go that route, that the devs will have made permadom impossible, maybe by making it so that Domination is not affected by any kind of recharge whatsoever.

And as I said, I think permadom is a huge exploit. I'd rather play the dom archetype the way it's meant to played. Yes, I am missing out. Some of you opened my eyes to the fact that I would be missing out on more than I thought by not going permadom.

Even if the defense in my proposed build is somewhat meaningless, I still like the 66% acc bonus! Doms are an awesome AT, and I think that I would have a lot of fun with my build. Thank you for all your feedback!


 

Posted

Quote:
Originally Posted by Maroon Warlock View Post
Still, I am concerned that by the time I make a permadom, should I go that route, that the devs will have made permadom impossible, maybe by making it so that Domination is not affected by any kind of recharge whatsoever.
I felt the same way, and deferred making a permadom for several years. But given the history of changes the devs have made to dominators, it seems unlikely that they are going to nerf the ability for recharge bonuses to affect Domination.

Doms were drastically underplayed for years. The devs changed Domination a while back to remove the extra damage from Domination, giving dominators higher damage all the time. Significantly, they did not nerf Domination's recharge buffability when they made that change. And there were plenty of other powers that cannot have their recharge buffed that already existed, if the devs needed justification for nerfing something they thought was overpowered (One with the Shield and Strength of Will can't have their recharge increased, for example)

Dominators lack the extra punch of damage of blasters, and the major buffs and debuffs of controllers. Mez protection, increased mez duration and magnitude are the main benefits permadom gives you. In the grand scheme of things, those are not particularly unbalancing: all melee characters have mez protection, and controllers have longer base mez durations, can critically mez and get a containment damage bonus.

The other thing is that even when Domination is perma, there's usually not a lot of overlap. I've got Hasten on auto, so I have to activate Domination manually. It's fairly easy to miss that window if you're occupied: if you don't click Domination in time it goes down and you have to wait for it to recharge from scratch. I find that outside of combat it's very easy to miss clicking Domination when you're hunting glowies, talking with team mates, etc.

Given all those factors, it it seems unlikely at this late date the devs will nerf Domination's recharge buffability.

I'm not sure what you consider what a long time would be for making a permadom, but if you're already 50 you should be able to outfit a character in a few weeks of playing an hour or two a day. The Tier 4 Spiritual Alpha will also help you get Hasten to Recharge even faster, making permadom that much easier to attain. The sets I'd use would include 5 LotG: +Recharges, 2 sets of 4 Basilisk's Gaze, 3 sets of Positron's Blast, and one each of Obliteration, Stupefy, Dark Watcher's Despair, Expedient Reinforcement, Crushing Impact and Impervious Skin.

Some of those recipes are ridiculously cheap and easily purchased on the market. Some you'd need to get with Alignment Merits, which means doing 5-6 tip missions as often as possible. Others you could get either with a-merits or on the market, depending on how much time and/or inf you have.

I'd guess you would need in the neighborhood of 20 alignment merits and a decent pile of inf, which you could get in a few weeks with a combination of tip missions, Weekly Strike Forces (double reward merits, which you can usually convert to an alignment merit) and regular task forces.


 

Posted

The devs have no intention of nerfing permadom. Permadom is not an exploit. It exist because of the ability of the IO system which was always a consideration when the system was being built. Why do you think there are SO many sets that improve recharge ??

A) if they did it would have been done already.
B) It would effectively kill the AT.
C) it doesnt make the AT overpowering pr game breaking.

My current build has 64% accuracy and its perma.. Again I dont build for defense.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Quote:
Originally Posted by Maroon Warlock View Post
Thank you all for your insight! I understand that being a permadom is far more beneficial than having high defense. One of you brought up the fact that enemies cannot hit me if they're flopping and being dom mez'd.

As you are all probably aware of, making a permadom is a long and expensive process. I have not made one, but that is the impression that I am getting. In my opinion, permadom is an exploit. I don't think the devs intended on there being permadoms. However, the devs have done nothing to stop permadom yet.

Still, I am concerned that by the time I make a permadom, should I go that route, that the devs will have made permadom impossible, maybe by making it so that Domination is not affected by any kind of recharge whatsoever.

And as I said, I think permadom is a huge exploit. I'd rather play the dom archetype the way it's meant to played. Yes, I am missing out. Some of you opened my eyes to the fact that I would be missing out on more than I thought by not going permadom.

Even if the defense in my proposed build is somewhat meaningless, I still like the 66% acc bonus! Doms are an awesome AT, and I think that I would have a lot of fun with my build. Thank you for all your feedback!
The defense of your build will never be meaningless. There will always be that one mob that you miss or is more resistant to you mez effects. The defense will give you some breathing room to stack on more effects. As far as permadom being an exploit, I would agree with you if the devs had changed domination to ignore recharge buffs (similar to SoW from Willpower). However, even with the +dmg it used to give, I would really consider it "abused" rather than and exploit. As a result, the +dmg was removed, yet we were still able to achieve permadom. Whether it was intended or not, I think if the devs were to change it so that permadom were impossible they would lose faith from the player base.

All that said, it isn't like attaining permadom is a cake walk. Unless you're already rolling in cash or merits, it can be a lengthy process to get it. This is one reason I think permadom itself has been left alone. In addition to that, the devs have stated many times that the game is not balanced while taking IOs into account. Prohibiting permadom would also go against this claim.


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

Quote:
Originally Posted by Maroon Warlock View Post
Even if the defense in my proposed build is somewhat meaningless
DEF is another form of mitigation that layers with your controls to protect you. I don't think its a waste, especially on a toon that has no form of self healing. The beauty of building for DEF is that it takes no action to protect you and is always on. What I don't agree with is builds that sacrifice too much to get that DEF.

I'm a little late to the party and I think others have adequately commented on your build so I wont provide any new insights there. I will share my proposed build with you. The character is fresh out of Praetoria and is not slotted with IOs yet. I'm not even sure if this is the final build I will go with.

Like you I decided to build for + Ranged DEF. I was able to get +40% Ranged DEF with IOs. In my mind that was the "good enough" point considering Earth/ has some serious mitigation in its bag. Perhapse you can glean something from this build:

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Best of luck with whatever approach you take!


 

Posted

Alright, I caved. I went on mids and here is my attempt at making a permadom build. I have 23.4% ranged defense with toggles on, and 15.5% ranged defense toggles off. I also have a 59% accuracy bonus, which I think is pretty nice! I also managed to fit in the Achille's Heel proc. How does this look?

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Ember Freeze: Level 50 Natural Dominator
Primary Power Set: Earth Control
Secondary Power Set: Fiery Assault
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(27), EoCur-Acc/Hold(27)
Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43)
Level 2: Stone Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(7), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/Immob(9)
Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(13)
Level 6: Quicksand -- Slow-I(A)
Level 8: Hover -- LkGmblr-Rchg+(A)
Level 10: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
Level 12: Stalagmites -- Stgr-Acc/Rchg(A), Stgr-EndRdx/Stun(21), Stgr-Acc/EndRdx(23), Stgr-Stun/Rng(23), Stgr-Acc/Stun/Rchg(25), Rope-Acc/Stun/Rchg(50)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(37)
Level 18: Earthquake -- RechRdx-I(A), RechRdx-I(19), Achilles-ResDeb%(19)
Level 20: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 24: Boxing -- Empty(A)
Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(46), Lock-Rchg/Hold(46), Lock-%Hold(50)
Level 28: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc/Rchg(34), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(36)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Animate Stone -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37)
Level 35: Weave -- LkGmblr-Rchg+(A)
Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Rise of the Phoenix -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(15), P'Shift-End%(15)



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Posted

The tier 1 blasts for Dominators are universally awful. Don't take them or use them pretty much anytime past level 20. You should be taking incinerate since it's really solid single target damage. Combustion is pretty lame, the DoT is SLOOOOW and the animation time is loooong. Besides that, between breath of fire, rain of fire, and fireball you're pretty well covered for AoEs. If you're looking for more defense, pull the slots out of Rise of the Phoenix and slot up Maneuvers and Weave a bit. Six Slotting them with 1 LotG proc and five of the red fortune sets gives you 12.5% recharge from each power, and a nice def boost.


 

Posted

Hey Maroon. 90% global recharge prehasten is a good place to get to for permadom. Makes maintaining it a helluva lot easier. Personally I would have just muled the Concealment pool for LotGs to make it easier (or until I got some purples in the build). Specifically for the build, I'd swap out Combustion for Incinerate and slot it with Crushing Impact to keep the 5% recharge bonus. Also, you're going to be permadom now - you don't need that KB protection IO in Fly. Use a common endredux.

I'm way too tired to competently tweak the build while I'm at work, at the moment. Best advice I can give you is the try to build it on test/beta server and test functionality in AE. If you feel like the bit of defense you have is working out, then stick with it and work on gathering purple sets so you can revamp your build again for more efficiency in your slotting. If you feel like you really DON'T need that defense, then we can work to revamp your build using mule powers for additional LotG. Getting 5 of those makes building up your global recharge much easier.


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

Thanks for the feedback! So, it sounds like Incinerate is a better choice than Combustion. I'm at lvl 16 right now, and my single target damage leaves more to be desired, especially since I do not get Blaze until lvl 38. So, Incinerate with Crushing Impacts it is!

As for slotting my fly power, I'd still like to slot that Blessing of the Zephyr there, because I think it will make my journey to 50 a little less "bumpy."

As for muling concealment powers, that might actually be a good idea! I can replace the Fighting pool with the Concealment pool, and then I will have 105% global recharge without Hasten on!

Yeah, if everything is mezzed, I don't see the need for really high defense. If I happen to be defeated, then I'll have an excuse to use Rise of the Phoenix!

I do have a question though: with a build like this do I want Cardiac Core or Musculature Core? I'm kind of leaning toward Cardiac Core for the end reduction and extra range.

Anyway, here is my revised build! Thanks again for the all the feedback and suggestions!

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Ember Freeze: Level 50 Natural Dominator
Primary Power Set: Earth Control
Secondary Power Set: Fiery Assault
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(27), EoCur-Acc/Hold(27)
Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43)
Level 2: Stone Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(7), Enf'dOp-Acc/Immob/Rchg(9), Enf'dOp-Acc/Immob(9)
Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(13)
Level 6: Quicksand -- Slow-I(A)
Level 8: Hover -- LkGmblr-Rchg+(A)
Level 10: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
Level 12: Stalagmites -- Stgr-Acc/Rchg(A), Stgr-EndRdx/Stun(21), Stgr-Acc/EndRdx(23), Stgr-Stun/Rng(23), Stgr-Acc/Stun/Rchg(25), Rope-Acc/Stun/Rchg(50)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(37)
Level 18: Earthquake -- RechRdx-I(A), RechRdx-I(19), Achilles-ResDeb%(19)
Level 20: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(25), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 24: Stealth -- LkGmblr-Rchg+(A)
Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(46), Lock-Rchg/Hold(46), Lock-%Hold(50)
Level 28: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/Acc/Rchg(34), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(36)
Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 32: Animate Stone -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37)
Level 35: Invisibility -- LkGmblr-Rchg+(A)
Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 41: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Rise of the Phoenix -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(15), P'Shift-End%(15)



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Posted

Here is my build as it is on live. I think it works pretty good

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Firewall Dom Build: Level 50 Magic Dominator
Primary Power Set: Earth Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Acc/EndRdx/Rchg/Hold(7), BasGaze-Rchg/Hold(31)
Level 1: Flares -- HO:Nucle(A), HO:Nucle(46), HO:Nucle(46)
Level 2: Stone Cages -- HO:Endo(A), GravAnch-Immob(3), GravAnch-Immob/Rchg(3), GravAnch-Acc/Immob/Rchg(9), GravAnch-Acc/Rchg(9), GravAnch-Immob/EndRdx(17)
Level 4: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 6: Fire Breath -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(11), Posi-Acc/Dmg(13), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(15)
Level 8: Quicksand -- RechRdx-I(A), P'ngTtl--Rchg%(15), Slow-I(17)
Level 10: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Acc/Dmg/Rchg(21), Decim-Acc/EndRdx/Rchg(25), Decim-Dmg/Rchg(36), HO:Nucle(50)
Level 12: Stalagmites -- HO:Endo(A), Amaze-Stun(36), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(37), Amaze-Acc/Rchg(37), Amaze-EndRdx/Stun(37)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 16: Embrace of Fire -- RechRdx-I(A)
Level 18: Earthquake -- RechRdx-I(A), DarkWD-Slow%(19), Achilles-ResDeb%(19)
Level 20: Recall Friend -- Range-I(A)
Level 22: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(25)
Level 24: Super Jump -- Jump-I(A)
Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(29), HO:Endo(29), RechRdx-I(31)
Level 28: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Acc/Rchg(31), Efficacy-EndMod/Rchg(33), Efficacy-EndMod/EndRdx(34), Efficacy-EndMod/Acc(34), Efficacy-Acc/Rchg(34)
Level 30: Assault -- EndRdx-I(A)
Level 32: Animate Stone -- HO:Nucle(A), HO:Nucle(33), HO:Nucle(33)
Level 35: Tactics -- EndRdx-I(A)
Level 38: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(40), HO:Nucle(43)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), RechRdx-I(50)
Level 44: Rain of Fire -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), EndRdx-I(50)
Level 47: Fire Shield -- EndRdx-I(A), ResDam-I(48), ResDam-I(48), ResDam-I(48)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
Level 50: Cardiac Partial Core Revamp
Level 50: Pyronic Partial Core Judgement
Level 50: Reactive Total Radial Conversion
Level 50: Rebirth Partial Radial Invocation
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-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 -- Heal-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(23)
------------
Set Bonus Totals:

  • 2.5% DamageBuff(Smashing)
  • 2.5% DamageBuff(Lethal)
  • 2.5% DamageBuff(Fire)
  • 2.5% DamageBuff(Cold)
  • 2.5% DamageBuff(Energy)
  • 2.5% DamageBuff(Negative)
  • 2.5% DamageBuff(Toxic)
  • 2.5% DamageBuff(Psionic)
  • 5% Defense(Energy)
  • 5% Defense(Negative)
  • 2.5% Defense(Ranged)
  • 4.5% Max End
  • 83.8% Enhancement(RechargeTime)
  • 64% Enhancement(Accuracy)
  • 45.8 HP (4.5%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 7.7%
  • 21% (0.35 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
  • 9.77% Resistance(Fire)
  • 9.77% Resistance(Cold)



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The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Quote:
Originally Posted by Maroon Warlock View Post
I do have a question though: with a build like this do I want Cardiac Core or Musculature Core? I'm kind of leaning toward Cardiac Core for the end reduction and extra range.

Anyway, here is my revised build! Thanks again for the all the feedback and suggestions!
You won't really be able to tell if you 'need' cardiac for the endredux until you get to 50 and your build is complete. That said - high recharge + Consume = good end management. Cardiac would just prolong the amount of time you can fight until you need to use Consume, which is good when fighting AVs and up. So right now I'm going to vote for Musculature Radial so you get the +endmod, too.

Side note. Sorry for derailing your original build idea. If you get the means to purple out your build you could probably rebuild this dom into a high defense/high recharge build. But starting out, boosted mez and comprehensive mez protection beats out defense. If/When you get to that point you just have to keep your global recharge at 90%, at least, with 3 slotted Hasten and you can do anything else with the rest of the build.


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

I went with Cardiac after looking at the recharge time of Consume. I found that I didnt need more damage.. Spiritual doesnt affect dom ( although it does affect hasten. Nerve was useless to me..

Cardiac and Musculature wre the options for me and I chose A LOT more end management.. than a little bit of damage.. Especially realizing that I would pick Fire Mastery and the end cost on Fireball and Rain of Fire is something that needed to be accounted for.

Even with the Dom recharging and having Consume in the back pocket its nice to not have to worry about end management.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

I didn't even look at the build that you muled the concealment pool. Shame on me. I tweaked it a little bit by moving some slots around since you have an extra recharge buffer with a full set of LotGs. Completely forgot to ask but how are you doing with hover while using Stalagmites? do you have to drop out of hover?

Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Ember Freeze: Level 50 Natural Dominator
Primary Power Set: Earth Control
Secondary Power Set: Fiery Assault
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Villain Profile:
Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(17), Dmg-I(34), Dmg-I(40)
Level 1: Flares -- Range-I(A)
Level 2: Stone Cages -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(3), Posi-Dmg/Rchg(7), Posi-Dmg/EndRdx(31), Posi-Dam%(34), GravAnch-Hold%(50)
Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/EndRdx(5), Posi-Dmg/Rng(19), Posi-Dam%(36), Range-I(50)
Level 6: Quicksand -- TmpRdns-EndRdx/Rchg/Slow(A)
Level 8: Hover -- LkGmblr-Rchg+(A), Flight-I(9), Flight-I(40)
Level 10: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(11), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Dev'n-Hold%(25), Thundr-Dmg/EndRdx(36)
Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(13), Stpfy-Stun/Rng(13), RzDz-Acc/Rchg(15), RzDz-Acc/Stun/Rchg(34), RzDz-EndRdx/Stun(43)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(17)
Level 18: Earthquake -- RechRdx-I(A), RechRdx-I(19), Achilles-ResDeb%(37)
Level 20: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Stealth -- LkGmblr-Rchg+(A)
Level 26: Volcanic Gasses -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Acc/EndRdx/Rchg/Hold(27), BasGaze-Rchg/Hold(31), Lock-EndRdx/Rchg/Hold(37), Lock-%Hold(50)
Level 28: Consume -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(29), Efficacy-EndMod/Acc(29), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/EndRdx(37), Efficacy-EndMod(46)
Level 30: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 32: Animate Stone -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33)
Level 35: Invisibility -- LkGmblr-Rchg+(A)
Level 38: Blaze -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(39), Dev'n-Acc/Dmg/EndRdx/Rchg(39), Dev'n-Hold%(39), Thundr-Dmg/EndRdx(40)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42), Posi-Dam%(43), RechRdx-I(43)
Level 44: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/EndRdx(45), Posi-Dam%(46), RechRdx-I(46)
Level 47: Rise of the Phoenix -- C'ngBlow-Dmg/Rchg(A), M'Strk-Dmg/Rchg(48), RechRdx-I(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Cardiac Core Paragon
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
------------
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), RgnTis-Regen+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(9)



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SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)