Fire/Earth/Ice


Deus_Otiosus

 

Posted

Hi all, I'm planning on making a Fire Earth Ice Dominator. I did some tweaking on the build, and this is what I've come up with:

http://www.cohplanner.com/mids/downl...71FF03928BDEFC

It will use 3 purples for Immobilize, Disorient, and Hold as well as one Ragnarok Chance for Knockdown and I should be comfortably in the permahasten permadom range.

I intend to use Spiritual which boosts my Recharge for Hasten/slottables as well as my Stun duration, which is nice, because I will rely on Disorients.

It's intended to have lots of AOE/PBAOE but not necessarily to be the strongest possible set (it's meant to be a praetorian counterpart to my main Hero and Villain).

It does have Hot Feet, Mud Pots, Fire Cages, Flashfire, Tremor, Bonfire, Fissure, Sleet and Ice Storm. I probably couldn't even use that many powers in a row, so it might be overkill. I might consider dropping some.

I also tried to slot in some extra Disorient bonuses in Flashfire and Fissure using Stupefy and Debilitative in Fire Cages as well as some KD bonuses in Sleet, Stone Mallet, and Heavy Mallet.

I am figuring between my alpha Flashfire+Fire Cages+Sleet that the mobs should be sufficiently disoriented, immobilized, and knocked down (if not in the immob) for me to clean up.

I also picked up Whirlwind for no good reason, but I figure I could experiment with it.

Any input on the build would be greatly appreciated, thanks!


 

Posted

1: Mudpots has a TERRIBLE radius, it's really not worth the trouble. They gutted it when it got ported over to dominators, don't bother with it.
2: Fire Cages has a decent -knock component, so if you were betting on knock* for control, fire cages will ruin that plan.
3: That said, between that ragnarok proc, tremor, sleet, and bonfire, you are up to your eyes in knock*. Plus knockdown stacked turns into knockback. That much knock* is going to throw things out of hotfeet, fissure, tremor, sleet, and ice storm range. The moral of the story is abuse fire cages and don't bother with bonfire because it's not that much damage for the trouble it will cause you and make sure you're spamming firecages to keep things where they should be. I'd honestly yank that knockdown proc and go with a damage proc instead.


 

Posted

Thanks for the feebdack.

I've been curious how KB/KD Mag works on +1-4 for a while. I remember the days of being an Ice Controller and mixing and matching my Ice Slick and Frostbite. I sort of remember when the mechanics were changed years ago, but haven't really used it much in a long time.

I figure'd the KB procs etc might help, particularly when fighting bosses that might resist an initial disorient or if npcs start coming out of the disorient sooner than I'd hoped, but you might be right about swapping slots for other things in lieu of all that KB.

As for mud pots, you're probably right it's not helpful, particularly on alpha mezzed groups since half or more will be out of the radius. That'd free up some space, giving me room for something like Aid Self.

Fire Cages will be in my main list and with -100kb mag, I figure it could hold npcs in the KB stacking. I tend to spam FC when I was on my Fire/FF back in the day anyway.

Probably will move the Rag back to a D/R or something though.


 

Posted

Hi Mak,

I don't have time to put up a revision, but here are some quick comments:

Drop all of the KB procs in your Kinetic Combats, KC has abysmal Accuracy and pretty bad numbers overall - at the barest minimum you should switch those out to either a Mako Quad or Nucleus. I would go with the Mako Quad to get some much needed end reduction into your attacks.

Your endurance consumption is through the roof, even if you switched to Cardiac Core Paragon (which you should), you will still be sucking wind like crazy with that slotting.

To put it into perspective, with better overall End Rdx slotting + T3 Cardiac, Perma Domination bluebar refill every 70s & Consume my Fire/Fire/Fire Dom can still chew through his End bar if I go hog wild spamming all of my AoEs.


You definitely want to lower your end consumption and try to increase your recovery.



Hot Feet & Mudpots (if you keep both) need either something like a Microfilament (for Hot Feet) or straight L50 End RdX pieces.

Basilisk's Gaze shouldn't be 5 slotted. Grab the 7.5 Rech bonus and add something else, either a different piece from a different hold set or something for some damage.

The same goes for A Call to Arms - Fire Imps only need 4 slots though, I'd go with Call Reinforcements instead for the better enchancement values.

Remove the KB procs from Fissure & Flashfires.

Switch the KB proc in Fissures to a Force Feedback Proc (you can put another one in Tremor)

Find some way to get seismic smash into the build, you want this™. (I would drop Bonfire and grab this in a heartbeat).


You have the option of slotting Enzymes in Frozen Armor for better DEF and End Rdx Numbers.


You're never going to use Whirlwind, drop it for something like Combat Jumping - good mobility & a spot to tuck an LoTG 7.5, a some more defense.

Speaking of defense, if you can make some changes to get Enfeebled Op into Fire Cages, I would do that. You will be spamming Fire Cages generally, so the better end rdx is welcome, and it adds a nice chunk of SM/L Defense. Still I understand the appeal of Grav Anchor for (relatively cheap) rech and a nice proc.


 

Posted

Thanks for the feebdack. All good suggestions.

I've made some changes to the build. I also recently made the character, so only L5 atm

I removed Whirlwind (which was just a throwaway), Bonfire, and Mud Pots (because of the small radius)
I added Aid Other / Aid Self and Seismic Smash

I put in either Mako's Bite or Crushing Impact in Stone Mallet, Heavy Mallet, and Seismic Smash

I added 5 FF Chance for Rcg procs in Stone Spears, Stone Mallet, Heavy Mallet, Tremor, and Fissure.

I rearranged a few other slots so my Health is 3 slotted with 2 Miracles for set +Rec and +Reg/Rec proc

I kept the purple in Immob, I do like the idea of chance to Hold

I was really hoping the KB procs would result in KnockUp against higher level mobs. May not even be necessary but I figure it would've been good mitigation if Disorients start dropping off. I also though I could keep mobs in a Bonfire with Fire Cages spammed, still not sure how that works.

You're right about the end being a potential issue. Initially I was thinking Spiritual (not for Domination, but for Rcg and Stun), but Cardiac or Musculature might prove to be better (either killing faster or keeping end up longer when killing).

http://www.cohplanner.com/mids/downl...F5FE1FAA52E0E1

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