I will burn the world. (fire/fire/fire)
I'd make sure to fit in Rise of the Phoenix on that puppy. Good luck, have fun
Sounds cool. If you want a little more safety plus the fun of Proc'd & Reactive Creepers, I'd suggest Plant/Fire/Fire instead.
Sounds cool. If you want a little more safety plus the fun of Proc'd & Reactive Creepers, I'd suggest Plant/Fire/Fire instead.
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In a +4/+8 farm, with a less than 15 second cooldown and a 60 second duration, Seeds of Confusion pushes the amount of damage pretty far, and seems a better choice than Flashfire. Creepers might be close to Bonfire (if the Embrace is timed right), and it would seem to tear through solo farms.
The single target dps choices really boils down to having no imps and a lack of hot feet. So Fire/ should be better than Plant/, but Plant/ has it's other uses (and I could wiggle around some things to make Plant/ a hovering domiblaster type, instead of Fire/s need to be in melee for top end. It's tough to decide, hence why I'm leveling them both.
Off paper, plant seems kind of weak, minus the confusion. Is there something I'm missing? Or is it pretty much Seeds of Confusion that keeps the primary afloat?
I'm trying to get as much damage as possible to try to match that of a blaster, but with most of the perks of being a Dominator (IE: better and more fun). However, I am leveling a plant/fire as well, and spent a little bit of time putting together a similar build as the one above using plant. What do you mean by Proc'd & Reactive Creepers?
In a +4/+8 farm, with a less than 15 second cooldown and a 60 second duration, Seeds of Confusion pushes the amount of damage pretty far, and seems a better choice than Flashfire. Creepers might be close to Bonfire (if the Embrace is timed right), and it would seem to tear through solo farms. The single target dps choices really boils down to having no imps and a lack of hot feet. So Fire/ should be better than Plant/, but Plant/ has it's other uses (and I could wiggle around some things to make Plant/ a hovering domiblaster type, instead of Fire/s need to be in melee for top end. It's tough to decide, hence why I'm leveling them both. Off paper, plant seems kind of weak, minus the confusion. Is there something I'm missing? Or is it pretty much Seeds of Confusion that keeps the primary afloat? |
What you're missing is the sheer awesome sauce of Creepers with damage procs -- both for control and AOE damage. And honestly Fly Trap can be pretty good with some procs in it as well like -RES Achilles and Neg Dmg Lady Gray. And don't forget Roots. Everyone forgets Roots. Slot roots for Damage not for immob, and it is a big-area AOE dmg dealer (though DOT) -- I believe roots has a higher dmg than other dom immobs.
Here's what I think is a version of my live Plant/Fire/Fire. He's been incarnated up to add Pyronic and other goodies like Reactive (75% fire, 25% -RES) ... Reactive procs on all your pets' attacks including Creepers.
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You might want to take a gander at this thread:
Defensive Fire^3 build
http://boards.cityofheroes.com/showthread.php?t=259377
I'm running almost the exact opening build in that thread with much success. Lots of good info available and alternative builds. High damage with high defense builds are sexy 8-).
Some notes on the originally posted build:
-- Bonfire is really annoying. I wanted to like this power a lot, but just couldn't do it. About the only thing it is good for is to keep mobs cornered when you happen to have some lucky positioning. The -knockback from fire cages does not last the entire duration of the immobilization, making the knockback from bonfire painful when it knocks stuff out of your hot feet and rain of fire. Also, it does damage very slowly over time.
-- I really like one added slot dedicated to slow added to Hot Feet to cap the slow effect. I find it is very noticeable.
-- I eventually ended up dropping imps. When doing high end content (+4 missions and trials), they just die too fast to be useful. They also tend to aggro groups of mobs before you can get Flashfire off and unless you have very high defense, plan on face-planting a lot. They are useful while leveling, but after you are capped and well-slotted, not so much. Pet powers do allow some good slotting bonuses though, so they can be useful as a mule if you have spare powers.
-- You are very likely to have endurance problems with that build or be very Consume dependent.
I'm going for maximum damage. This is a godly expensive build, but it has Embrace of Fire up 66% of the time, and Flashfire lasts for 36 seconds with a 25 second cooldown. The damage is as high as I could shoot for.
Code:
Flashfire -> Fire Cages -> Bonfire -> Rain of Fire -> Fireball
Single target is pretty much Fire Blast -> Blaze -> Incinerate -> Fire Blast -> Blaze -> etc.
+4/+8 should be doable, as should AoE or ST domiblaster action in groups. It's probably capable of more, but the damage should be top notch/insane. Any suggestions or experience/help would be nice.
*Note: No accolades or Incarnates since I'm not there yet (or have ever been, really). Would probably go for the damage Alpha. Endurance issues, if many, would be carrying around inspirations to fix, or turn off hot feet.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Fire Control
Secondary Power Set: Fiery Assault
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Char
- (A) HamiO:Nucleolus Exposure
Level 1: Flares- (A) Empty
Level 2: Fire Cages- (A) Gravitational Anchor - Immobilize/Endurance
- (3) Gravitational Anchor - Immobilize
- (3) Gravitational Anchor - Immobilize/Recharge
- (5) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (5) Gravitational Anchor - Accuracy/Recharge
Level 4: Incinerate- (A) Hecatomb - Damage
- (9) Hecatomb - Chance of Damage(Negative)
- (34) Hecatomb - Damage/Recharge
- (37) Hecatomb - Accuracy/Damage/Recharge
- (37) Hecatomb - Damage/Endurance
Level 6: Smoke- (A) Dark Watcher's Despair - To Hit Debuff/Recharge
- (7) Dark Watcher's Despair - Chance for Recharge Slow
- (7) Dark Watcher's Despair - To Hit Debuff
- (50) Dark Watcher's Despair - To Hit Debuff/Endurance
Level 8: Hot Feet- (A) Armageddon - Chance for Fire Damage
- (9) Armageddon - Damage/Endurance
- (48) Armageddon - Damage
- (50) Armageddon - Damage/Recharge
Level 10: Fire Blast- (A) Decimation - Accuracy/Damage
- (11) Decimation - Damage/Recharge
- (11) Decimation - Accuracy/Endurance/Recharge
- (13) Decimation - Accuracy/Damage/Recharge
- (13) Decimation - Chance of Build Up
Level 12: Flashfire- (A) Absolute Amazement - Stun
- (15) Absolute Amazement - Stun/Recharge
- (15) Absolute Amazement - Accuracy/Stun/Recharge
- (34) Absolute Amazement - Accuracy/Recharge
- (34) Absolute Amazement - Endurance/Stun
Level 14: Kick- (A) Empty
Level 16: Embrace of Fire- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (17) Recharge Reduction IO
Level 18: Cinders- (A) Unbreakable Constraint - Hold
- (19) Unbreakable Constraint - Hold/Recharge
- (19) Unbreakable Constraint - Accuracy/Hold/Recharge
- (21) Unbreakable Constraint - Accuracy/Recharge
- (21) Unbreakable Constraint - Endurance/Hold
Level 20: Tough- (A) Empty
Level 22: Weave- (A) Luck of the Gambler - Recharge Speed
- (23) Red Fortune - Defense/Endurance
- (23) Red Fortune - Defense/Recharge
- (25) Red Fortune - Endurance/Recharge
- (31) Red Fortune - Defense
- (31) Red Fortune - Endurance
Level 24: Hover- (A) Luck of the Gambler - Recharge Speed
- (25) Red Fortune - Defense/Endurance
- (27) Red Fortune - Defense
- (46) Red Fortune - Endurance
- (46) Red Fortune - Defense/Endurance/Recharge
- (50) Red Fortune - Endurance/Recharge
Level 26: Bonfire- (A) Positron's Blast - Chance of Damage(Energy)
- (27) Positron's Blast - Accuracy/Damage
- (29) Positron's Blast - Damage/Range
- (29) Positron's Blast - Damage/Recharge
- (31) Positron's Blast - Damage/Endurance
Level 28: Consume- (A) Recharge Reduction IO
Level 30: Maneuvers- (A) Luck of the Gambler - Recharge Speed
Level 32: Fire Imps- (A) Soulbound Allegiance - Damage/Recharge
- (33) Soulbound Allegiance - Damage/Endurance
- (33) Soulbound Allegiance - Accuracy/Damage/Recharge
- (33) Soulbound Allegiance - Accuracy/Recharge
Level 35: Hasten- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (36) Recharge Reduction IO
- (36) Recharge Reduction IO
Level 38: Blaze- (A) Apocalypse - Damage
- (39) Apocalypse - Damage/Recharge
- (39) Apocalypse - Accuracy/Damage/Recharge
- (39) Apocalypse - Accuracy/Recharge
- (40) Apocalypse - Damage/Endurance
- (40) Apocalypse - Chance of Damage(Negative)
Level 41: Rain of Fire- (A) Javelin Volley - Chance of Damage(Lethal)
- (42) Javelin Volley - Accuracy/Damage
- (42) Javelin Volley - Damage/Recharge
- (42) Javelin Volley - Damage/Endurance/Recharge
- (43) Javelin Volley - Accuracy/Endurance/Recharge
- (43) Javelin Volley - Accuracy/Damage/End/Rech
Level 44: Fire Ball- (A) Positron's Blast - Accuracy/Damage
- (45) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Chance of Damage(Energy)
- (45) Positron's Blast - Accuracy/Damage/Endurance
- (46) Positron's Blast - Damage/Endurance
Level 47: Fire Shield- (A) Impervious Skin - Resistance/Endurance
- (48) Impervious Skin - Status Resistance
- (48) Impervious Skin - Resistance/Recharge
Level 49: Assault- (A) Endurance Reduction IO
------------Level 2: Swift
- (A) Empty
Level 2: Health- (A) Panacea - Heal
- (43) Panacea - +Hit Points/Endurance
Level 2: Hurdle- (A) Empty
Level 2: Stamina- (A) Efficacy Adaptor - EndMod
- (37) Efficacy Adaptor - EndMod/Recharge
- (40) Efficacy Adaptor - EndMod/Endurance
Level 1: Brawl- (A) Empty
Level 1: DominationLevel 1: Sprint
- (A) Empty
Level 2: Rest- (A) Empty
Level 4: Ninja Run