Dark/Fire template
Well, I'm still working on it, but here's my guide to Dark Control: http://boards.cityofheroes.com/showthread.php?t=286168
The short version is, almost everything in Dark Control is worth taking except the single-target immobilize, but you might skip certain other things depending on your playstyle.
Ok, here's a first raw template I made. Before you read, here's some explanation:
- I took the immobs principally to ground flying enemies, so my pets can reach them (and to add tohit debuff from spare slots);
- I didn't took Possess 'cause it doesn't suite my playstyle;
- I'm not very sure about the choices I made for Fiery Assault, any advice about powers/slots is welcome.
Ok, what you think of it?
Villain Plan by Mids' Villain Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Dominator
Primary Power Set: Darkness Control
Secondary Power Set: Fiery Assault
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Shadowy Binds -- Enf'dOp-EndRdx/Immob(A), Enf'dOp-Immob/Rng(3), Enf'dOp-Acc/Immob(7)
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(15), Thundr-Dmg/EndRdx/Rchg(29)
Level 2: Dark Grasp -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(7), BasGaze-EndRdx/Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(25)
Level 4: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(29)
Level 6: Fly -- Flight-I(A)
Level 8: Living Shadows -- Enf'dOp-EndRdx/Immob(A), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob(9), DampS-ToHitDeb(40), DampS-ToHitDeb/Rchg(43), DampS-ToHitDeb/EndRdx(43)
Level 10: Fearsome Stare -- Abys-EndRdx/Fear(A), Abys-Fear/Rng(13), Cloud-ToHitDeb(39), Cloud-Acc/ToHitDeb(40), Cloud-ToHitDeb/EndRdx/Rchg(40)
Level 12: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(31)
Level 14: Heart of Darkness -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(17), Stpfy-Acc/EndRdx(25), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(37)
Level 16: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(19), Thundr-Dmg/EndRdx/Rchg(34)
Level 18: Embrace of Fire -- RechRdx-I(A)
Level 20: Haunt -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(21), C'Arms-Dmg/EndRdx(21), C'Arms-Acc/Dmg/Rchg(23), BldM'dt-Acc(50), BldM'dt-Dmg(50)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- EndRdx-I(A), ResDam-I(37), ResDam-I(46)
Level 26: Shadow Field -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(27), Cloud-Acc/Rchg(27), Cloud-ToHitDeb/EndRdx/Rchg(34)
Level 28: Weave -- EndRdx-I(A), DefBuff-I(37), DefBuff-I(46)
Level 30: Hasten -- RechRdx(A), RechRdx(31), RechRdx(31)
Level 32: Umbra Beast -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), BldM'dt-Acc(43), BldM'dt-Dmg(46)
Level 35: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36)
Level 38: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-Acc/Rchg(39)
Level 41: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(42), ImpArm-ResDam/EndRdx/Rchg(42), ImpArm-ResDam(42)
Level 44: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Dmg/EndRdx/Rchg(45)
Level 47: Melt Armor -- UndDef-DefDeb(A), UndDef-DefDeb/Rchg(48), UndDef-DefDeb/Rchg/EndRdx(48), UndDef-DefDeb/EndRdx(48), UndDef-Rchg(50)
Level 49: Combat Jumping -- DefBuff-I(A)
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Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod(A), EndMod(11), EndMod(11)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
The Natural Earth Saga: discover a new world and defende it from its many enemies!
"The Natural Earth" (Part 1, ID 69759), "The Homecoming" (Part 2, ID 125110), "The Cult of Kren'Goras" (Part 3, ID 435191), "The Mind Thieves" (Part 4, ID 522497)
Each arc can be played separately
Ok, here's a first raw template I made.
Villain Plan by Mids' Villain Designer 1.954 http://www.cohplanner.com/ Level 50 Mutation Dominator Level 20: Haunt -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(21), C'Arms-Dmg/EndRdx(21), C'Arms-Acc/Dmg/Rchg(23), BldM'dt-Acc(50), BldM'dt-Dmg(50) Umbra Beast[/b] -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), BldM'dt-Acc(43), BldM'dt-Dmg(46) |
This got me both res and both def, for 20 res and 10 def. When you add in my 7% from link minds and 3% from man, I run 20% def and 20% res _before_ native pet values.
Umbral ends up with 45% res s/l, 70% res to neg, 35% res eng, 20% def to all.
Haunt ends up with 50 neg, 40 s/l, 20 def.
Thats some good durability for some generic pets contributing generally to your combat, along with 12.50% rech, 1.5% health, 2.5% recov, and 3.13% ranged def.
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Hew in drag baby
Sorry to bump an older thread, but do you realize this is the ONLY Dark/Fire Dom build posted not only in the entire Dominator section, but in the Build Help forum as well?
Does the set really perform that poorly? I've got a 42 Dark/Fire/Fire dom right now and struggling with it (only have SO's currently) and perhaps its just bad synergy? I thought pretty much everything did well with /Fire on a Dom?
Hi guys, I'm starting to plan my Dark/Fire Dom and I'm a bit unsure about which powers I can take or skip, can you give me some advice?
The Natural Earth Saga: discover a new world and defende it from its many enemies!
"The Natural Earth" (Part 1, ID 69759), "The Homecoming" (Part 2, ID 125110), "The Cult of Kren'Goras" (Part 3, ID 435191), "The Mind Thieves" (Part 4, ID 522497)
Each arc can be played separately