Author Topic: Mind/Fire Dom  (Read 6178 times)


  • Underling
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Mind/Fire Dom
« on: November 14, 2014, 09:23:46 PM »
Something I plan to re-make once CoX comes back.

Villain Plan by Mids' Villain Designer 1.96

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Kaars: Level 50 Natural Dominator
Primary Power Set: Mind Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Ice Mastery

Villain Profile:
Level 1: Mesmerize -- Acc-I(A)
Level 1: Flares -- Empty(A)
Level 2: Dominate -- HO:Nucle(A), HO:Nucle(3), HO:Perox(3), G'Wdw-Dam%(5), UbrkCons-Dam%(5), Apoc-Dam%(7)
Level 4: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(11), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13)
Level 6: Super Speed -- HO:Micro(A)
Level 8: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(15), LkGmblr-Def/EndRdx/Rchg(15), Krma-ResKB(17)
Level 10: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(21)
Level 12: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(25), Range-I(25)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 16: Embrace of Fire -- RechRdx-I(A), RechRdx-I(27)
Level 18: Total Domination -- SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SAotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(29), SAotDominator-EndRdx/Rchg(29), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(31), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(31), SAotDominator-Rchg/+Dmg%(31)
Level 20: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Sleep/EndRdx(33), FtnHyp-Acc/Sleep/Rchg(33), FtnHyp-Acc/Rchg(33), FtnHyp-Plct%(34)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(34), GA-3defTpProc(34)
Level 26: Terrify -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(36), Ragnrk-Acc/Rchg(36), Ragnrk-Dmg/EndRdx(36), Ragnrk-Knock%(37)
Level 28: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 30: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(40), LkGmblr-Def(40), LkGmblr-Rchg+(40)
Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(42), CoPers-Acc/Conf/Rchg(42), CoPers-Acc/Rchg(42), CoPers-Conf/EndRdx(43), CoPers-Conf%(43)
Level 35: Sleet -- RechRdx-I(A), RechRdx-I(43)
Level 38: Blaze -- Apoc-Acc/Dmg/Rchg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dmg(46), Range-I(46)
Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(46), LkGmblr-EndRdx/Rchg(48), LkGmblr-Rchg+(48)
Level 44: Tactics -- HO:Cyto(A), HO:Cyto(48)
Level 47: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(50), LkGmblr-Def(50), LkGmblr-Rchg+(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Clrty-Stlth(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Panac-Heal/+End(7), Numna-Regen/Rcvry+(9)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(9)
Level 50: Vorpal Core Final Judgement
Level 50: Cardiac Radial Paragon
Level 50: Rebirth Radial Epiphany
Level 50: Polar Lights Core Superior Ally
Level 50: Degenerative Radial Flawless Interface
Level 50: Assault Radial Embodiment
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Set Bonus Totals:
  • 15% DamageBuff(Smashing)
  • 15% DamageBuff(Lethal)
  • 15% DamageBuff(Fire)
  • 15% DamageBuff(Cold)
  • 15% DamageBuff(Energy)
  • 15% DamageBuff(Negative)
  • 15% DamageBuff(Toxic)
  • 15% DamageBuff(Psionic)
  • 11.63% Defense(Smashing)
  • 11.63% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 11% Defense(Energy)
  • 11% Defense(Negative)
  • 6% Defense(Psionic)
  • 11.63% Defense(Melee)
  • 16% Defense(Ranged)
  • 6% Defense(AoE)
  • 2.25% Max End
  • 4% Enhancement(Held)
  • 4% Enhancement(Stunned)
  • 4.4% Enhancement(Terrorized)
  • 8% Enhancement(Confused)
  • 8% Enhancement(Sleep)
  • 90% Enhancement(Accuracy)
  • 8% Enhancement(Immobilized)
  • 97.5% Enhancement(RechargeTime)
  • 103 HP (10.13%) HitPoints
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Immobilized) 5.5%
  • MezResist(Stunned) 2.2%
  • 16% (0.27 End/sec) Recovery
  • 56% (2.37 HP/sec) Regeneration
  • 6.62% Resistance(Fire)
  • 6.62% Resistance(Cold)

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  • Elite Boss
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Re: Mind/Fire Dom
« Reply #1 on: November 15, 2014, 02:55:37 PM »
Good build overall. Not my style, because if I'm making a Mind/anything Dom, I would go higher on the Recharge rather than for Defense, so I can perma-Hold AVs. But for the design goal, it's pretty good.

I have some suggestions, nothing major:

1: Hypnosis is, to me, a really useless power. Controllers have some minor use of it to set up Containment for Terrify, but for Dominators it's just a "keep the next spawn from aggroing" power. I would trade it out for Combustion, and 6-slot Combustion with Obliteration. This allows you to swap the set in Incinerate from Kinetic to Crushing Impact, which gives you better enhancement totals, and you end up with the same +Recharge but also another +3% damage. You need a slot... I'd take it from either Tough or CJ, and use Super Speed for a -KB IO.

2: I think that Tactics is unnecessary... with all of the set bonuses for Accuracy and good Accuracy slotting in all powers, I would prefer to run Assault instead. Increased Accuracy is wasted after you reach 95% to hit against most everything, but a bonus to damage is always useful. I'd also prefer Ice Storm or Hoarfrost over either power. As another idea, if you don't want to go into melee range for Combustion, you could move Weave up to where Combustion is, and take Ice Storm for another ranged AoE, where Weave is. You'd have to keep Kinetic in Incinerate, but you still have 5 slots for Positron's in Ice Storm. At that point, I'd swap Terrify and Ice Storm's slotting since Positron is better in Terrify and Ragnarok is better in Ice Storm.


  • Underling
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  • Posts: 4
Re: Mind/Fire Dom
« Reply #2 on: November 17, 2014, 03:10:18 PM »

Thanks for the thoughtful reply.

I posted a Brute build too, where a reply also questioned the order of powers taken.  I could probably put more priority on when I choose powers.  I like the feedback though, and if we're every luck enough to get to try these things out, I'll take it :P

I used Hypnosis for exactly what you said it should be used for... a one-off, seldom used, single mez.  When I play this dom, I tend to stay out of melee.  I have never liked Combustion on a dom, too long of an animation and too little damage; there's always something better to use. 

Tactics or Assault, flip a coin.  I take leadership down to Vengeance on almost every toon I make, some times I feel like assault, some times I feel like tactics. 

This was the actual build I used on live until ....


  • Elite Boss
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Re: Mind/Fire Dom
« Reply #3 on: November 18, 2014, 02:50:43 AM »
Tactics or Assault, flip a coin.  I take leadership down to Vengeance on almost every toon I make, some times I feel like assault, some times I feel like tactics. 

I agree with that. I don't always go to Vengeance, but Maneuvers/Assault are usually a good choice for everyone, and some characters can use Tactics. I thought that for THIS particular build, Tactics is not useful unless you're going to 6-slot Gaussian, just because it's already so highly accurate. I have had builds where the amount of +Accuracy is a lot lower, and then Tactics is a solid choice. And it's always solid for a character building to cap Ranged defense also.

I generally look at my Brawl accuracy, and if it's capped against +2s, I figure that's good enough and I don't need more Accuracy, since the normal attack Powers usually have at least +20% additional Accuracy, good enough to cap against +4s. If I recall the Brawl accuracy for this build right, it may already have been capped against +4s, and unless you're deliberately trying to fight against +5s or higher, there is rarely any need for more in PvE.