-
Posts
701 -
Joined
-
Quote:4 kinetic combats and 2 pounding slugfest in each single target attack.Cool, ill have a go at Mids building a WP/SS build
any tips to which IO's give nice Res and Def bonusses???
6 oblits in footstomp.
4 reactive armors in your resist armors.
it will be very expensive now though. -
-
Quote:I don't think I've ever teamed with Shinobi, but I will bring my lol 'shade for epic alien-ness.
It's a casual-player, purple'd out Warshade. Serious business? Yush.
got it to 50 already, very nice.
the MoSTF is a badge which still eludes me. Maybe one day i will get to try again, if I ever get to play at a regular hour. -
-
Quote:You cannot slot taunt IO sets into a taunt aura. It is from a bug that was easier to remove the slotting than to fix the bug.This. But I wonder what the numbers on EAs aura will be with the perfect zinger 20% psi.
Dont forget, Mud Pots also does fire damage. Not as much as Blazing Aura, but it also does fire. -
Quote:Brutes have access to an AoE immob which tanks do not have.It probably was just thrown together (City of Blasters anyone?) :P
It's not even so much that, as the numerous nerfs and heavy-handedness that's been delt to the set (They be farmin' mah mobs, RAAAAAAAAAAAAGE-NERF). Logically/realistically, people will try to run out of a burning patch of ground. Wouldn't you? But now there's nothing there save having a Controller/Dominator baby-sitting you in order to use Burn and not undermine the rest of the team. As of right now, Burn completely undermines the purpose of Blazing Aura and Consume, turning it into less of a damage component and more of a SECOND OOPS BUTTON COUGH RotP COUGH.
I like RotP though. It's fun. You know, that word you hear once in awhile.
Fun.
Well, the rest of the set ISN'T fun.
I'm almost going to say that Tanker/Brute Blazing Aura should have a secondary Hot Feet aura effect when enemies enter the 8' radius (That would include a little more damage). So they hit the first ring (Say, fifteen feet) and start taking damage + taunt effect, then close in to melee range and take additional damage, PLUS a slow effect making it difficult to escape.
THAT would give Fiery the offense it needs. Although on second thought, that trapping slow effect plus additional damage might be a bit much on a Brute...
FE needs to be morphed into AAO. Giving a damage buff all the time. AAO can give 65% to all damage types. FE can give a higher damage bonus to fire for "concept" reasons, but only being up every 90 seconds is not nearly enough.
Burn needs to be a true AoE like Shield Charge. It needs to affect 16 not 5. Shield Charge can do 427 points of damage to even cons and do it to a spawn of 16. Burn cannot come close to that. -
Quote:That's what you get for dumpster diving back in the day! Eternal inferiority for you, you dirty Fire Tankers!
...
Come on devs, this is getting silly. Fix this, please. It's not like Shield Defense is already on Fire's damage territory.
I know I know... Fire Tanks will forever be punished because of I3-I4... -
Quote:Against All Odds is a constant damage buff. Shield Charge is up every 45 seconds or so. Shield/fire will also out damage Fire/Fire sense Fiery Embrace with 3 rechareges is up every 90seconds.okay so fire and ice isn't the best for damage but what about a pure fire tank against the ice shield, have you tried that because when using fire together you are more effective.
also i apologize for not see what your buld was when i first read it it sounded like you only had three powers.
edit: man this thread has gone on for a long time.
The damage issue is based on the number of targets an attack can hit. Tank AoE attacks only hit 10 targets max. Shield Charge hits 16.
My two shield tanks out perform my fire/ice tank. My stone/fire tank out performs my fire/ice tank as well. My ice/stone is a better tank, though doesnt do as much damage. I have not compared the survivability of ice to shield. -
-
-
-
I have a 50 shield/fire as well, so the next time a free weekend opens up I will get a friend to run his fire/fire and see. It will be faster than the fire/ice on time, but it will not be as fast as the shield/ice from the experience I have seen. I am not going to PL up a fire/fire to test it. The shield/ice, though fun, will not be played anymore after this. No point when I have a Stone/fire, ice/stone, shield/fire, and a fire/ice already.
-
Quote:okay great but what are the powers you are using with fire armor?
....Quote:3 recharge in FE, 3 rech and 3 Dam in burn. BA 1 acc, 3 dam, two end reduc, armors are 3 resist 1 end reduc. It had Tough and Weave but could not run Weave do to End issues
all except RotP and temp protection... it really does not take a rocket scientist to figure out that the armors are taken. The only variable is temp protection, which still does not offer enough to take it except as a spot for IO's. I should have taken consume instead of Weave, but when I respec it will be to slot it up with IO's.
SO's on Fire armor is painful.
Also... the fire/ice has all the accolades and the shield/ice has none. The fire/ice should have been able to take a bit more on higher setting, but that did not happen. The shield, again with just SO's, was at 40% defense. (want me to list each armor again...) -
Quote:Thats actually pretty amazing to be able to double your dmg every minute and a half. Especially if you want to use IO sets and go for recharge.Quote:Whats your build on your fire powers? (what I mean is what are all the powers you are using with the firey aura) The reason I ask that is because ever since ED Fire tanks all have to play with strategy, you can't run in there guns a-blazin'. Also since you only ran one mission I find your test invalid because some enemies are more resistant to fire than others.
The build is an SO build for both. The Ice powers are slotted the same for both toons. 3 recharge in FE, 3 rech and 3 Dam in burn. BA 1 acc, 3 dam, two end reduc, armors are 3 resist 1 end reduc. It had Tough and Weave but could not run Weave do to End issues.
This was a direct comparison of Fire Armor to Shield Defense. SHield wins as most offensive. Shield Charge affects 16 at a time. Fiery Embrace only increases damage on maximum ten enemies, with Burning Aura, Frost, and Frozen Aura. Burn only affects five enemies at once.
Shield Wins. Fire is not the most offensive tank. Though, it is offensive, kinda like farting really loud in religious ceremony. -
Quote:Play Super strength and have 80% all the time. Play Shields and have 65% when surrounded by ten mobs.Thats actually pretty amazing to be able to double your dmg every minute and a half. Especially if you want to use IO sets and go for recharge.
Every 90 seconds is not nearly a good enough buff.
I have a fire/ice tank and a shield/ice tank at 50. Running the same missions and using the buffs as they are up, the shield/ice is significantly faster than the fire/ice.
Shield/ice will do the mission in 5:40 on average.
fire/ice will do the mission in 9:00 on average.
It is the exact same mission set 5 times. (Thank you AE.)
Shield Charge + Against All Odds > Fiery Embrace + Burning Aura + Burn -
-
Dark Consumption has a damage component. Energy Absorption does not, but it does boost your defense very very nicely and drains the spawn to zero on the second application.
-
I think SD/Fire would be a better farmer. capped defense is easy to achieve and the constant damage buff is great.
-
Against All Odds and Shield Charge are better than a damage Aura, especially for a solo or small team.
-
Illusion sonic or Illusion FF troller...
or FF/nrg defender
Dark/Ice tanker (any /ice tanker except for shield defense) -
-
If you put three recharges in Fiery Embrace you can double the damage every 90 seconds for a whole 20 seconds....
It really is not that impressive. -
-
Foot stomp now!!!
I only leave one slot in One with the Shield. Look at what bonuses you want from IO's in the power, if any at all. -
One of the suggestions I had was to log in in safe mode to minimize all graphics settings. This helped when I was on a lower end pc. My pc now is far from highend and is several years old,