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Posts
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Which could you use more: Emp/Dark, Archery/Energy, Illusion/FF, or a BS/Shield? -
Emp/Dark/Pow reporting in
I have both, I use both. Even though my Heal Other recharges faster than it casts, there are times (RWZ Raids, STF) when I have to spike heal, or hit two players far away from one another. Spike Heal Vs Spike Damage.
Of course, I've killed myself with it a few times, but I'm trying to remember if Regen Aura counters the -Heal to Self effect...pretty sure it does. Don't quote me on that (Derp :B) -
The Hami is actually skippable; it's just in there because I don't really need the fourth bonus from Titanium. You can sub out the Hami for Titanium's End/Recharge/Res IO and be just fine.
I use PBoost and then Boost Range, which gives me...I don't really know the numbers off the top of my head...but basically I'm shooting from outside the retaliation range of most enemies, so they have no way of getting to me. It also makes RoA's range stupidly far, as well as sniper (You can actually snipe enemies when they're just a targeting reticle, lol)
PBoost does little for PFF, as PFF basically soft-caps you with just one Defense IO in it. I put a Red set into it for the Recharge, Recharge bonus, and damage bonus.
The Stealth is handy but skippable; just another means of not attracting attention :3 -
I'll post my build and maybe it'll give you some ideas
I think you're really short-changing yourself on bonuses. Two recharge IOs in powers other than Hasten is fine (And PBoost and Boost Range only really need one, they recharge so quickly, your mileage may vary of course). To give you a general idea, for BU and Aim, the difference between two Recharge IOs and three is one second faster recharge. Not worth the slot in my opinion.
Basically, I traded 8% of your recharge for nearly triple the damage bonuses. I went with Aid Self instead of anything else (Recall, Assault, Etc) for the 'Bubble + Heal = Lulz', it's saved me many numerous times. Also, the Zephyrs are skippable, I just have them in there for a little extra damage mitigation (PFF does most of the work).
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Chell: Level 50 Magic Blaster
Primary Power Set: Archery
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Snap Shot- (A) Devastation - Accuracy/Damage: Level 50
- (3) Devastation - Damage/Recharge: Level 50
- (5) Devastation - Damage/Endurance: Level 50
- (11) Devastation - Accuracy/Damage/Recharge: Level 50
- (25) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50
- (31) Decimation - Chance of Build Up: Level 40
- (A) Touch of Death - Accuracy/Damage: Level 40
- (50) Touch of Death - Accuracy/Damage/Endurance: Level 40
- (50) Touch of Death - Damage/Endurance/Recharge: Level 40
- (50) Touch of Death - Chance of Damage(Negative): Level 40
- (A) Devastation - Accuracy/Damage: Level 50
- (3) Devastation - Damage/Endurance: Level 50
- (5) Devastation - Damage/Recharge: Level 50
- (11) Devastation - Accuracy/Damage/Recharge: Level 50
- (25) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (7) Positron's Blast - Damage/Endurance: Level 50
- (7) Positron's Blast - Damage/Recharge: Level 50
- (17) Positron's Blast - Damage/Range: Level 50
- (27) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (31) Positron's Blast - Chance of Damage(Energy): Level 50
- (A) Flight Speed IO: Level 50
- (A) Devastation - Accuracy/Damage: Level 50
- (9) Devastation - Damage/Endurance: Level 50
- (9) Devastation - Damage/Recharge: Level 50
- (17) Devastation - Accuracy/Damage/Recharge: Level 50
- (27) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (A) Recharge Reduction IO: Level 50
- (13) Recharge Reduction IO: Level 50
- (13) Recharge Reduction IO: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (A) Miracle - +Recovery: Level 40
- (34) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (A) Sting of the Manticore - Accuracy/Damage: Level 50
- (19) Sting of the Manticore - Damage/Endurance: Level 50
- (19) Sting of the Manticore - Accuracy/Interrupt/Range: Level 50
- (23) Sting of the Manticore - Damage/Interrupt/Recharge: Level 50
- (23) Sting of the Manticore - Damage/Endurance/Recharge: Level 50
- (31) Sting of the Manticore - Chance of Damage(Toxic): Level 50
- (A) Performance Shifter - EndMod: Level 50
- (21) Performance Shifter - EndMod/Recharge: Level 50
- (21) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
- (40) Performance Shifter - EndMod/Accuracy: Level 50
- (46) Performance Shifter - Chance for +End: Level 50
- (A) Adjusted Targeting - To Hit Buff/Recharge: Level 50
- (36) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50
- (36) Adjusted Targeting - Endurance/Recharge: Level 50
- (36) Adjusted Targeting - Recharge: Level 50
- (43) Adjusted Targeting - To Hit Buff/Endurance: Level 50
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
- (A) Adjusted Targeting - To Hit Buff/Recharge: Level 50
- (37) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50
- (37) Adjusted Targeting - Endurance/Recharge: Level 50
- (37) Adjusted Targeting - Recharge: Level 50
- (43) Adjusted Targeting - To Hit Buff/Endurance: Level 50
- (A) Interrupt Reduction IO: Level 50
- (A) Numina's Convalescence - Heal: Level 50
- (29) Numina's Convalescence - Heal/Endurance: Level 50
- (29) Numina's Convalescence - Heal/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (33) Positron's Blast - Damage/Endurance: Level 50
- (33) Positron's Blast - Damage/Recharge: Level 50
- (33) Positron's Blast - Damage/Range: Level 50
- (34) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (34) Recharge Reduction IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Mako's Bite - Accuracy/Damage: Level 50
- (39) Mako's Bite - Damage/Endurance: Level 50
- (39) Mako's Bite - Damage/Recharge: Level 50
- (39) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (40) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (40) Mako's Bite - Chance of Damage(Lethal): Level 50
- (A) Red Fortune - Defense: Level 50
- (42) Red Fortune - Defense/Endurance: Level 50
- (42) Red Fortune - Defense/Recharge: Level 50
- (42) Red Fortune - Defense/Endurance/Recharge: Level 50
- (43) Red Fortune - Endurance/Recharge: Level 50
- (A) Titanium Coating - Resistance: Level 50
- (45) Titanium Coating - Resistance/Endurance: Level 50
- (45) Titanium Coating - Resistance/Recharge: Level 50
- (45) HamiO:Ribosome Exposure
- (46) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Touch of Death - Accuracy/Damage: Level 40
- (48) Touch of Death - Accuracy/Damage/Endurance: Level 40
- (48) Touch of Death - Damage/Endurance/Recharge: Level 40
- (48) Touch of Death - Chance of Damage(Negative): Level 40
- (A) Resist Damage IO: Level 50
Level 1: Brawl- (A) Accuracy IO: Level 50
- (A) Celerity - +Stealth: Level 50
- (A) Recharge Reduction IO: Level 50
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Set Bonus Totals:- 28.5% DamageBuff(Smashing)
- 28.5% DamageBuff(Lethal)
- 28.5% DamageBuff(Fire)
- 28.5% DamageBuff(Cold)
- 28.5% DamageBuff(Energy)
- 28.5% DamageBuff(Negative)
- 28.5% DamageBuff(Toxic)
- 28.5% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 8.94% Defense(Energy)
- 8.94% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 14.9% Defense(Ranged)
- 3% Defense(AoE)
- 35% Enhancement(RechargeTime)
- 36% Enhancement(Accuracy)
- 5% FlySpeed
- 198.8 HP (16.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Held) 13.2%
- MezResist(Immobilize) 11%
- MezResist(Sleep) 2.2%
- 7.5% (0.13 End/sec) Recovery
- 60% (3.02 HP/sec) Regeneration
- 4.41% Resistance(Fire)
- 4.41% Resistance(Cold)
- 2.52% Resistance(Energy)
- 2.52% Resistance(Negative)
- 6.25% Resistance(Toxic)
- 5% RunSpeed
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Anything other than Electric Melee/Electric Armor
Ele/ElA Vs Rikti: They bounce off you, you bounce off them
Well, it's not really THAT bad...but it's aggravating.
Edit: Electric Armor roxorz their boxorz. -
Could anyone give feedback on my BS/SD's build as well? Just dinged 50 and am looking to slot up. I had to drop One With and Grant Cover (Which is depressing; I enjoyed being CREDIT TO TEAM and ran it day and night, but don't have the room now it seems...). I feel I need the tiny edge Perfection can give me to offset all the toggle woes...thanks in advance.
Sidenote: All positions are soft-capped.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Point Guard 2: Level 50 Natural Scrapper
Primary Power Set: Broad Sword
Secondary Power Set: Shield Defense
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Hack- (A) Mako's Bite - Accuracy/Damage: Level 50
- (3) Mako's Bite - Damage/Endurance: Level 50
- (5) Mako's Bite - Damage/Recharge: Level 50
- (7) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (9) Mako's Bite - Chance of Damage(Lethal): Level 50
- (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (A) Red Fortune - Defense: Level 50
- (11) Red Fortune - Defense/Endurance: Level 50
- (11) Red Fortune - Defense/Recharge: Level 50
- (15) Red Fortune - Defense/Endurance/Recharge: Level 50
- (A) Scirocco's Dervish - Accuracy/Damage: Level 50
- (3) Scirocco's Dervish - Damage/Endurance: Level 50
- (5) Scirocco's Dervish - Damage/Recharge: Level 50
- (7) Scirocco's Dervish - Accuracy/Recharge: Level 50
- (9) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50
- (43) Achilles' Heel - Chance for Res Debuff: Level 20
- (A) Numina's Convalescence - Heal: Level 50
- (17) Numina's Convalescence - Heal/Endurance: Level 50
- (17) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (A) Jumping IO: Level 50
- (A) Defense Buff IO: Level 50
- (19) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (A) HamiO:Membrane Exposure
- (19) HamiO:Membrane Exposure
- (25) HamiO:Membrane Exposure
- (A) Red Fortune - Defense: Level 50
- (13) Red Fortune - Defense/Endurance: Level 50
- (13) Red Fortune - Defense/Recharge: Level 50
- (15) Red Fortune - Defense/Endurance/Recharge: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (45) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
- (A) Miracle - +Recovery: Level 40
- (A) Endurance Reduction IO: Level 50
- (A) Performance Shifter - EndMod: Level 50
- (21) Performance Shifter - EndMod/Recharge: Level 50
- (21) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
- (40) Performance Shifter - Accuracy/Recharge: Level 50
- (40) Performance Shifter - EndMod/Accuracy: Level 50
- (43) Performance Shifter - Chance for +End: Level 50
- (A) Red Fortune - Defense: Level 50
- (23) Red Fortune - Defense/Endurance: Level 50
- (23) Red Fortune - Defense/Recharge: Level 50
- (40) Red Fortune - Defense/Endurance/Recharge: Level 50
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
- (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (46) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
- (A) Mako's Bite - Chance of Damage(Lethal): Level 50
- (27) Mako's Bite - Accuracy/Damage: Level 50
- (27) Mako's Bite - Damage/Endurance: Level 50
- (31) Mako's Bite - Damage/Recharge: Level 50
- (31) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
- (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
- (A) Obliteration - Damage: Level 50
- (29) Obliteration - Accuracy/Recharge: Level 50
- (29) Obliteration - Damage/Recharge: Level 50
- (31) Obliteration - Accuracy/Damage/Recharge: Level 50
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (39) Obliteration - Chance for Smashing Damage: Level 50
- (A) Accuracy IO: Level 50
- (A) Obliteration - Chance for Smashing Damage: Level 50
- (33) Obliteration - Damage: Level 50
- (33) Obliteration - Accuracy/Recharge: Level 50
- (33) Obliteration - Damage/Recharge: Level 50
- (34) Obliteration - Accuracy/Damage/Recharge: Level 50
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (A) Obliteration - Damage: Level 50
- (36) Obliteration - Accuracy/Recharge: Level 50
- (36) Obliteration - Damage/Recharge: Level 50
- (36) Obliteration - Accuracy/Damage/Recharge: Level 50
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (37) Obliteration - Chance for Smashing Damage: Level 50
- (A) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Red Fortune - Defense: Level 50
- (42) Red Fortune - Defense/Endurance: Level 50
- (42) Red Fortune - Defense/Recharge: Level 50
- (42) Red Fortune - Defense/Endurance/Recharge: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Performance Shifter - EndMod: Level 50
- (48) Performance Shifter - EndMod/Recharge: Level 50
- (48) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
- (48) Performance Shifter - Accuracy/Recharge: Level 50
- (50) Performance Shifter - EndMod/Accuracy: Level 50
- (A) Recharge Reduction IO: Level 50
- (50) Recharge Reduction IO: Level 50
- (50) Recharge Reduction IO: Level 50
Level 1: Brawl- (A) Accuracy IO: Level 50
- (A) Unbounded Leap - +Stealth: Level 50
- (A) Recharge Reduction IO: Level 50
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Set Bonus Totals:- 30.5% DamageBuff(Smashing)
- 30.5% DamageBuff(Lethal)
- 30.5% DamageBuff(Fire)
- 30.5% DamageBuff(Cold)
- 30.5% DamageBuff(Energy)
- 30.5% DamageBuff(Negative)
- 30.5% DamageBuff(Toxic)
- 30.5% DamageBuff(Psionic)
- 9.88% Defense(Smashing)
- 9.88% Defense(Lethal)
- 10.5% Defense(Fire)
- 10.5% Defense(Cold)
- 11.1% Defense(Energy)
- 11.1% Defense(Negative)
- 3% Defense(Psionic)
- 16.8% Defense(Melee)
- 19.3% Defense(Ranged)
- 18% Defense(AoE)
- 36% Enhancement(Accuracy)
- 15% Enhancement(RechargeTime)
- 15% FlySpeed
- 140.6 HP (10.5%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 6.6%
- MezResist(Immobilize) 15.4%
- MezResist(Stun) 6.6%
- 7.5% (0.13 End/sec) Recovery
- 22% (1.23 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 3.13% Resistance(Negative)
- 15% RunSpeed
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Necro bump!
Has there ever been a dev stated reason as to why we get the lolAura instead of the MM version? Or is it just "devs hate us" :P -
EM/ElA melee defense build reporting in
I solo banners until more people show up to pack on the damage.
I'm only sitting at ~35% melee defense. Between Energize, PSink, and middling defense, I'm very, very difficult to bring down. I gave up nothing for it as well, which was nice. -
Quote:My train of thought though, is that the power at 20 is a big one. A caltrops replacement at 20 would be like saying "take Stamina/level 20 pool instead"...Actually, I see no problem with moving the status protection power to L10 - thats when most scrapper sets get their status protection anyway: SR, Willpower, dark armor, shield defense and even the new electric armor set all get status protection at L10. In fact, you could argue that regen and invulnerability are now the ones that 'break' the rules. (we won't even talk about fiery aura). I would accept that the heal is a bit early, although both regen and fiery aura set a precedence for an early heal, however L16 would be appropriate for the heal - just put the stealth power at 4 and whatever replaces caltrops at 20.
Dark gets Cloak at twenty; it seemed fitting to put the Stealth there. Of course, alternatively, you could simply leave /Nin as is, levels of acquisition intact, and/or replace caltrops. Were /Nin proliferated, caltrops would NOT be staying, as much as we'd like to wish otherwise.
I was following the major consensus of Scrapper secondaries with the mezz protection at level ten; as stated before, only three sets break that mold (Two, really, since Fiery got lost on the way to the red-headed step-child lounge).
But what to replace Caltrops with? You can't use anything in Weapon Mastery...
Device's Smoke Grenade?
Munition's Sleep Grenade sans rifle?
Or perhaps a passive, like Quickness? Ninjas WERE spies and assassins after all, speed was essential... -
I'm thinking this
Scrapper /Nin
1) Ninja Reflexes
2) Danger Sense
4) Kuji-in Sha
10) Kuji-in Rin
16) Caltrops
20) Kuji-in Kawa (Same as Device's Cloaking Device)
28) Smoke Flash
35) Blinding Powder
38) Kuji-in Retsu
Scrappers need their defenses and heal early, status protection after that. Tools come later, and finally tier9.
Caltrops should stay, it and a Stealth-type power are sort of...well...they just wouldn't be ninjas without them. And /Ninjitsu seems perfectly suited to Scrappers, IE: Flip out, go crazy, kill things. -
Pif, kittens...all you're doing is adding fuel to the catgirl fire.
Now, "I" made the best set(s) ever.
http://boards.cityofheroes.com/showthread.php?t=144473
Just you wait. The devs are totally going to jump on these. -
Sounds less like an Archetype pun and more like physical assault with a pastry...
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So something like this might work better than slotting for damage? Not sure if the KB will proc more than the Hold...argh...most confusing power ever!
Carrion Creepers
(A) Positron's Blast - Chance of Damage(Energy)
(27) Trap of the Hunter - Chance of Damage(Lethal)
(27) Impeded Swiftness - Chance of Damage(Smashing)
(29) Accuracy IO
(29) Recharge Reduction IO
(31) Recharge Reduction IO -
May I also recommend a good Web Envelope for a 5' wider Immobilize radius, if you're looking for something less...jolty...
I will, however, always love the blaring explosion of Fencing the maximum number of targets <3 -
WHY IS THIS THREAD STILL HERE?
...so...pretty...and strong... @_@ -
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There'd have to be a minimum number of players per side in order to open up a victory reward.
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PPPs kind of depend on secondary as well, but Mu has excellent AoE capabilities to make up for EM's total lack thereof. I use Mu on my EM/ElA as a combination damage and drain, combined with PSink and Lightning Field to sap mobs. Then, I rely on EM's ST damage to take on AVs and such.
Mako is good for cone spam (Three thirty-degree damage cones!), Mace has an excellent immobilize, and Soul has four very good powers, one a cone and one an AoE (And Gloom!)
So it all depends really.
Edit: Forgot to mention, they recently changed it so anyone can pick any PPP once they've gained access to one. You still have to do the missions to unlock a patron, but then you can choose from any of them (You also get a freespec when you do). -
Quote:City of What Was That?LoL, will be nothing but stalkers, no one can see anyone else, all on /hide Zones will have 150 stalkers in them and no one will know it.
No wait...City of Spies...
STALKER SAPPIN MAH PILLBOX!
And one lone Widow sobbing in the corner out of fright, with just enough stacked perception to see an ocean of orange names... -
You'd be looking at either taking the Patron Pet and five-slotting it with Call to Arms, and/or at least two Gladiator sets in your melee attacks.
Fire Shield - 35.4%, six slotted with Titaniums
Plasma Shield - Squat towards S/L
Tough - 17.7%, six slotted with Titaniums
Breath of Fire (Air Burst set) - 0.63%
Patron AoE (Air Burst set) - 0.63%
Summon Patron Pet (Call to Arms) - 1.89%
Steadfast Protection Unique in a Resist power - 3%, increases with lateral enhancements
Gladiator sets in melee attacks to bring it up to 60% = 2 sets of five
It's do-able. I don't recommend it. I would suggest layering defenses to compliment the resists, and +recharge to spam Healing Flames more often. Just my two cents though. -
I was going to post a song and dance number about how the developers don't care about our opinions concerning PVP, but I decided I don't feel like being banned.
Like, ever. -
Quote:It probably was just thrown together (City of Blasters anyone?) :PAgreed. When I look at the powers that Fire/ offers, it looks and feels like it was just thrown together.
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...