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Posts
1230 -
Joined
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For Tanks I like:
SD/Fire/Pyre or Energy Mastery
Ice/Fire/Pyre or Energy Mastery
Electric/Fire/Pyre or Energy Mastery -
Absolutely, I have a level 50 Fire/Axe/Pyre on Liberty and he was a blast to level. You should have a great time leveling him.
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Okay, I did it. I rolled a Fire/Electric, now I'll have to see how far I can level him before the 9th. No worries though, I have several Fire Tanks here to choose from.
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Curse you Rangle, now I'm thinking about a new Fire Tank. I must say the only combo I'm missing from my Fire Tank collection (although strewn across the servers) is a Fire/Elect...which I've been looking at... I originally planned on running my Fire/Fire/Pyre, but now... *waves fist* RAAAaaannngle (ala Kirk's KAAAAaannnnhhhh).
But back to the topic, roll a Fire/SS you won't be sorry. They are fun all the way to 50, which isn't long once Rage kicks in.Oh, btw, if you think Blazing Aura and Burn are good, wait til you see them Raging!! Not to mention the Footstomp + Burn + Rage, ah...the good ol' days...I'm half tempted to roll one again!
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Try a Fire/SS, they get insanely fun. Fire/SM is pretty crazy as well. I imagine that a Fire/Elect would be pretty cool as well...Fire/Dark seems pretty good to, mines at 28ish right now... Fire/Axe is good, from what I've seen Fire/Mace is good (mine's too low to tell atm)...wait...am I helping?
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I've also noticed that after a certain level (right around the 30s) most teams can pretty much wipe out mobs before IP is much of any use. So it's run is relatively short lived unless you're soloing or running in small teams. Also IIRC after a certain "mob level" they tend to resist the patch more (I believe it was yellows and above, from the last time I played an IMer) so if you're running at higher settings IP is less affective. YMMV
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Instead of slotting for IO Set Bonuses you slot similar IOs (Acc/Dam/Rech for example) from several Sets to get the most from one or more aspects of the power. The goal in "Frankenslotting" is to get better stats than a single Set would provide.
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You know it. Gotta' stress test that new build!
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Any chance we could hook up so I can see one of your IMers in action? I have several IM toons and would love to see how I could improve them. If you're up to it we could meet on the test server. That way I could load several toons with different sets so I have a basis of comparison.
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I agree with what others have already said, Ice Melee is pretty "meh" as far as damage goes. Pumping more damage out of the set might not be that easy. Frozen Aura (Ice Stomp) helps and is fun to watch post 38 (once it has some slots).
As for Electric Armor, it is a Resistant Set so, you'll always be taking damage. Here are some thoughts after leveling mine to 50:
If you don't have Power Sink, get and slot it for recharge and Endurance Modification (I have 5 or 6 slots in mine). You can drain almost all Endurance from mobs with one application and completely with two. No Endurance means the mobs can only use their base attacks (mostly...there are exceptions) which helps reduce the amount of incoming damage. It also replenishes your Endurance, so having this power up frequently really helps if you are having Endurance issues.
Make sure you have Energize 6 slotted with SOs or Common IOs (3 recharge, 3 heals). Doctored Wounds works well here with a minimum of 5 slots for the Recharge Bonus. More healing is important with an all Resist Primary Power set. Plus every time this power fires it reduces the Endurance cost of your powers for 30 seconds.
Also try to slot some Defense into your build. See if you can add the Fighting Pool. Take Boxing, Tough and Weave (as others have mentioned). Try to slot the Unique +3% Defense from Steadfast Protection into one of your armors.
Like Fire Tanks, Electric Tanks really benefit for more Recharge. I went this route with mine and it work pretty well (although I do notice/regret not having more Defense). Take Hasten and Lightning Reflexes if you can to help reduce the recharge times of Energize and Power Sink. If you can work the Unique from Winter's Gift (resist Effect Slow/Recharge) into your build do so. It will help against recharge debuffs.
You should be able to choose a few more powers post level 40 that will help with damage mitigation. You might want to look at Power Master as Energy Torrent will give you another Knock Down power to compliment Ice Patch. And if you're still having Endurance issues Conserve Power and Physical Perfection are there to help. If you want more Damage look at Pyre Mastery.
5-6 slotting Lightning Field will help with your overall damage output. Make sure you have at least 50% (60% or higher is better) Endurance Reduction slotted in it. I like using a full set of Multistrike here, but Frankenslotting with Scirocco's is also and option. Shoot for at least 40% Accuracy and then as much damage as you can.
Hope this helps, post your build and we can help even more. -
Hi all,
The next TTJ will be on Feb 9th, we're going to shoot for a Fire theme for fun, please read the following link for more details. The themed TTJ will not overshadow the basic premise of TT and all Tanks are welcome, all power sets all levels.
http://boards.cityofheroes.com/showt...=193624&page=3
Don't forget that classic TT is on Champion Feb 2nd.
See you all there! -
Hi all,
During the usual mayhem of the Tanker Tuesday Tour Rangle M. Down made a great suggestion for a TTJ theme and I have to say it sounds fun. We'll call it the Winter Meltdown. Here's the idea, at least one or more all Fire Tank team/s (depending on turn out). We'd like enough Fire Tanks to run at least one TF (Sister Psyche, Citadel and Manticore are all possibilities, mostly due to level ranges). Others are possible as well and as always we're open for suggestions (actually an all Fire Tank respec could be very fun as well...). The Secondary Power Set is open as long as the primary is Fiery Aura.
Keeping with the Fiery Aura theme:
TTJ start, we gather by the bonfire (bonfire is supplied by all FA Tanks grouped spamming Burn/ Blazing Aura (drink, eat and other emotes as you see fit)).
Decide on TFs or Trials (I think one of my Fire Tanks has Infernal, so that could be a fun mission to run (or if anyone else with a Fire Tank has it)).
Assign teams as the bonfire burns.
Bring fiery Justice to all.
If I come up with other “fire related” concepts I'll post my ideas. I'm also open to suggestions and fire based TT ideas. So, if you've got a Fire Tank, it's time to bring them out to TTJ, if not, it's time to roll one up!
TTJ will be on February 9th, so you've got some time to get your Fire Tank ready before TTJ hits. Also this will be TTJ's 6 month anniversary! Hard to believe, but yep we've been there for half a year already!
As always TT is open to all power sets and levels and we'll meet in King's Row by IP Gate at 6pm PT\9pm ET.
Note:
Of course this also means we'll have to run an all Ice Armor TTJ in August, The Spring Bash, and Fall Harvest but those are ideas for another day... -
Sounds like you'll be feeling the burn alright. Best of luck with your move, hope all goes well. There is one flicker of light at the end of the tunnel, at least Monday is a holiday! Of course Tuesday I'll be out of the frying pan and into the fire again...
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Hi all,
The only Tank related issue here is that I'm not online Tanking... Just looking at my "to do" list and realizing that today and tomorrow I'm not going to get much Tanking in...sigh... So, I thought I shoot a quick post to the Tanker Forums and see what everyone else is up to. The good news is that tomorrow is Friday (unless you're running a Fiery Aura or Fire Melee then it's FRYday!). Ah well, have a good one all. See ya' when I can get back on. -
It was good to see you there Airhammer. Hopefully next month you'll be able team and get some levels on your new Shield/Ice Tank.
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Another great TTJ. Thanks all for turning out. We were able to field 4 solid teams last night. 2 TFs and 2 mission teams. From the sounds of it the TFs were a success, I think the Manticore team finish in about an hour(?) and the Positron TF sounded like it also went well. Both mission teams ended up in PI. I know mine ran radios, then switched to an arc mission and got to smack down Marauder. Fun times indeed. I'm not sure the mission the other mission team was running, but sounded like they were having fun as well.
Thanks for the great turn out all. See ya' next month on the 9th! -
How about...
Ice/Fire
Ice/SM
Electric/Fire
Electric/Electric
Electric/Axe
Fire/SM
Fire/SS
Shield/Axe
Shield/Mace (which you've already thought about)
Shield/Fire -
TTJ tonight! See you at IP Gate in King's Row (please line up on the wall) at 6pm PT\9pm ET. All power sets and levels welcome as long as you're a Tank! See ya' there!!
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Up to you LSK. If you can get enough folks to run it pre TTJ then go for it. I know Posi can be a bit of a albatross at TT's (people love it or hate it...or maybe love to hate it...or hate to love it...). Anyways, I can provide another Tank if you run during TTJ, otherwise I'll have to pass, as I'll need to be present at TTJ to form teams.
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I'm concerned about the current slotting of Blazing Aura. As it is now you have very little Endurance Reduction in the power. Blazing Aura does and incredible amount of DoT for the Endurance used, but does need to be slotted for Endurance Reduction. Right now if you're having Endurance issues, I'd look at Blazing Aura or at least toggle it off when you're not in mobs. Accuracy also helps Blazing Aura not only for damage but to help with Taunting.
With your current Build I'd pull two slots off of Health and add them to Healing Flames. HF is a damage mitigator as it heals damage, all damage, it also provides 20% Toxic per firing which stacks (My Fire Tanks usually run at approximately 60% Toxic Resistance(when toggled to auto). In missions where Toxic damage is and issue I auto toggle HF and go to town). Either slot HF with Doctored Wounds, or Frankenslot it for Recharge and Healing. For Health four slot it and leave your Numina's Proc and Heal, Miracle's Proc and Regenerative Tissue's Proc. -
Hi LSK,
I see that you're going for high Melee Defense, which I did on my Fire/Em (I think I got him over 33%), but on my Fire/Fire it seems that 25% is pretty good (most likely do to the amount of damage it pumps out. It defeats whole mobs much faster than my Fire/Em). You can build for higher number either for S/L or Melee but it will require more tweaking than I've done.
Here's a few of things I would do differently.
Blazing Aura really needs 5-6 slots for it to come into it's own. I usually go 6 and use Multistrike. Depending on the toon I'll also use 2 Scirocco's (for the Regen) then frankenslot the others. Looking for high End Reduction, Damage and Accuracy. Multistrike fits this criteria to the tea.
I left Burn out of my build. I have it on some toons, basically toons with a secondary that can assist in keeping mobs in the Burn Patch (SM, IM, Axe, maybe Mace-haven't tried it yet- and SS) otherwise I leave it out. Largely it's a player choice/toon concept power now. You can also use it for damage mitigation, but beware in teaming. Not all players know how to play with a "Burn Tank". If you take Burn look to six slot it for Damage and Recharge (if you can get the equivalent for fewer slots by frankenslotting or HOs then do that). Obliteration fits well here, of course depending on what you're building for so do most of the other sets...but Obliteration is built for high Recharge and Damage.
Fire Tanks really benefit from more recharge. You can either go that direction (include Burn in your build if you go this route for damage mitigation) or try to strike a balance between Recharge and Defense). My Fire/Fire/Pyre runs closer to the build I'm posting and is designed for a balance between Defense and Recharge (currently it is semi-retired until I decide what further tweaks I'm going to do and finish my Elect/Fire/Fear Tank).
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Fire/Fire/Pyre Example: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
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Level 1: Blazing Aura M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(3), M'Strk-Dmg/EndRdx(3), M'Strk-Acc/EndRdx(7), M'Strk-Acc/Dmg/EndRdx(17), M'Strk-Dmg/EndRdx/Rchg(23)
Level 1: Scorch C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg(46), C'ngImp-Dmg/Rchg(46)
Level 2: Healing Flames Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(7), Dct'dW-Rchg(34)
Level 4: Combustion Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 6: Fire Shield RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(13), S'fstPrt-ResKB(15), S'fstPrt-ResDam/Def+(42)
Level 8: Consume Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 10: Combat Jumping Zephyr-Travel(A), Zephyr-Travel/EndRdx(37), Zephyr-ResKB(46)
Level 12: Plasma Shield RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx/Rchg(37), S'fstPrt-ResKB(37)
Level 14: Super Jump Jump-I(A)
Level 16: Hurdle Jump-I(A)
Level 18: Health Numna-Heal(A), Numna-Regen/Rcvry+(19), Numna-Heal/EndRdx(19)
Level 20: Stamina EndMod-I(A), EndMod-I(21), P'Shift-End%(21)
Level 22: Boxing Acc-I(A)
Level 24: Hasten RechRdx-I(A), RechRdx-I(25)
Level 26: Tough Aegis-ResDam/EndRdx(A), Aegis-ResDam(27), ImpArm-ResDam/EndRdx(27), ImpArm-ResDam(36)
Level 28: Fire Sword Circle Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 30: Weave LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(33), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(34)
Level 32: Taunt RechRdx-I(A), Taunt-I(33)
Level 35: Build Up RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Greater Fire Sword T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(40)
Level 41: Char Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Acc/Dmg/Rchg(42)
Level 44: Fire Blast Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(45), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Acc/Dmg(45)
Level 47: Fire Ball Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48)
Level 49: Fiery Embrace RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:
11.5% DamageBuff(Smashing)
11.5% DamageBuff(Lethal)
11.5% DamageBuff(Fire)
11.5% DamageBuff(Cold)
11.5% DamageBuff(Energy)
11.5% DamageBuff(Negative)
11.5% DamageBuff(Toxic)
11.5% DamageBuff(Psionic)
13.9% Defense(Smashing)
13.9% Defense(Lethal)
5.5% Defense(Fire)
5.5% Defense(Cold)
12.1% Defense(Energy)
12.1% Defense(Negative)
3% Defense(Psionic)
21.1% Defense(Melee)
9.88% Defense(Ranged)
8% Defense(AoE)
4% Enhancement(Heal)
25% Enhancement(RechargeTime)
59% Enhancement(Accuracy)
105.4 HP (5.63%) HitPoints
Knockback (Mag -12)
Knockup (Mag -12)
MezResist(Held) 2.75%
MezResist(Immobilize) 7.15%
MezResist(Sleep) 1.65%
MezResist(Stun) 8.25%
MezResist(Terrorized) 2.2%
10.5% (0.18 End/sec) Recovery
22% (1.72 HP/sec) Regeneration
3.78% Resistance(Fire)
3.78% Resistance(Cold)
5% RunSpeed
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Set Bonuses:
Multi Strike
(Blazing Aura)
MezResist(Sleep) 1.65%
0.95% Resistance(Fire,Cold)
MezResist(Stun) 1.65%
1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
1.88% Defense(Melee), 0.94% Defense(Lethal), 0.94% Defense(Smashing)
Crushing Impact
(Scorch)
MezResist(Immobilize) 2.2%
21.1 HP (1.13%) HitPoints
7% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
Doctored Wounds
(Healing Flames)
MezResist(Terrorized) 2.2%
1.26% Resistance(Fire,Cold)
4% Enhancement(Heal)
5% Enhancement(RechargeTime)
Obliteration
(Combustion)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Reactive Armor
(Fire Shield)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Steadfast Protection
(Fire Shield)
1.5% (0.03 End/sec) Recovery
Knockback Protection (Mag -4)
3% Defense(All)
Obliteration
(Consume)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Blessing of the Zephyr
(Combat Jumping)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Knockback Protection (Mag -4)
Reactive Armor
(Plasma Shield)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Steadfast Protection
(Plasma Shield)
Knockback Protection (Mag -4)
Numina's Convalescence
(Health)
12% (0.94 HP/sec) Regeneration
35.1 HP (1.88%) HitPoints
Aegis
(Tough)
5% RunSpeed
Impervium Armor
(Tough)
2.5% (0.04 End/sec) Recovery
Obliteration
(Fire Sword Circle)
MezResist(Stun) 2.2%
3% DamageBuff(All)
9% Enhancement(Accuracy)
5% Enhancement(RechargeTime)
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Luck of the Gambler
(Weave)
10% (0.78 HP/sec) Regeneration
21.1 HP (1.13%) HitPoints
9% Enhancement(Accuracy)
Touch of Death
(Greater Fire Sword)
MezResist(Immobilize) 2.75%
28.1 HP (1.5%) HitPoints
2.5% DamageBuff(All)
MezResist(Held) 2.75%
3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Thunderstrike
(Char)
2% (0.03 End/sec) Recovery
2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
Thunderstrike
(Fire Blast)
2% (0.03 End/sec) Recovery
2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
7% Enhancement(Accuracy)
Positron's Blast
(Fire Ball)
2.5% (0.04 End/sec) Recovery
1.58% Resistance(Fire,Cold)
9% Enhancement(Accuracy)
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Possible changes to the build:
GFS, change to Mako's Lowers Melee defense (to around 28%,closer to what I'm doing) increases Ranged.
GFS and Consume, Change GFS to a full set of CI and Consume to Eradication. Increases AoE Defense, maintains Recharge bonus and adds Accuracy.
Consume, reduce to 4 slots use Common IOs, 3 recharge and 1 Accuracy. Gives two slots to use elsewhere. Add one to CJ and put in -20% Slow/Recharge Proc from Winter's Gift. Add the other to Hasten.
Change Tough to Reactive Armor. Gives a little more Melee and Ranged, also Energy and Neg Energy will exceed Ranged and AoE so you should pick up some additional defense there out of Melee.
I'm sure there's more tweaks depending on your play style. This concept has worked well for me. Hope it helps. -
So, I guess this will be a pre-TTJ TF. Not sure I'll be able to make that time, but TTJ will meet none the less at it's usual time 6pm PT\9pm ET by IP Gate in King's Row. We'll see you all there!
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Cool, look forward to having you with us. Looks like we're looking at running a Posi TF tomorrow night. Anyone else have a TF they want to run?
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TTJ tomorrow, same Tank Time, same Tank place!