Pyro_Beetle

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  1. A little explaination about the origins of this build. I left the game after I3, when Burn Tankers ruled and the rest of the game was screaming "Tank Mage" and crying for nerfs.

    In returning to the game I found that these nerfs had occured, and many others as well, which forced me to come to a different idea about the working of a Fire/Fire Tank.

    Much like rebuilding Steve Austin, Pyro Beetle has come out of the surgery faster, leaner and better (well not exactly, but still functioning, just differently). Many old conceptions had to be abandoned entirely, and what emerged from the crucible is still very viable, and in many ways more flexible than a I3 Burn Tanker.

    Name: Pyro Beetle
    Level: 50
    Archetype: Tanker
    Primary: Fiery Aura
    Secondary: Fiery Melee
    ---------------------------------------------
    01) --> Blazing Aura==> EndRdx(1) EndRdx(3) Acc(3) Dmg(5) Dmg(5) Dmg(7)
    01) --> Scorch==> EndRdx(1) EndRdx(45) Acc(45) Dmg(45) Dmg(46) Dmg(46)
    02) --> Fire Shield==> EndRdx(2) EndRdx(7) DmgRes(9) DmgRes(9) DmgRes(11)
    04) --> Healing Flames==> Rechg(4) Rechg(11) Rechg(13) Heal(13) Heal(15) Heal(15)
    06) --> Combat Jumping==> EndRdx(6)
    08) --> Consume==> Rechg(8) Rechg(17) Rechg(17)
    10) --> Combustion==> EndRdx(10) EndRdx(19) Acc(21) Dmg(21) Dmg(23) Dmg(23)
    12) --> Plasma Shield==> EndRdx(12) EndRdx(25) DmgRes(25) DmgRes(27) DmgRes(27)
    14) --> Super Jump==> EndRdx(14)
    16) --> Boxing==> Acc(16)
    18) --> Burn==> Dmg(18) Dmg(19) Dmg(29)
    20) --> Tough==> EndRdx(20) EndRdx(29) DmgRes(31) DmgRes(31) DmgRes(31)
    22) --> Build Up==> Rechg(22) Rechg(33) Rechg(33)
    24) --> Acrobatics==> EndRdx(24) EndRdx(33)
    26) --> Fiery Embrace==> Rechg(26) Rechg(34) Rechg(34)
    28) --> Fire Sword Circle==> EndRdx(28) EndRdx(34) Acc(36) Dmg(36) Dmg(36) Dmg(37)
    30) --> Weave==> EndRdx(30) EndRdx(37) DefBuf(37) DefBuf(39) DefBuf(39)
    32) --> Rise of the Phoenix==> EndMod(32) Heal(46)
    35) --> Incinerate==> EndRdx(35) EndRdx(39) Acc(40) Dmg(40) Dmg(40) Dmg(42)
    38) --> Greater Fire Sword==> EndRdx(38) EndRdx(42) Acc(42) Dmg(43) Dmg(43) Dmg(43)
    41) --> Char==> Acc(41)
    44) --> Fire Blast==> Acc(44)
    47) --> Fire Ball==> EndRdx(47) EndRdx(48) Acc(48) Dmg(48) Dmg(50) Dmg(50)
    49) --> Taunt==> Rechg(49)
    ---------------------------------------------
    01) --> Sprint==> Run(1)
    01) --> Brawl==> Acc(1)
    01) --> Gauntlet==> Empty(1)
    02) --> Rest==> Rechg(2)

    As one can see, this Tank is balanced for PvE, not PvP. Fire Tanks are still at a disadvantage when it comes to PvP, and I doubt this will ever change.

    Old conceptions abandoned:

    Fitness Pool: The old standby for all toons is no longer necessary with the slotting nerf, and indeed, still trying to fit it in would have crippled the utility of this build. Endurance Reduction is heavily slotted for all used powers, and the build still regens endurance even with all toggles running, which is something that the old Burn Tank build did not.

    Hasten: This would have been a nice tool to have, but its lack of "perma" status really calls into question its overall usefulness. It could be fit into the build (replace Rise of the Phoenix with it), but I prefer a nice even damage curve to one with alot of spikes to it.

    Concept: The concept remains the same. Gather up a group of enemies, and knock them all down. This is quickly and easily done using the abundant AoE goodness still provided by this AoE tank, with Burn serving as a last ditch "oh shoot" power to scatter a mob so you can jump out while they still take a little damage. Fiery Embrace + Build-up then trigger the Combustion, Firesword Circle, Fireball sequence on groups smaller than 16 minions. Consume as needed (only 3 hits will recharge to full even without being slotted for this, thus only the recharge slots) On groups with more than 16 minions you might want to space out your FE and BU, hoping to increase the damage across more than a single attack cycle...Incenerate, GFS, Scorch down bosses then Lts in that order, as the FE will last beyond the initial AoE volley.

    By the time that Bosses and Lts have been burned down with single attack powers and the next group is being pulled to your corner your BU and FE will have recharged, rinse and repeat.

    This build was tested on a older Freak Mission with L52 Minions, and even with the endurance draining properties of the Freaks I saw no need for Stamina.