Fire Primary Guide - Fiery Aura
It is short and concise, and I agree w/ everything execpt slotting burn later rather than sooner. Good job man.
TW
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The guide is good. I will however make some comments on fiery embrace since I don't fully agree withyour take on it.
I only advocate it if you have fire for your secondary.
With six recharges it's up 50% of the time for fire attacks. With hasten, you can get the recharge to the mid 40s. This gives uptime of 66% or so. This is very impressive. Compared to build up, it is a very nice power. If you have take the fire secondary you have to think of this power as a 3 SO boost 50% of the time (roughly 1.5 SOs therefore in all fire powers). With hasten it comes out to 2 SOs in all fire attacks.
My evaluation would be: for fire secondary, reccomended, otherwise skip.
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Very nice guide!
A couple of comments from my perspective (since the guide is written from yours ).
Blazing Aura is a Must Have for low levels--I slotted it 1 Acc, 5 Dmg on the route to Burn and it really helped me level faster. After Burn, I would say that it drops to the Should Have or Optional category. There are many pluses to the power for gathering groups together in missions/herding, as well as for a continued damage power, but it becomes more situational and will depend on personal desire/playstyle (it is another passive damaging power as opposed to the "I want to hit something" playstyle). I personally respecced out 4 slots when I respecced around level 24 and still have only 1 Acc and 1 End Reduc. enhancement in it. It is by far the most expensive toggle in the Fire primary or among the common toggles taken by Fire tanks, such as Tough, Weave, Acrobatics, Super Jump, Super Speed, etc. I believe it is twice as expensive as either Fire Shield and Plasma Shield. You can check out the Toggle Cost calculator for comparisons at:
http://www.arscoh.com/phpBB2/calcs/toggleendcosts.php
Unless you really hate using Burn for damage (and there are a few Fire tanks that do--and only use it for status protection), then I would recommend 6-slotting Burn with Damage enhancements ASAP. It truly is the power that defines the class for most Fire tanks! It makes up for our relative squishiness by allowing us to take out opponents faster. As one poster put it in another thread--a Fire tank's best defense is the damage it does. Since the secondaries chosen by Fire tanks differ (and can be chosen by other types of tanks), it really comes down to the damage done by Burn (since other tank primaries have powers roughly comparable to Blazing Aura). To maximize that offensive defense, you need to maximize the potential of Burn. I'm not a Fire tank that likes to do nothing but Provoke/Burn, but I also recognize that it is the most efficient means to take out minions and is a major factor in taking out LTs and Bosses. It is also relatively End efficient, so you can continue to damage your opponents with the Provoke (soon to be Taunt) and Burn cycle while recovering End for other attacks.
Just my 2 Infl., YMMV.
CGU:
Honor Harrison: 50 PB
CGS:
Capt. Arabella Blood: 50 Ice/Kin C
Maiden Might: 50 SS/INV B
Valentina Metis: 50 NW
Dark Falconayra: 45 EM/DA B
Imperiatrix: 45 Fire/Kin C
Fiona Flitterwing: 47 Ice/Kin C
Doc Electroshock: 43 SM/ELA B
Issue 3 & changes:
Fire Shield gets Disorient protection, making it even more essential.
Healing Flames loses Disorient protection, this improves the power as you can now use it to heal and not waste it for the Disorient protection if at full hp.
Plasma Shield takes the Hold/Sleep protection from Burn and improves it. It's a very good power to pick during the teen levels now, and getting it at 12 is not a bad idea at all.
Burn loses the Hold/Sleep protection but retains the Immobilize protection. Highest dps slotting is 3 Dam/3 Recharge (No perma-Hasten) or 4 Dam/2 Recharge (perma-Hasten), this is true in both I2 & I3.
The common slotting for Burn (6 Dam) gives tripple damage/patch at normal recharge (compared to unslotted) while 3/3 will give double dam at twice the recharge speed (4 times normal damage when considering stacking). 4 Dam/2 Recharge + perma-Hasten will yield more damage/patch than 3/3 and it will recharge faster too.
Can someone confirm the DPS numbers on this post? Everyone seems to go 6 slotted damage or just one recharge reduction.
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Can someone confirm the DPS numbers on this post? Everyone seems to go 6 slotted damage or just one recharge reduction.
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I don't understand the need for any recharge in Burn. My Fire/Fire tank has Burn 6 slotted with Damage, and all through his 30s and 40s he could laydown a second burn patch before the first one is finnished.
By the way, when I did my lvl 34 repec, I removed one slot from Hasten. So it's now 5 slotted with recharges. It is not truly Perma-Hasten, but the down time is small enough that I can live with it. I used the slot in another power.
Regardless, my burn patch still overlaps in multiple castings.
"The one thing that can stop a full team of MasterMinds dead in its tracks... a doorway!" --Frogfather
Great guide, and that helped me make some decisions about Temp Protection and Plasma Shield - thanks.
It should be noted that Healing Flames now gives some moderate resistance to Toxic Damage, which is helpful in earlier levels when fighting Vazh or Kraken.
Nice guide and thanks for the advice...I will respec out my Temp Protection and replace it with Firey Embrace
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Nice guide and thanks for the advice...I will respec out my Temp Protection and replace it with Firey Embrace
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Holy necro. You did read the last *date* on that, correct?
While I can't argue with the change you're talking about, if you plan on *any other* changes due to this guide - whose last reply before yours was *two years* ago - I'd highly recommend going to the Tanker forum and asking around.
Not only are comments on six slotting moot at this point, with ED, but IOs may give you more to consider.
Fiery Aura - Tank Primary Powers
After seeing way too many question on the board and to update some of the guides already out there, I decided to put together a guide to the Tank Fire Primary. I have swiped and stolen ideas from experience and many posts that I have see. Also, I have spent quite a bit of time talking to other fire tanks to get their perspective.
That said; understand that this guide is designed for my view of a tank. One of the reasons to choose a fire tank is the offensive damage you can do with one, no matter what secondary power you choose. I tried to design mine with a balance between defensive and offensive powers. All of the powers listed are based on Issue 2 and I will update this after 3 hits and I have a chance to try them out. I have tried to rank the powers based on things you must have/should have/optional/not needed.
Blazing Aura This is a decent AoE that runs as a toggle. It does use a bit of endurance, and with all of your other toggles it can be expensive. On the plus side it is a constant tick of damage that adds up fast. Any time you can save yourself an attack, you have saved yourself endurance for your defenses. I would slot it with (Acc, End Red, and as many Dmg as you can spare). I do not have this six slotted yet at 38, but will have it soon. This is a wonderful power for getting and holding aggro. You can run around a room of bad guys, then run out and jump around a corner or door and they will follow you like lost puppies, just in time for you to Provoke them and put them away with all of your attacks. This one is one of my favorites but I will list it as a SHOULD HAVE.
Fire Shield This is your first armor and gives you decent fire/cold and as an added bonus lethal/smashing. You cannot add enough slots to this power. If endurance is a problem before consume and stamina, but an End Red in it for a while. After you are able to recover endurance better replace it with a Dmg Res. I have this 6 slotted at 38. You wont need to slot it heavily early on, but as you notice that you are taking more damage, add a slot on your next level up. This one is a MUST HAVE.
Healing Flames This power heals you for a decent value and gives you protections from disorient. If you dont think you need it, wait until you hit the Tsoo in Talos Island. Your protection gets better as you increase in level. Be warned that at level 22 all it takes is 2 or 3 Inkmen hitting you at once and your toggles are gone, you cant do anything and your soon going to be seeing the floor. Be patient and approach the large groups cautiously. My best advice at this point is to put this on auto-cast until Issue 3 comes out. I currently have this one slotted with one Rch Red, and 3 Heals. By the time I finish it will be 6 slotted. Given that as a fire tank you are going to be taking some serious damage from time to time this one is a MUST HAVE.
Temperature Protection This power currently listed as giving you passive fire/cold protection. You get an amazing amount of protection from your two toggles Fire/Plasma Shields. With both shields fully slotted you are only short on maximizing your cold protection. Honestly, the only reason I could think to take this power at all is if you wanted to max out your cold resistance and you wanted some fire/cold protection if your toggles went down. Yes, I know your toggles can get blown quite a lot and some protection is better than no protection. However, I do believe there are plenty of other powers that will do you much more good in the long run. Unless the development team is willing to add something to this power I am going to have to list it as a NOT NEEDED.
Consume This is an attack power that IF you hit the bad guys, you get some endurance back from them. At the early levels this is huge. Tanks stink at endurance to start with especially trying to run so many toggles. This does very minor damage when it hits and is a great way to get the bad guys attention in an area around you. You really only need to hit about 3 guys for this to max out your endurance, but you have to hit them. This is usually not a big problem at the lower levels, but as you advance and start taking on higher-level mobs it becomes problematic. You can mix and match any combo of Rch and Acc or even End Rcv. Personally I have this 4 slotted (with perma-haste) and it has 3 Rch and one Acc. I may or may not add one more Acc to it later. This power is a SHOULD HAVE even if you are planning on taking Stamina. I strongly recommend both powers, because there is not an AT out there who could not use more endurance.
Plasma Shield This power give you protection from positive and negative energy and some fire resistance as well. With this one fully slotted you will easily reach the cap on fire resist (You can now laugh at CoT Behemoths). It also is a toggle, and before I was able to get Stamina, I only turned it on when I needed it. Now, I have it running all of the time. Once again you can sub in an End Red. into one of the slot as needed and replace it later. As of issue 2 you do not have to take it early, it can wait for the mid 20s, but you will want it slotted up full by your mid 30s. This will change a bit for issue 3. This is a MUST HAVE.
Burn Oh how fire tanks love/hate burn in the same breath. This is realistically a pet that you cannot buff. When you use flames will burst around you and the bad guys will want to run away. Currently you MUST use Provoke or some other hold to keep the bad guys in the flames. Issue 3 Taunt will be able to do it better. You will need to slot it up, but you dont have to slot it up that quickly to see the damage. Currently mine is slotted up with 4 Dmg at level 38 but it will have 6 before too long. The amount of damage that you can do to minions with this power is amazing. But, you have status protection tied in with this power. Without a recharge, you can keep your status protection covered quite easily. The problem is that when you cast burn, if there is a status on you already, it can slip in between the Burns and shut off your toggles. After a while you will find that a slight delay will keep your status safe in most battles. If you get hit with too many statuses at once, it will blow through burn as well. On a different note, you can use burn without Provoke to temporarily chase the bad guys away. If you need a second or two break (see Rise of the Phoenix below) this is a fairly useful tactic to keep you alive. This power is a MUST HAVE for the status protection on it.
Fiery Embrace This power boosts all of your attacks for the next 10 seconds and all of your Fire attack (not burn) for about the next 30 seconds. You can fully slot this with recharge and add in Haste and come real close to almost no down time, but I dont believe it is worth it even for a Fire/Fire tank. I have one Rch in mine now, and will be adding one End Red. in it before too long and that is about it. As a fire tank you are doing decent damage already, but this just adds icing to the cake, or makes those mobs that are a little too high a bit easier to handle. If I had to choose between this and Build Up I would take FE every time. This is probably an OPTIONAL, but I think of it more along the lines of SHOULD HAVE for those times you really step in it.
Rise of the Phoenix This is a self rez power that currently gives you about half your hit points and half of your endurance. When you use it there is a short pause and then you knock back all of the bad guys gloating over your corpse. You do rise up in the air in true rez fashion, but you only have a second or two to start hitting your toggles before all of the bad guys who were gloating before are back trying to beat you senseless. There have been a few times when I have cast Burn as soon as possible to buy another few seconds. This power is slated for major update in issue 3 and it will be much appreciated. I took this power early primarily to give the defenders a chance to use their rez on the squishies who need it more than I do. I have 2 heal slots in it to give me a little over half health and will probably only add one slot more at most. This power is truly situational, so it does not really warrant a lot of slots. It is a blast to see in action, but the power is definitely OPTIONAL at this point, maybe even after issue 3, I will have to check it out at a later date.
That about raps this guide up. One of the hardest things to remember as a fire tank is that you can NOT take the damage that a Invul or Stone tank can. But, you do far more damage with burn than they ever will. It is a trade off you are going to have to live with, or choose another type of tank. In mass numbers of minions, the damage you can do is almost staggering over time. If the bad guys are hurting you too fast, you will not survive them.