A guide to your Fire/Stone tank
Oh, and to all you aspiring fire/stone tanks, you will learn alot about the other ATs, getting to sit back and hold agro while watching what everyone else does. Fire/stone is an amazing combo so have fun with it!
nobody likes my guide
I wouldn't say that nobody likes your guide...it can be a tough set to play. My first tank (also my main) was/is a fire/stone...and I didn't get into the game until after the nerfs. Couple that with the fact that most folks on the boards feel that the fire primary is gimped and mostly unplayable compared to the others...a newbie (or experienced players for that matter) may not even take an interest.
Personally I love my fire/stone tank...and I think you may have underestimated the power of fault+burn. I have had fault (3 Acc SO) knock down +2's...I have even had luck with two faults knocking a +4 on it's rear. When they're stunned, they don't run out of the patch as fast...at least they haven't for me (ymmv). Fault then a burn patch (with I7 changes) and let the barbeque begin. I don't like tremor's animation time...but that's just me. Otherwise a pretty good guide, though...better than the one I didn't make.
Fire Brick - Fire/Stone Tanker
Plasma Brick - Fire/Fire Blaster
Dark Brick - Dark/Regen Scrapper
Electron Transfer - Kin/Elec Defender
Zeake Ferrari - PB
Mr. Rick - Inv/SS Tanker
Einsiedler - Bots/Traps MM
Ice Brick - Ice/EM Tanker
One man's paranoia is another man's engineered redundancy.
hmm....i never did try that combo....maybe ill copy over to test and try it out..
Alright, this is my first crack at a guide, i hope you all like it.






, for anyone else











I will be reviewing and giving background information in the fiery aura power set and stone melee for tankers. I will also be giving a rating smileys are good, the more the better, frowns are bad, the more the worse. On a scale of 1-5 faces.
So lets get started shall we!
FIERY AURA
aka: I wanna be a burning ball of death!
Though it is one of the most common sets because of its look and the burn tank era, it really isnt for the first time tanker. It has weak resists, no defense, and requires power pools to be on par with other tankers. For the first timer, it will be difficult, but with a tanker who knows the ropes, this can be an incredible set.
Blazing Aura : A very basic damage aura. Every second or so it ticks dealing minor damage, making it a very effective agro tool. One problem...It misses. This power should be taken for its agro management and deserves 3 slots, 1 taunt, 1 endurance, and 1 accuracy.
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Fire Shield : Your basic but most useful armor. It gives high resists to smashing, lethal, and fire. It also gives a small resist to cold. It will be your most used armor over your carreer. This power deserves 5-6 slots depending on how you play, 3-4 resists, and 2 endurance.
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Healing Flames : A very fast, very effective heal with a small resist to toxic. Though it lacks the +HP and massive heal of the other sets, it is a great power. With the speed that it recharges you will find that you can have almost 3 heals stakced at one time, giving a large boost to toxic resist. In the time it takes Dull pain or the other tankers heals to recharge, you can heal many many times and, if used right, you can find yourself staying in the fight much longer than the other tanks. This power deserves a definite 6 slots, 3 heal, 3 recharge.
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Temperature Protection : This is a passive resist ability giving moderate resists to fire and cold. Two very rare damage types. With cold being so rare and your fire resist bein almost capped with your other powers, this is a definite skip. But if you must take it (which i highly discourage) it deserves 3 slots. all resists.
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Consume : One of the best powers in the set, Consume is a +endurance, a -endurance for the enemy, and minor damage. With 4 enemys hit you can restore your endurance fully with no slots. I reccomend 5-6 slots. 2-3 endurance modification and 3 recharge.
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Plasma Shield : Your resist to Mez, an absolutely essential power. It also gives a large resist to fire and a small resist to cold. This and fire shield will nearly cap your fire resist, a must for fighting nemesis. The mez protection is great, when its on, the only way to be stunned is...well impossible now with the agro cap, though it can be broken through in PvP. This power deserves the same slotting as fire shield.
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Burn : This power used to be awesome, now, it is awful. It makes enemies flee, does small damage, has a long recharge rate, and its only protection is to immobiliztion. I highly discourage anyone from taking this power, but if you must it deserves 4 slots. 2 recharge and 2 damage.
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Fiery Embrace : This power is very useful to one set, fiery melee. It boosts the damage of all fire attacks for 20 seconds and a smaller boost to all attacks for 10 seconds. The large recharge makes it un appealing, if you take it (I highly reccomend for fire/fire tanks) it deserves 3 slots. all recharge.
Rating: situational, for fire melee
Rise of the Phoenix : A very lacluster final power for a tanker, it does not give resists, endurance boosts or anything that the others give. It is a rez, that unslotted leaves you with 1/2 health and 1/2 endurance. The upside is the 20 seconds of invulnerability that can give you time to escape and heal. If this power is take it needs six slots to give full heal and endurance, 3 heal and 3 endurance modification.
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This concludes the Fiery Aura section of the Guide.
STONE MELEE
aka: I want to see the screen shake!
Stone melee is a very under-utilized set that has great potential. It has great damage that can put me on par with some scrappers. Stone Melee also enjoys a very potent disorient effect that has the ability to disorient most foes, PvE or PvP. It has one drawback, its endurance usage. For anyone who plays it, they know it SUCKS endurance. That being said, it is not for the un-experienced player, the endurance usage makes it very hard for a first timer to effectively tank. Experienced players will know how to avoid this and become extremely effective with the set. Now, for this section of the guide i will not give slotting tips because everyone has their own take on how an attack should be slotted. Now! we begin.
Stone Fists : Your basic, low endurance, minor damage, fast recharge attack. nothing fancy here, just an attack that is required. Its disorient is very small.
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Stone Mallet : A moderate damage, mallet attack with a quick recharge. From this power on, all attacks begin to cost major endurance. This power i reccomend for the knockdown, good chance to disorient and it being a staple of your attack chain.
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Heavy Mallet : A high damage, medium recharge, high endurance power. A very effective power that will soon become a staple of your attack chain, adding to its effectiveness is a large disorient chance.
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Taunt : This is taunt, an automatic agro on you power. point, click, agro 5 guys on you. A staple for agro management, dont pass it up.
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Build Up : Your damage boosting attack, it gives a high damage boost, with a long recharge. If you pass this up, dont expect to be doing great damage.
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Fault : A power that does no damage. It has a knockup effect on the enemy and a small disorient. In my opinion, a waste of a power. It does nothing but put weak enemies on their back for 2 seconds.
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Hurl Boulder : So you want ranged on a tanker? This would be your power, medium range, medium damage, medium recharge. Not the best power because of its LONG animation time. I skipped it, some swear by it, i believe that it has no place in this set.
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Tremor : Finally, the AoE. Medium damage, medium damage, and a decent recharge rate. It has high knock up chance, combined with the short recharge, nobody can touch you. A must have.
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Seismic Smash Last, but certainly not least, the tank nuke. This power gives extreme damage, a moderate recharge and high endurance, easily one of the best powers in the set, with the ability to deal over 400 damage to a blaster in PvP and one shot most minions in PvE. If you want damage, this is your power.
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This concludes the Stone melee section of this guide.
Now, if youve read this far you must be asking "Gee, Fluffernutter, what would i choose for power pools? its such a mind-boggler."
Well ive got you covered. In this section i will give the four essential power pools to the fire/stone build and what powers to take within them. If asked for speccifically i will give you my opinion on any other power pool.
Fitness: take either swift or hurdle, health, and stamina. why? because your endurance will die without stamina. 3 slots of endurance to stamina and 3 slots to health for heal.
Speed: Hasten, essential to keep those attack chains movin and healing flames and consume comin up regularly. 3 slots for recharge. If you want a second travel take SS.
Leaping: Combat Jumping, Super Jump, and Acrobatics. With fire being the only set without a knockback resist you need acrobatics, this entire pool can be left unslotted.
Fighting: punch, Tough, Weave. As a fire tank, you have no defense, weave will help you out there, same slotting as the armors. Tough will put your Smashing/lethal resist through the roof, slot as the other armors.
Now your saying to yourself, "hmm....now what about that epic pool? i have open powers i can take"
Well in my opinion there is only one pool and one power you need from your epics. Body Mastery's Conserve power to cut down highly on your endurance usage.
So, now that you know what a fire/stone tank needs and can have, why dont you go out an make one?
Any feedback is welcome, wether it be negative, posotive, inquisitive, or just plain stupid.