IO build example: Fire/Fire Tanker
If you look 3-5 posts back and note the "Date", this post is quite old (2+ years).
A lot of the sets in your build didn't exist back then. A lot of the possibilities when building with IOs hadn't been realized yet.
You should probably post that up in the Tanker forum if you really want a review, instead of in a necro'd thread (albeit a very good old thread).
edit: I see you have already done so. Good luck.
Posted here first cus it is the only fire/fire guide up, and the last post was maybe 2 weeks ago so people still read it.
Plus, the other post I put up, the only person to reply so far basically took a page out of this guide and went from there.
*shrug*
Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.
Wow, I'm surprised this guide is still around, never mind that people are still reading it.
Some background: I wrote this guide when Invention Origin sets had first been released to the training room, back when Issue 9 was still in beta. At the time I wrote it there was considerable griping about the IO sets. The most common complaint that I saw at the time was that IOs were inferior to HOs. A lot of veterans complained bitterly that their HO-packed builds didn't stand to benefit at all from IOs, and that IOs didn't actually represent an increase in power from what was available in Issue 8.
I felt differently, and to combat that prevailing opinion, I wrote a few small guides about how you could slot certain types of powers: Health, Combat Jumping, AoE holds and Melee Damage. The idea was to demonstrate that considerable benefits were available through slotting IOs, not just in enhancement value, but also in set bonuses. The response to those was positive, but many people still complained that the set bonuses were too small to be meaningful.
I wrote this guide in order to prove otherwise. I like to think that it helped the undecided parts of our community grasp the potential of set bonuses, even if just a little bit.
By today's standards, the builds I illustrated in this guide are archaic. They don't take into account the new IO set types (endurance modification, knockback, etc), nor the new Purple or PvP sets. I wouldn't build for regeneration on a resist+heal based set like Fiery Aura - my feeling is that regeneration pairs best with defense. But I also wasn't trying to build the most effective tanker, I was trying to illustrate that building for set bonuses can have meaningful, even transformative effects on a build; in this case, letting a tanker duplicate many of the powers in the Regeneration power set without diminishing its effectiveness. These days that point is taken for granted, and so this guide is useful mostly as an example of how to think about building for set bonuses or for an insight into how things were when Issue 9 was in beta or had just come out.
These are the approaches I would take today with a fire/fire tanker:
a) build for positional defense. This is hard, and I've only been able to get melee up to around 36% and ranged and AoE to 26% without really cutting into the powers I like on my build.
b) build for typed defense. This is easier, and _Deth_'s build above is a good place to start. I'd tweak it some, but a good discussion of his build is taking place here: http://boards.cityofheroes.com/showthread.php?t=142936
c) build for recharge. This can get expensive, since this is a popular build option across all ATs and the biggest set bonuses can be the priciest. But builds that rely on click heals and AoEs, like Fire/Fire does, can benefit from a lot of global recharge, so it's worth pursuing.
Thanks for reading the guide, and thanks for all of your comments.
Scrap
Even now going into issue 16 this guide is still very useful. as a person who never thought about using IO sets, i was using reg IO's but since I9 saved up my money and now i have a dual build tank AoE and Single target. Single target is Set by set equal to this And my AoE set still missing a couple worth a little over 100million inf. (combat jumping Global recharge, and the Last one in health with a global bonus.) Now i am Broke broke broke. Sheesh ill never see that much money ever again. Awesome guide though. or still cant decide how i feel.
Fire/Fire tankers are awesome! The Fire/Fire tank is the first build that I was able to play all the way though. I enjoyed it so much that I am now playing a Fire/Fire Scrapper
Enjoyable Guide by the way
Bah
"if the market were religion Fulmens would be Moses and you'd be L. Ron Hubbard. " --Nethergoat to eryq2
The economy is not broken. The players are
Well, I am not one to judge, but I took the build posted and tweaked it a bit.
My gf had pretty much given up on one of her favorite toons, her fire/fire tanker. Did tons of damage, but in certain situations the incoming damage was too much. Looking at the builds listed here, they were built towards regen, and well, were kinda squishy.
I tinkered a bit, and here is my proposed build for her fire/fire/pyre tanker.
any input would be appreciated.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Fire Tanker 1: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (3) Reactive Armor - Resistance/Recharge[*] (9) Reactive Armor - Resistance/Endurance/Recharge[*] (31) Reactive Armor - Resistance[*] (37) Steadfast Protection - Resistance/+Def 3%[*] (43) Steadfast Protection - Knockback Protection[/list]Level 1: Scorch <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (3) Kinetic Combat - Damage/Endurance[*] (7) Kinetic Combat - Damage/Recharge[*] (17) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 2: Blazing Aura <ul type="square">[*] (A) Obliteration - Damage/Recharge[*] (5) Obliteration - Accuracy/Recharge[*] (13) Obliteration - Damage[*] (17) Obliteration - Accuracy/Damage/Recharge[*] (45) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (45) Obliteration - Chance for Smashing Damage[/list]Level 4: Healing Flames <ul type="square">[*] (A) Numina's Convalescence - Endurance/Recharge[*] (5) Numina's Convalescence - Heal/Recharge[*] (7) Numina's Convalescence - Heal/Endurance/Recharge[*] (23) Numina's Convalescence - Heal/Endurance[/list]Level 6: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 8: Combustion <ul type="square">[*] (A) Obliteration - Damage[*] (9) Obliteration - Accuracy/Recharge[*] (11) Obliteration - Damage/Recharge[*] (27) Obliteration - Accuracy/Damage/Recharge[*] (34) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (40) Obliteration - Chance for Smashing Damage[/list]Level 10: Consume <ul type="square">[*] (A) Eradication - Accuracy/Damage/Recharge[*] (11) Eradication - Accuracy/Recharge[*] (15) Mocking Beratement - Taunt/Recharge/Range[*] (33) Mocking Beratement - Taunt/Recharge[*] (39) Mocking Beratement - Accuracy/Recharge[*] (43) Mocking Beratement - Recharge[/list]Level 12: Plasma Shield <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (13) Reactive Armor - Resistance/Endurance/Recharge[*] (15) Reactive Armor - Resistance[*] (23) Reactive Armor - Resistance/Recharge[/list]Level 14: Super Jump <ul type="square">[*] (A) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 16: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 18: Health <ul type="square">[*] (A) Miracle - +Recovery[*] (19) Numina's Convalescence - Heal[*] (19) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - Chance for +End[*] (21) Performance Shifter - EndMod[*] (21) Endurance Modification IO[/list]Level 22: Burn <ul type="square">[*] (A) Obliteration - Accuracy/Recharge[*] (29) Obliteration - Damage/Recharge[*] (34) Obliteration - Accuracy/Damage/Recharge[*] (40) Obliteration - Damage[*] (45) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (46) Obliteration - Chance for Smashing Damage[/list]Level 24: Boxing <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (25) Kinetic Combat - Damage/Endurance[*] (25) Kinetic Combat - Damage/Recharge[*] (33) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 26: Tough <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (27) Reactive Armor - Resistance/Recharge[*] (37) Reactive Armor - Resistance/Endurance/Recharge[*] (43) Reactive Armor - Resistance[/list]Level 28: Fire Sword Circle <ul type="square">[*] (A) Armageddon - Chance for Fire Damage[*] (29) Armageddon - Damage/Recharge[*] (31) Armageddon - Accuracy/Damage/Recharge[*] (34) Armageddon - Accuracy/Recharge[*] (40) Armageddon - Damage/Endurance[/list]Level 30: Build Up <ul type="square">[*] (A) HamiO:Membrane Exposure[*] (31) HamiO:Membrane Exposure[*] (39) HamiO:Membrane Exposure[/list]Level 32: Fiery Embrace <ul type="square">[*] (A) HamiO:Membrane Exposure[*] (33) HamiO:Membrane Exposure[*] (37) HamiO:Membrane Exposure[/list]Level 35: Weave <ul type="square">[*] (A) Luck of the Gambler - Defense[/list]Level 38: Incinerate <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (39) Kinetic Combat - Damage/Endurance[*] (50) Kinetic Combat - Damage/Recharge[*] (50) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 41: Ring of Fire <ul type="square">[*] (A) Enfeebled Operation - Accuracy/Recharge[*] (42) Enfeebled Operation - Endurance/Immobilize[*] (42) Enfeebled Operation - Accuracy/Endurance[*] (42) Enfeebled Operation - Immobilize/Range[*] (46) Enfeebled Operation - Accuracy/Immobilize/Recharge[*] (46) Enfeebled Operation - Accuracy/Immobilize[/list]Level 44: Melt Armor <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 47: Fire Ball <ul type="square">[*] (A) Ragnarok - Damage/Endurance[*] (48) Ragnarok - Damage[*] (48) Ragnarok - Damage/Recharge[*] (48) Ragnarok - Accuracy/Damage/Recharge[*] (50) Ragnarok - Accuracy/Recharge[/list]Level 49: Rise of the Phoenix <ul type="square">[*] (A) Recharge Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (36) Kinetic Combat - Damage/Endurance[*] (36) Kinetic Combat - Damage/Recharge[*] (36) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]9% DamageBuff(Smashing)[*]9% DamageBuff(Lethal)[*]9% DamageBuff(Fire)[*]9% DamageBuff(Cold)[*]9% DamageBuff(Energy)[*]9% DamageBuff(Negative)[*]9% DamageBuff(Toxic)[*]9% DamageBuff(Psionic)[*]33.9% Defense(Smashing)[*]33.9% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]6.75% Defense(Energy)[*]6.75% Defense(Negative)[*]3% Defense(Psionic)[*]29.3% Defense(Melee)[*]4.88% Defense(Ranged)[*]3% Defense(AoE)[*]3.6% Max End[*]3% Enhancement(Immobilize)[*]6% Enhancement(Heal)[*]46.3% Enhancement(RechargeTime)[*]57% Enhancement(Accuracy)[*]5% FlySpeed[*]147.6 HP (7.88%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 2.75%[*]MezResist(Immobilize) 14.3%[*]MezResist(Stun) 6.6%[*]9.5% (0.16 End/sec) Recovery[*]24% (1.88 HP/sec) Regeneration[*]5.04% Resistance(Fire)[*]5.04% Resistance(Cold)[*]1.88% Resistance(Negative)[*]5% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Reactive Armor[u]
(Fire Shield)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Steadfast Protection[u]
(Fire Shield)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[*] 3% Defense(All)[*] Knockback Protection (Mag -4)[/list][u]Kinetic Combat[u]
(Scorch)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Obliteration[u]
(Blazing Aura)<ul type="square">[*] 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)[/list][u]Numina's Convalescence[u]
(Healing Flames)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[*] 35.1 HP (1.88%) HitPoints[*] 6% Enhancement(Heal)[/list][u]Luck of the Gambler[u]
(Combat Jumping)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Obliteration[u]
(Combustion)<ul type="square">[*] 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)[/list][u]Eradication[u]
(Consume)<ul type="square">[*] 1.8% Max End[/list][u]Mocking Beratement[u]
(Consume)<ul type="square">[*] 1.8% Max End[*] MezResist(Held) 2.75%[*] 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)[/list][u]Reactive Armor[u]
(Plasma Shield)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Blessing of the Zephyr[u]
(Super Jump)<ul type="square">[*] Knockback Protection (Mag -4)[/list][u]Numina's Convalescence[u]
(Health)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[/list][u]Performance Shifter[u]
(Stamina)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[/list][u]Obliteration[u]
(Burn)<ul type="square">[*] 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)[/list][u]Kinetic Combat[u]
(Boxing)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Reactive Armor[u]
(Tough)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Armageddon[u]
(Fire Sword Circle)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Kinetic Combat[u]
(Incinerate)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Enfeebled Operation[u]
(Ring of Fire)<ul type="square">[*] 3% Enhancement(Immobilize)[*] 1.88% Resistance(Negative)[*] 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)[*] 3.75% Enhancement(RechargeTime)[*] 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)[/list][u]Ragnarok[u]
(Fire Ball)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Kinetic Combat[u]
(Brawl)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list]
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Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.