GladDog's guide to making a Fire/EM tanker ver 3.0


Cypher_Xero

 

Posted

A guide to the ultimate Scranker: GladDog's guide to building a Fiery Aura/Energy Melee tanker ver 3.0 – updated for Issue 9

I wrote a guide for the FA/EM tanker back in issue 2, and updated it every issue until issue 5. Issue 5 made so many changes to the playstyle of this build that I gave up. Enhancile Dysfunction angered me to the point that I gave up on the game. After a year of playing other games I came back to CoH and have come to terms with ED. Here is GladDog’s guide to the FA/EM tanker updated for Issue 9. The changes coming in Issue 10 should not have any effect on this guide.

Before we start, let me say that THIS IS A GUIDE, NOT GOSPEL. I cannot dictate how you play the game. This guide is based on how I play, adjust to your playstyle and have fun!

Fiery Aura has a number of strengths and weaknesses.

Strengths: FA has the highest overall resists after Stone Armor. It also has a buildup power, meaning that anyone taking FA gets 2 buildup powers available. FA can easily cap resistance to fire damage, and can even get close to the cap with DO enhancements. FA has the best heal power available to tankers, with a fast recharge. FA also has a power that can replenish your endurance. FA does have a very useful self rez, although I don’t use it in my FA/EM build. FA has a very good damage aura in Blazing Aura.

Weaknesses: There is no defense (avoiding getting hit in the first place) in this set. This makes Fire tankers more susceptible to mez affects, since the more times you are hit with mez attacks, the more likely you are to get mezzed as the mag stacks up. FA has very low resist to cold damage. Fire is rather endurance intensive. Fire is the only tanker set without a hit point modifier like Dull Pain. FA has no knockback resistance in-set.

The bottom line is that Fiery Aura gives the best damage potential available to tankers, and probably makes the least effective true tanker. While I often do the main tank role with my Fire/EM, I am aware that other tank types that are properly set up and played can do the job better.

Energy Melee also has a number of strengths and weaknesses:

Strengths: No tanker set can approach EM for single target damage. The secondary effect of the EM powers, disorient, is extremely effective and dramatically improves the survivability of the tanker. EM is very endurance efficient compared to other tanker melee sets, since the Tier 8 has a low end cost, taking hit points rather than a lot of endurance to activate. Total Focus is almost guaranteed to disorient your target unless they are an AV. Most of the attacks have very short animations and quick activation times. The combination of Buildup + Energy Transfer + Total Focus will take out almost all Lieutenants in the game if the powers are slotted correctly. EM is about half smash damage and about half rarely resisted energy damage. This varies power to power, with lower level powers generally being more smash, and higher level powers being more energy.

Weaknesses: The powers that define the set, Energy Transfer and Total Focus, are the last 2 powers in the set. It really takes until level 36 to start seeing the true strength of EM. There is only one AoE attack, and while it is available early, it’s not exceptional. The starter power that you are required to take, Barrage, is considered one of the worst available to tankers, due to low damage, long animation and low chance for stun. Total Focus has a very long animation and has a very high endurance cost, although similar powers in other tanker melee sets also have these disadvantages.

It is my determination that for me at least, the best way to play this combination is as a Scranker. A scranker is a tanker set up to do damage, with the ability to off-tank. Fire/EM can be set up as a true tanker, but there are other secondary sets that support tanking better than EM. EM is at its best inflicting damage on a single tough target.

I am going to go over every power in the sets.

[u]Fiery Aura:[u]

Fire Shield – the bread and butter of the set defensively. 30% resistance to Smashing, Lethal and Fire damage, and 10% to Cold damage. This power also supplies resistance to Disorient. No other set gives mez resistance at level 1. This power should be activated at login and never turned off. The end cost is minimal compared to the level of protection. Slotted up this power gives about 48% resistance to smash, lethal and fire damage, and about 16% resistance to cold.

Blazing Aura – a very effective damage aura that generates a taunt effect. A lot of players complain about the high endurance cost, but several player studies have been done over the years showing that damage auras are very endurance efficient as long as there are 3 or more enemies in melee range. Before Stamina this power should be used situationally whenever there are a lot of bad guys surrounding you. After Stamina this should be left on except when you are travelling, as this power will cause suppression of your travel power if it damages a foe.

Healing Flames – after the recent improvements to this power it is an absolute must-have. This power makes up for lack of defense when fully slotted. It has a strong heal, and recycles relatively quickly. It recycles way faster than any heal other tanker sets have. This power also gives toxic resistance that lasts 45 seconds and can be stacked.

Temperature Protection – also known as Hurl-bait. Probably the worst power in the game for a tanker. This supplies 30% resistance to fire damage and 10% resistance to cold damage. Since a fire tank can already more than cap to fire damage with FS + PS, the only thing you get out of this is 10% resistance to a rarely seen damage type, cold. Since this power won’t get slotted up, all you get out of this is 12% cold resistance with an even SO damres enhancement. I highly recommend that tankers skip this power. Brutes get a little more usefulness out of this than tanks, but I think even Brutes skip it for the most part.

Consume – this is an AoE attack that drains health from any bad guys in close range and converts it to endurance for the user. Hitting 3 bad guys will completely fill your bar. This is an absolute must have at low levels. It is highly useful at higher levels as well. It can be slotted for endurance replenishment at low levels and an AoE attack at higher levels.
Plasma Shield – This power supplies 30% resistance to energy, negative energy and fire attacks. It also supplies sleep and hold resistance. Fire Shield + Plasma Shield with good slotting will cap the player’s fire resistance. Good slotting gets you about 48% resistance to energy and negative energy. This is another power that should be left on at all times after you get it.

Burn – This used to be the premier power of any fire tank. This was the reason you became a fire tank. The power is still situationally useful, as it does pump out a lot of damage. Since there is no available way for a Fire/EM to immobilize bad guys they are Burning, I usually recommend that Fire/EMs do not take this power. Since there is no guarantee that you will group with a player with a mass immobilize, and Burn needs to be fully slotted to be effective, this is really a power left to the sets with a way to immobilize bad guys, like Fire/Ice. There are exploits out there that can be used to make Burn effective, but I would stay away from them. The more these exploits are used, the more likely the power is going to be adjusted. And I would bet any adjustment will not be good for players. Burn supplies Immobilization resistance for 45 seconds after casting.

Fiery Embrace – this is a buildup power that buffs fire damage for 20 seconds and all damage for 10 seconds. This is a great 2nd buildup. I use them to fill gaps in fights, but once in a while I fire build up and FE followed by ET + TF. This combination does massive damage even if you are solo. While FE has a longer recycle than Buildup, I like having that extra accuracy and damage available.

Rise of the Phoenix – Even with a tight scranker build, there is one optional power. This is a worthy consideration. RotP is a self rez that stuns all bad guys in close range. It also makes you damage-proof for a few seconds, long enough to get your toggles up. You cannot attack while you are untouchable. I like the power for its retribution effect and because you can give your team time to use wakies.

[u]Energy Melee:[u]

Barrage – also known as tehsuk. This power is low damage, has a long animation and a very low stun chance. You have to take it but don’t slot it, as it really is not a very good power. Brutes find it useful because of its very fast recycle helping with fury building, but not tanks. Keep it on your attack bar for comic relief.

Energy Punch – If tanks had a choice to start with one of their first 2 powers out of their secondary, this would be a far better choice. It does more damage, has a faster animation and has a higher stun chance. This is another good choice for that optional power in a Scranker build.

Taunt – Ranged AoE agro generator. This power attracts the attention of your target and the 4 closest bad guys to him. This power is auto hit in PvE, but has a to hit check in PvP. This power is very useful but not required by tankers. I have it on my true tankers but not on my Fire/EM scranker. The taunt duration is long, 41 seconds for even level minions. I usually slot this with a recharge reducer and 1 or 2 range enhancements. Since I use Hasten, I have to get all the way to +7 bosses for Recycle to exceed Taunt duration.

Bonesmasher – High damage punch with a fast animation and activation. It does good damage and has a high stun chance. I consider this a must have as a filler attack for ET & TF. Energy Punch and Bonesmasher have approximately the same damage over time, but since fighting high value mobs is best served by heavy hitter attacks, I use Bonesmasher. At low levels EP is probably better, but as you get more attacks at high level, having heavier hitters usually works out better. Someone that chose EP and stayed with it all the way to 50 would not be losing much damage except in a short fight over taking Bonesmasher.

Whirling Hands – a PBAoE attack with a nice looking and short animation. It is a very early AE compared to some powersets, available at level 16. Even though damage is kind of low, it is the only AoE attack in the set, and I consider it a must have. If I am main or off tank, I usually start all fights with this attack to generate gauntlet agro.

Buildup – for 10 seconds the player gets a 20% accuracy bonus and an 80% damage bonus. If you can only take one of Buildup of Fiery Embrace, take Buildup because it has a much shorter recycle time. For a scranker build I recommend taking both. If you are on a team that has a +recharge power, by alternating BU & FE you can go about 35 seconds with buffed accuracy and damage with only a very short break. Also, these 2 stack so if you are attacking a tough foe, you can use both and get a 10 second buff of 40% to accuracy and 160% to damage, with a further 10 sec buff to BA and Consume (if you slotted it as an attack).

Stun – a perplexing power. This attack does minimal damage, but will stun almost any target short of an AV. It has a reasonable animation and short recycle. This is an attack you can do without, but it is so handy. This can be used to incapacitate a bad guy that is attacking squishy teammates, or can be used to make a boss ineffective while you handle another bad guy. Playstyle will determine if you would take this power. I skipped it in my build, but I was really torn between this one and a couple of others.

Energy Transfer – the Big Kahuna attack of the set. This is the highest damage attack a tanker can get. I often can one shot minions with this attack when Buildup is active. It has a fast animation, relatively low endurance cost, very reasonable recycle and a good chance to stun. The only drawback to this power is it takes hit points to activate. When the game released the level 50 cost was 44 hp. Now it is 167 hp. The hp cost used to be laughable, now it is an important consideration. A stretched out battle can see this power drawing over a thousand hp from you. While this power is staggeringly powerful, keep an eye on your hp.

Total Focus – This power does the same damage as most other tanker set’s biggest hitter. It is very powerful. BU + ET + Total Focus will take out most Lieutenants in the game. While this power has a high end cost and a long animation, they are in line with other similar powers in other tanker sets. TF has a very high chance to stun, as good as Stun. When fighting a boss I usually start with this attack to get them not hitting me. This is a power that is well worthwhile to slot with disorient duration enhancements. I have HOs in this power. I have a lot of invention sets in other powers but for TF I stayed with HOs. Mine is slotted acc-mez/acc-dam/dam-mez/dam-mez/IO rechrdx/IO endrdx.

Power Pools:
There are several power pools that are virtually required for this set. Some powers are no longer as important thanks to IOs. For a Fire/EM setup for scranking, you have 2 holes in your mez protection. You can either use pools to fill these or you can use IO enhancements. The holes are immobilization resistance and knockback resistance.
The power Burn supplies immob resist, but since this build normally skips this power, the only way to get immob resist is with Combat Jumping. This is part of the leaping pool that has the power Acrobatics, which gives knockback resistance. Obviously this is a good pool to take since it covers both the holes in your mez resistance. If you have knockback resistance from IOs, there is nothing stopping you from taking a different travel power other than annoying bouts of being immobilized.
Since Fire is relatively hard on endurance, getting the fitness pool with Stamina will make playing this setup a lot easier. I also recommend getting Hasten. Since your strength is in your heavy hitter attacks, getting them to recycle faster is a very good idea. It is also helpful to get Consume, Healing Flames, Buildup and Fiery Embrace to cycle faster.

[u]My pool choices are:[u]

Leaping: I got Combat Jumping and slotted it with a Karma: knockback protection enhancement. I also slotted a Steadfast Protection: knockback protection enhancement in Fire Shield. With these I don’t need, nor did I take, Acrobatics. I use SuperJump as my travel power.

Fitness: I took this for Stamina. A little better health regen and better jumping are nice, but I got this for Stamina and faster endurance recovery.

Fighting: This pool has Tough, which adds 23% to smash and lethal resistance when slotted up. This really is a must have power if you are fighting tough enemies.

Speed: I took this for Hasten.

Epic pools: Each of the tanker pools is useful. The choice is really yours.

If you PvP a lot then Energy Mastery is probably the best choice. Focused Accuracy is good for adding accuracy against defense based foes as well as giving +perception. Conserve Power means that for 90 seconds you can attack like an energizer bunny without worrying about your endurance. Laser Beam eyes is a great attack, much better than people give it credit for. It does have a long activation and is a bit low on damage, but it has a lot of good things: Good range, short recycle, reduces defense of the target and low end cost. Energy Torrent is a good cone attack. It does reasonable damage and knocks down most foes in the cone. If you PvP and take this pool, it will take your optional power.

Cold Mastery has a really good hold attack, a lame immobilization power, a nice single target attack and a situational targeted AoE attack. All of these ice attacks have a –movement –recharge effect. The Targeted AoE, Ice Storm, will cause the foes in the storm to flee, so it’s not the best way to generate agro. Overall this is a good set because of the slow effect it puts on targets.

Pyre Mastery has a good hold, a good immobilize with DoT, a nice single target attack with DoT, and a very good targeted AoE with DoT. This was my choice of epic pools. I took Char, Fire Blast and Fire Ball. This epic has the highest damage thanks to the DoT effect, and I thought it would be good to use in conjunction with Fiery Embrace.

Stone Mastery is actually also a good fit. This is the most controlleresque epic set. It has a single target immob, a group sleep, a single target damaging hold and a targeted AoE that reduces defense and does OK damage. The AoE also has a low stun chance. Someone that likes the Disorient aspect of Energy Melee may like this set the best.

Taking the power pools I suggested and 3 epics, combined with 13 powers from primary and secondary pools, leaves one power that is totally optional. So even following my guide leaves a little variety! I considered a number of powers when picking out the one I finally chose: Taunt, Rise of the Phoenix, Energy Punch, Super Speed, Acrobatics, and Stun. I chose Super Speed to use for my occasional foray into PvP zones. If I did not have the resources to get KB resist enhancements, I would have chosen Acrobatics.

[u]Invention origin enhancements:[u]

These have changed the game forever, and they are a good thing. I am going to list my build that has a combination of IOs, IO sets and HOs. You will need to develop your own build, mine is just a guide. IOs are much better than SOs, and should be used liberally in your build. 2 level 50 IO rechrdx have an 83.3% recharge reduction effect (of course they don’t reduce the recycle by 83%; they affect the recharge), whereas 3 +2 SOs affect recharge by 96.7%. 2 +2 SOs have a 70.2% reduction in recharge. The difference is negligible, a 30 second recharge power only sees about a 2 second gain in recharge speed, for the cost of an enhancement slot. Some powers, like Buildup, really need that few seconds and are worth the small increase from a 3rd slot, but a lot of powers see little benefit from it.

Here is the build for my Fire/EM Scranker, GladBurn. This is done using Mids Hero planner on the long form. The short foem was kind of difficult to sort out... The next post includes a build based on ;normal' IOs using the short form.

Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php

GladBurn: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Fire Shield <ul type="square">[*] (A) Steadfast Protection - Resistance/Endurance: Level 30[*] (3) Steadfast Protection - Resistance/+Def 3%: Level 30[*] (3) Impervium Armor - Resistance/Endurance: Level 40[*] (9) Impervium Armor - Resistance: Level 40[*] (40) Impervium Armor - Resistance/Endurance/Recharge: Level 40[/list]Level 1: Barrage <ul type="square">[*] (A) Accuracy IO: Level 50[/list]Level 2: Healing Flames <ul type="square">[*] (A) Healing IO: Level 50[*] (5) Miracle - Heal/Recharge: Level 40[*] (5) Miracle - Heal: Level 40[*] (13) Recharge Reduction IO: Level 50[*] (23) Recharge Reduction IO: Level 50[/list]Level 4: Bone Smasher <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage: Level 53[*] (7) Crushing Impact - Damage/Endurance: Level 53[*] (7) Crushing Impact - Damage/Recharge: Level 53[*] (9) Crushing Impact - Accuracy/Damage/Recharge: Level 53[*] (31) Crushing Impact - Accuracy/Damage/Endurance: Level 53[*] (34) Crushing Impact - Damage/Endurance/Recharge: Level 53[/list]Level 6: Combat Jumping <ul type="square">[*] (A) Karma - Knockback Protection: Level 30[/list]Level 8: Hurdle <ul type="square">[*] (A) Jumping IO: Level 50[/list]Level 10: Blazing Aura <ul type="square">[*] (A) Multi Strike - Accuracy/Damage: Level 53[*] (11) Multi Strike - Damage/Endurance: Level 53[*] (11) Multi Strike - Accuracy/Endurance: Level 53[*] (13) Multi Strike - Accuracy/Damage/Endurance: Level 53[*] (34) Multi Strike - Damage/Endurance/Recharge: Level 53[/list]Level 12: Plasma Shield <ul type="square">[*] (A) Steadfast Protection - Resistance/Endurance: Level 30[*] (15) Steadfast Protection - Knockback Protection: Level 30[*] (15) Impervium Armor - Resistance/Endurance: Level 40[*] (17) Impervium Armor - Resistance: Level 40[*] (37) Impervium Armor - Resistance/Endurance/Recharge: Level 40[/list]Level 14: Super Jump <ul type="square">[*] (A) Springfoot - Jumping: Level 53[*] (17) Springfoot - Endurance/Jumping: Level 53[*] (50) Jumping IO: Level 50[/list]Level 16: Whirling Hands <ul type="square">[*] (A) Cleaving Blow - Accuracy/Damage: Level 53[*] (19) Cleaving Blow - Damage/Endurance: Level 53[*] (19) Cleaving Blow - Damage/Recharge: Level 53[*] (23) Cleaving Blow - Accuracy/Recharge: Level 53[*] (29) Multi Strike - Accuracy/Damage: Level 53[*] (42) Multi Strike - Damage/Recharge: Level 53[/list]Level 18: Health <ul type="square">[*] (A) Healing IO: Level 50[*] (43) Healing IO: Level 50[*] (43) Healing IO: Level 50[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 50[*] (21) Endurance Modification IO: Level 50[*] (21) Endurance Modification IO: Level 50[/list]Level 22: Consume <ul type="square">[*] (A) Special:Nucleolus Exposure[*] (25) Special:Nucleolus Exposure[*] (25) Recharge Reduction IO: Level 50[*] (42) Recharge Reduction IO: Level 50[*] (43) Endurance Modification IO: Level 50[/list]Level 24: Boxing <ul type="square">[*] (A) Special:Nucleolus Exposure[*] (46) Special:Peroxisome Exposure[*] (50) Special:Peroxisome Exposure[/list]Level 26: Tough <ul type="square">[*] (A) Special:Ribosome Exposure[*] (27) Resist Damage IO: Level 50[*] (27) Resist Damage IO: Level 50[*] (29) Steadfast Protection - Knockback Protection: Level 30[/list]Level 28: Build Up <ul type="square">[*] (A) Special:Membrane Exposure[*] (31) Recharge Reduction IO: Level 50[*] (31) Recharge Reduction IO: Level 50[/list]Level 30: Fiery Embrace <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (33) Recharge Reduction IO: Level 50[*] (33) Recharge Reduction IO: Level 50[/list]Level 32: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (33) Recharge Reduction IO: Level 50[*] (34) Recharge Reduction IO: Level 50[/list]Level 35: Energy Transfer <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage: Level 53[*] (36) Crushing Impact - Damage/Endurance: Level 53[*] (36) Crushing Impact - Damage/Recharge: Level 53[*] (36) Crushing Impact - Accuracy/Damage/Recharge: Level 53[*] (37) Crushing Impact - Accuracy/Damage/Endurance: Level 53[*] (37) Crushing Impact - Damage/Endurance/Recharge: Level 53[/list]Level 38: Total Focus <ul type="square">[*] (A) Special:Endoplasm Exposure[*] (39) Special:Nucleolus Exposure[*] (39) Special:Peroxisome Exposure[*] (39) Special:Peroxisome Exposure[*] (40) Recharge Reduction IO: Level 50[*] (40) Endurance Reduction IO: Level 50[/list]Level 41: Char <ul type="square">[*] (A) Special:Endoplasm Exposure[*] (42) Special:Endoplasm Exposure[/list]Level 44: Fire Blast <ul type="square">[*] (A) Thunderstrike - Accuracy/Damage: Level 53[*] (45) Thunderstrike - Damage/Endurance: Level 53[*] (45) Thunderstrike - Damage/Recharge: Level 53[*] (45) Thunderstrike - Accuracy/Damage/Recharge: Level 53[*] (46) Thunderstrike - Accuracy/Damage/Endurance: Level 53[*] (46) Thunderstrike - Damage/Endurance/Recharge: Level 53[/list]Level 47: Fire Ball <ul type="square">[*] (A) Accuracy IO: Level 50[*] (48) Accuracy IO: Level 50[*] (48) Special:Centriole Exposure[*] (48) Special:Centriole Exposure[*] (50) Special:Centriole Exposure[/list]Level 49: Super Speed <ul type="square">[*] (A) Special:Microfilament Exposure[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Accuracy IO: Level 50[/list]Level 1: Sprint <ul type="square">[*] (A) Endurance Reduction IO: Level 50[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction IO: Level 50[/list]Level 1: Gauntlet



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</pre><hr />
I hope this guide has been helpful to you in developing a fun character to play!


 

Posted

Here is a build based on 'normal' IOs.

Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php

IO GladBurn: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Fire Shield -- EndRdx-I:50(A), ResDam-I:50(3), ResDam-I:50(3), ResDam-I:50(15)
Level 1: Barrage -- Acc-I:50(A)
Level 2: Healing Flames -- Heal-I:50(A), Heal-I:50(7), Heal-I:50(7), RechRdx-I:50(9), RechRdx-I:50(31)
Level 4: Bone Smasher -- Acc-I:50(A), Acc-I:50(5), Dmg-I:50(5), Dmg-I:50(9), Dmg-I:50(19), RechRdx-I:50(33)
Level 6: Combat Jumping -- DefBuff-I:50(A)
Level 8: Hurdle -- Jump-I:50(A)
Level 10: Blazing Aura -- Acc-I:50(A), Dmg-I:50(11), Dmg-I:50(11), Dmg-I:50(23), EndRdx-I:50(34)
Level 12: Plasma Shield -- EndRdx-I:50(A), ResDam-I:50(13), ResDam-I:50(13), ResDam-I:50(15)
Level 14: Super Jump -- EndRdx-I:50(A), Jump-I:50(23), Jump-I:50(43)
Level 16: Whirling Hands -- Acc-I:50(A), Acc-I:50(17), Dmg-I:50(17), Dmg-I:50(19), Dmg-I:50(25), EndRdx-I:50(34)
Level 18: Health -- Heal-I:50(A), Heal-I:50(34), Heal-I:50(40)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Consume -- Acc-I:50(A), Acc-I:50(25), RechRdx-I:50(42), RechRdx-I:50(42), EndMod-I:50(43)
Level 24: Boxing -- Acc-I:50(A), Dmg-I:50(46), Dmg-I:50(46)
Level 26: Tough -- EndRdx-I:50(A), ResDam-I:50(27), ResDam-I:50(27), ResDam-I:50(43)
Level 28: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29)
Level 30: Build Up -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31), ToHit-I:50(37)
Level 32: Hasten -- RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(33)
Level 35: Energy Transfer -- Acc-I:50(A), Acc-I:50(36), Dmg-I:50(36), Dmg-I:50(36), Dmg-I:50(37), RechRdx-I:50(37)
Level 38: Total Focus -- Acc-I:50(A), Acc-I:50(39), Dmg-I:50(39), Dmg-I:50(39), Dmg-I:50(40), Dsrnt-I:50(40)
Level 41: Char -- Acc-I:50(A), Hold-I:50(42)
Level 44: Fire Blast -- Acc-I:50(A), Acc-I:50(45), Dmg-I:50(45), Dmg-I:50(45), Dmg-I:50(46), Range-I:50(50)
Level 47: Fire Ball -- Acc-I:50(A), Acc-I:50(48), Dmg-I:50(48), Dmg-I:50(48), Dmg-I:50(50), Range-I:50(50)
Level 49: Super Speed -- Run-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



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</pre><hr />
If I was going to make any changes to Fiery Aura or Energy Melee, I would do these:

Temperature Protection is a lame power. I would like to see it replaced by a toggle that makes Tough unneeded. Call it Burn Shield. This power would have the same end cost as Tough, and would supply 20% damage resistance to smash, lethal and toxic damage. This power would run exclusive to Tough. In other words, if you took Burn Shield and Tough, Turning one on would turn the other off, like what happens with Combat Jumping and Super Jump. Take the toxic resistance out of Healing Flames. I would like to see the 10% cold resistance potential that we would lose from Temp Prot put in Fire Shield, raising the Cold resistance base in FS to 20%.

The only change I would like to see in Energy Melee is for Energy Punch and Barrage to be swapped in position, so that Energy Punch was the first power in the list. That way Tankers won't be forced to take Barrage, but Brutes could still take it for its fury-generating ability.


 

Posted

A note about Consume:

I had thought it was on a 60 second timer, making it pretty useful. It is not. With 3 recharge reducers the recycle is 135 seconds. Adding Hasten brings that to 75 seconds. With that long of a recycle its really not worth it to slot damage. The damage is about base 18 per foe at level 50, about 30 with 2 damage SOs. I still would keep this and use it. The endurance replenishment is enough, but it also is a good tool to build agro in a hurry. My preferred slotting would be acc/acc/rech/rech using IOs.

A note about Stun:

I incorrectly said that Stun has the same disorient magnitude as Total Focus. While the mag is high, it is less than Total Focus.


 

Posted

Attack Chains:

I am not a prescriber to attack chain optimization. I think that every circumstance requires a different attack chain. However, I was asked to list a few attack chains that I use.

I'll use the following abbreviations for my attack chains:
BU = Buildup
FE = Fiery Embrace
FB = Fire Blast
FBL = Fireball
BA = Blazing Aura
BS = Bone Smasher
ET = Energy Transfer
TF = Total Focus
WH = Whirling Hands
Box = Boxing

Single boss:

(with Hasten active) BU/TF/ET/BS/Box/FB followed by FE/BS/ET/TF/Box/FB
(without Hasten active) BU/TF/ET/BS/Box/FB follpwed by FE/Box/BS/ET/TF/FB

Large group of minions:

BU/FE/WH/FBL - with BA active this is usually enough to take out a minion group. Any remaining are handled as follows: Over half health is ET and TF -- under half health is Box and BS.

Mixed group - target the toughest character, jump into the group and go BU/FE/WH/FBL. Next I use my boss attack chain. WH is used whenever it is recycled. Since many of the Lts and minions were stunned by WH, this method means that you should be seeing minimal incoming damage while you take on the stunned boss.

2 bosses: there are 2 ways to handle this, and I judge each individually.

Method 1: leap into the middle and use this attack chain -- TF/WH/FBL. Follow this with the boss chain until the boss is dead then switch to the other. This method works if you are highly resistant to the bosses damage type, meaning smash, lethal and fire.

Method 2: jump in targeting one boss, use TF/WH/FBL and then immediately switch to the other boss. Use this attack chain: BS/ET/Box/FB/BS/Box, then TF should be up. Use this then switch to the first boss and use your boss killer attack chain. Why all the switching? Because TF will stun almost any boss in the game for a significant amount of time. While he is stunned he is not attacking! So while one boss is stunned you work on the other. This would be a good method if you are not highly resistant to the prevalent damage type, meaning cold &amp; psi.

Fighting foes using toxic, energy or negative energy would be your call. THe level of resistance is good to these damage types, but not high, so you would have to be the judge which method to use.


 

Posted

Great guide! Thnx. I'll take your words into consideration as i level up my tank. It's nice to see that with I9 out i will no longer have to take acrobatics, which just another toggle to drain my end. Now if only i could find a way to get around not having to take combat jumping for the immobilize resist...


 

Posted

Hmmmm...I love Fire/EM, and, all-in-all, this is a reasonable build guide, although the cause would probably be better served by the inclusion of more strategic commentary. I have to make the observation that there are some interesting subjective gaffs in the content regarding animation times. In the text, you describe several attacks as follows with regard to their respective animation/activation times:

Barrage-Long animation
Bonesmasher-Fast animation
Whirling Hands-Short animation
Energy Transfer-Fast animation
Total Focus-Long animation
Laser Beam Eyes-Long activation

Actual animation times (taken from City of Data)
<font class="small">Code:[/color]<hr /><pre>
Barrage 1.33s (Long)
Bonesmasher 1.50s (Fast)
Whirling Hands 1.67s (Short)
Energy Transfer 1.00s (Fast)
Total Focus 3.30s (Long)
Laser Beam Eyes 1.67s (Long)
</pre><hr />

Doesn't make much sense, does it? I'm not trying to nitpick, just to put some specific content into a clearer perspective.


 

Posted

Barrage has a long animation for a power with that low of DPS. EP has a shorter animation and higher DPS. To me that means the animation is too long...

I would love to see Energy Punch and Barrage switched in selection order.

WH has a short animation in comparison to many melee AoE attacks.

LBE has a long activation considering its DPS, as there is a brief dead period after you fire before you can activate another attack.


 

Posted

[ QUOTE ]
Great guide! Thnx. I'll take your words into consideration as i level up my tank. It's nice to see that with I9 out i will no longer have to take acrobatics, which just another toggle to drain my end. Now if only i could find a way to get around not having to take combat jumping for the immobilize resist...

[/ QUOTE ]


Yah, you can take Burn for Immob resist instead. I mean...when do you care about being immobilized... when you are moving around, right? if you are moving around the mobs that are fleeing the burn patch isn't going to make a whole lot of difference. If you are stuck against a wall fighting a horde, who cares about being immobilized? If you really need extra aggro management, grab taunt.


 

Posted

Great guide. First Tank with Fire so this was great to have as a guideline. Posting my own build for variation.

-Unless I'm getting really pounded by multiple enemies with KB, I have found so far that the one KB IO does great.
-Immob: Right now trying to get it reduced with IO bonuses. We'll see if it bears fruit.
-The Healing FLames setup I used is giving me 97% heal and rech-&gt;very nice.
-Maybe hard to tell, but all other enh in the build that are not IO sets are in fact regular IO's in the 30-35 range.
-Important note: This Tank is tough as hell and fun to play.


+---------------------------------------------
+ Built with SuckerPunch's Online Planner
+ http://www.cohplanner.com
+---------------------------------------------
Name: BLazing Bumble
Level: 35
Archetype: Tanker
Primary: Fiery Aura
Secondary: Energy Melee
+---------------------------------------------
01 =&gt; Barrage
Accuracy(1)

01 =&gt; Fire Shield
IO - Steadfast Protection : : Damage Resistance,Endurance Cost (1)
IO - Steadfast Protection : : Damage Resistance, 3% Def(All) (3)
IO - Steadfast Protection : : (3)
Damage Resistance(9)
Damage Resistance(11)

02 =&gt; Healing Flames
Attack Rate(2)
Attack Rate(5)
IO - Miracle : : Heal (5)
IO - Miracle : : Heal,Attack Rate (9)
IO - Harmonized Healing : : Heal (11)
IO - Harmonized Healing : : Heal,Attack Rate (13)

04 =&gt; Bone Smasher
Accuracy(4)
Damage(7)
Damage(13)
Empty(33)

06 =&gt; Air Superiority
IO - Touch of Death : Touch of Death: Touch of DeathDamage,Accuracy (6)
IO - Touch of Death : Touch of Death: Touch of DeathDamage,Attack Rate (7)
IO - Makos Bite : : Damage,Accuracy,Attack Rate,Endurance Cost (19)
IO - Makos Bite : : Damage,Endurance Cost (34)

08 =&gt; Swift
Running Speed(8)

10 =&gt; Taunt
Attack Rate(10)

12 =&gt; Kick
Accuracy(12)

14 =&gt; Blazing Aura
Endurance Cost(14)
Accuracy(15)
Taunt Effectiveness(15)
IO - Cleaving Blow : : Damage,Accuracy (17)
IO - Cleaving Blow : : Damage,Endurance Cost (19)

16 =&gt; Plasma Shield
Endurance Cost(16)
Damage Resistance(17)
Damage Resistance(25)

18 =&gt; Health
Heal(18)

20 =&gt; Stamina
Endurance Modification(20)
Endurance Modification(21)
Endurance Modification(21)

22 =&gt; Tough
IO - Impervium Armor : : 1.0 * Melee_Res_Dmg (Psionic) (22)
IO - Impervium Armor : : Damage Resistance,Endurance Cost,Attack Rate (23)
IO - Impervium Armor : : Damage Resistance,Endurance Cost (23)
Damage Resistance(25)
Damage Resistance(34)

24 =&gt; Fly
Flight Speed(24)

26 =&gt; Consume
Accuracy(26)
Attack Rate(27)
Attack Rate(27)
Attack Rate(31)

28 =&gt; Whirling Hands
IO - Multi Strike : : Damage,Accuracy (28)
IO - Multi Strike : : Accuracy,Endurance Cost (29)
IO - Multi Strike : : Damage,Endurance Cost,Attack Rate (29)
IO - Multi Strike : : Damage,Attack Rate (33)

30 =&gt; Hasten
Attack Rate(30)
Attack Rate(31)
Attack Rate(31)

32 =&gt; Build Up
Attack Rate(32)
Attack Rate(33)
Attack Rate(34)

01 =&gt; Sprint
Empty()

01 =&gt; Brawl
Empty()

02 =&gt; Rest
Empty()

+--------------------------------------------


Actual Location: Inside the system itself.

"When the most exciting thing about Mace is AceMace's avatar, then it's time to get realistic."

Shield Guide

The only thing anyone in this game is "supposed to be doing" is having fun. Everything else is negotiable. -Jet Boy

 

Posted

what do you think you will have to update about the build up comming issue 12. will it be just as ownage?