Is is Hot in here? I-11 fire/fire blaster guide


dior_union

 

Posted

Is it Hot in Here? - Peg’s guide to the Fire/Fire Blaster

Section 1 - Introduction:

The Fire/Fire blaster. Wow, has this archetype gone through changes. It has been popular, flavor of the month, despised, avoided and now after I8 has come back into its own. Hellcatt is my Fire/Fire, and made level 50 in March of 2007. I created her back during I6, leveled her to 28 then forgot about her as I went off to play villains. Finally I came back and decided to get a hero to 50 so I could play around with Khelidans. So looking at my list of heroes, I could either keep working on Hellcatt, despite how much "fire/fire sucks", or start a new character.

In the end, I decided to stick with Hellcatt, but to invest some time in figuring out how to play her. Let me give credit to Snakebit. His guide is required reading for a Fire/Fire. The concept that he outlines really helped me to understand how to play this build. It forms the basis for the "blapping" set of tactics, and the core mechanisms he outlines are critical to success. The I8 increase to the damage of the /fire secondary is also a factor in the increased viability of this build. While I have deviated into something that is more versatile, his guide forms the core of the fire/fire philosophy.

For those of you that have read previous versions of my guide, you will note that my opinions on this build have modified over time. I used to recommend Fly, but now recommend Super Speed. I’ve changed the order of selection in a few cases. I no longer recommend the use of the Fire epic (unless you want to maintain a concept), and recommend Force Mastery instead. Finally, I offer 3 versions of this build, PVE, PVP “lite”, and PVP “hard core”. I have also taken into account the changes to IOs that were introduced by Issue 11.

What is a Fire/Fire Blaster anyway?

If you choose this route, understand what you are getting into. You deal damage. This is your primary and purposeful goal and you do very little else. You are optimized to deal high levels of damage in any and all situations, whether solo or on a team. You have no damage mitigation, other than inspirations. Your mitigation is to kill them before they kill you.

Get used to defeat and debt. You are going to get a lot of it. If this bothers you, then go make a stone tank. But if the thrill of dancing through 20 enemies, spinning like a marionette through the tankers and scrappers, watching hundreds of orange numbers rise up in the air over the heads of the enemies, pressing attack after attack is something that appeals to you, then you have found a home. When it is all working, it is poetry to watch. When it fails, it fails spectacularly.

Why is this build different from Snakebit's?:

As I said, I admire Snakebit's guide, but I found it to be too one dimensional for me. Blapping is fun fun fun, but there are many situations that require finesse. I wanted a build that gives me the most tactical options for any situation that arises. So in the end, I chose a combination that can fill the following roles:

1) Ranged blast – Use ranged attacks to defeat enemies from a distance, before they can get into melee range
2) Blapping - Dance through large groups dishing out damage to everything you get near
3) Stealth AOE attack - Place yourself precisely to damage and kill the maximum number of enemies from safety
4) Snipe - Distance single target attack to remove a specific enemy quickly
5) Nuke - Maximum damage single attack that will eliminate all minions and Lieutenants in a wide circle
6) High defense attacks – Use all attacks, including blapping, against dangerous enemies with superior defenses in effect


 

Posted

Section 2 – The Build and Tiers of Capability:

Here are the powers and level progression to use. For the most part, I followed this although some powers (like Blazing Aura and Hot feet) I respeced into. The progression is purposeful, with the intent of giving the ability to execute one of the above roles at specific levels. The idea is that you will be effective at all levels while you grow, and each new "tier" will give you access to a new tactical option.

01) --> Fire Blast
01) --> Ring of Fire
02) --> Fire Ball
04) --> Fire Sword
06) --> Hasten
08) --> Fire Breath
10) --> Hurdle
12) --> Aim
14) --> Super Speed
16) --> Build Up
18) --> Health
20) --> Stamina
22) --> Fire Sword Circle
24) --> Combat Jumping
26) --> Blaze
28) --> Blazing Bolt
30) --> Consume
32) --> Inferno
35) --> Blazing Aura
38) --> Hot Feet
41) --> Personal Force Field
44) --> Temp Invulnerability
47) --> Force of Nature
49) --> Recall Friend

IO sets need careful consideration when determining the level you are going to slot. When you Exemplar three levels below the level of the IO you will lose the effect of the set bonuses. The enhancement values of the IOs will still operate, as will the powers of the uniques (e.g. stealth, the Miracle recovery unique). This is also true if you Exemplar below the point where the power is available to you. The exception is the new “Purple” IOs that were introduced with I11. These set bonuses are always available to you, regardless of how low you Exemplar, as long as the power is available.

Remember, when you play on a taskforce you will be automatically exemplared down to the top level of the TF. For example, doing Positron will make you level 15 for the duration of the TF. This means that how you build up over the levels, even during a respec, is very important. This build is designed to give you specific capabilities at levels 15, 20, 25, 28, 32, 38, 45 and 50. Each of these levels represents a tier at which you will have access to a set of capabilities that will allow you to excel. Additionally, the PVP versions of the build are designed to give you specific powers at levels 25, 30, and 38, which are the levels used in the PVP zones.

Tier 1 - AOEs, supported by Super Speed, Blast and Fire Sword

01) --> Fire Blast
01) --> Ring of Fire
02) --> Fire Ball
04) --> Fire Sword
06) --> Hasten
08) --> Fire Breath
10) --> Hurdle
12) --> Aim
14) --> Super Speed

This tier is designed to allow you to succeed in the early levels and let you do the Positron TF. You have stealth (from your Super Speed power, see the IO sets later), as well as 2 AOEs and 2 single target attacks. You also have Aim (with its Acc and Damage boost), Hasten (with its 70% recharge boost) and a single target immobilize. This set gives you a lot of damage potential early in the build, which will help you as you level and when you Ex down to do Positron. Note that there is one anomaly in that you take Hurdle at 10. This is done to allow you to take Build Up at the first opportunity, while still getting Stamina at 20.

In the early levels, you want to take advantage of you AOEs to maximize experience gain. Missions at difficulty levels 2 or 4 are your best choice, since you maximize the number of minions, which are your primary target. Additionally, you will find hazard zones with large groups of tightly packed minions to be a good choice. Perez Park and Hollows are good locations for leveling. Once you get Super Speed at level 14, you will be able to set up your attacks for maximum effect, due to the inability of your enemies to see you.

One of the critical goals of this build is to reduce the recharge time on your powers. You don't just want them to be powerful, but you want them to be usable over and over in quick succession to allow you to keep dishing out the damage. Haste is your key for doing that, with its 70% increase if the recycle rate on your powers. Later, when all the IOs are in place, you will be getting over a 130% increase in recycle time.

Tier 2 - Add in Stamina and Build Up

16) --> Build Up
18) --> Health
20) --> Stamina

The next tier gives you additional power in all of your attacks, plus reducing the endurance burden across the board. Doing the Synapse TF will be easier, especially since without Stamina the endurance issues are even more pronounced against Clockwork. Also keep in mind that with the extreme focus on recharge time in this build, you will be burning through endurance as a furious rate. This is another reason why Stamina is so important, along with all the recovery bonuses that come from the IOs.

At these levels you can keep hunting minions for maximum experience gain, though the hazard zones are a little low for you. Moving to Faultline and Boomtown are good choices. Faultline in particular has missions that include ArchVillians which can help you gain XP.

Tier 3 – Complete you AOE capability and add defense

22) --> Fire Sword Circle
24) --> Combat Jumping

Now that you have gotten the fitness pool out of the way, you can pick up your third AOE. This completes your blapping set of powers and will make you tremendously effective. You strategy will be to take advantage of your stealth IO to line up the best attack cone for firebreath, allowing you to hit as many enemies as possible. You will target one in the middle of the pack, and fire it off. After the animation completes (and it is a long animation, which makes it inappropriate for PVP), you will run next to your target and attack with Fireball. Fireball will affect all enemies within 15 feet of you. You will then complete Fire Sword Circle, which will affect all enemies within 10 feet of you. At this point all minions in the area will be defeated, and usually the lieutenants too. Simply mop up any of the remaining enemies using Fire Blast and Fire Sword.

At 24 you will take Combat Jumping, which will give you a couple important benefits. First of all, it gives you a bit of vertical ability when combined with Hurdle. Second, it provides you with protection against immobilization. Third, it provides a small amount of defense once fully slotted. Finally, and most importantly, it gives you a power to use for slotting defensive set IOs. This lets you slot the Luck of the Gambler: Recharge unique, which gives a 7.5% boost to recharge times. It also allows you to slot Kismet, which gives a 3.75% recharge boost and includes the +6% ToHit unique. The accuracy bonuses that will come with IOs are critical to this build, since you really don’t want your huge damage powers to miss, allowing enemies to survive.

This is the point where you begin doing missions in Independence Port and Talos Island. You can also start the Striga Isle story arcs and Dark Astoria opens up for you. Large crowds of Banished Pantheon are very susceptible to your AoEs.

Tier 4 - Sniping

26) --> Blaze
28) --> Blazing Bolt

With this tier you will add an important tactical option. Up to this point, you have relied on your AOEs to damage large groups quickly. But there are times that you will really want to remove a single troublesome target, such as a Tsoo Sorcerer. With the I8 boost to range with Blaze, you can now use stealth to get within 40 feet of your target. You hit Buildup and Aim, then Blazing Bolt. As soon as it fires, you hit Blaze, which will also be modified by Buildup and Aim. This gives you a base burst damage of almost 1800 points of damage before resists, which will kill minions and lieutenants and take a boss down considerably. Additionally, Blaze will recycle quickly, allowing you to follow up with even more damage.

Your blapping tactics will remain your bread and butter, but the additional high damage single target attacks will significantly improve your play. You can insure that one target will be defeated immediately, or you can deal with stragglers quickly.

Tier 5 - Nukes

30) --> Consume
32) --> Inferno

Ah Inferno. Your signature attack, the one that teams will change tactics just to let you use it more effectively. I've had tankers start running around trying to herd multiple groups into tight formations just by saying "Inferno's up". You hit everything in a wide ring with multiple fire attacks totaling over 2000 base damage before resistances. Anything still alive will be set on fire and will usually die a few seconds later. Using Aim and Build up, you will take out all of the minions and Lieutenants. The downside is that it will leave you without any endurance and unable to naturally recover any for a few seconds. This is where Consume comes into play (and is an example of why this primary and secondary work so well together). You use an endurance inspiration to get a little bit of endurance back, make sure you have 3 living enemies near you, then hit Consume. You will now have a full endurance bar and can use your blapping attacks.

At this point, you are the damage king. You will have the tools to deal with almost any situation. Any large group of minions or lieutenants in any mission or zone will be vulnerable to you.

Tier 6 - Extra Blapping with a Slow

35) --> Blazing Aura
38) --> Hot Feet

Yes I know, everyone thinks these two powers suck. They are wrong. You want these because they improve the blapping, especially with large groups. So a couple numbers. At level 50, Hellcatt will do 11 and 14 points of damage to everything around her every 2 seconds. With Build up and Aim, this goes even higher. This damage adds up quickly.
The most effective way to use them is to turn them both on. Hit Aim and Build up, run into the mob and hit FSC. If anything is left alive (unlikely) a Fireball will finish the job. They also have the advantage of reducing the aggro that you get from hitting so many things at the same time. When the mobs try to close to melee range, Hot Feet hits them with a fear and they try to run away. But they are slowed while doing it, giving you more time to attack them, and a few more ticks from these powers.

Tier 7 - Defense

41) --> Personal Force Field
44) --> Temp Invulnerability

In previous versions of this guide, I recommended using the Fire Mastery epic pool. I’ve changed that recommendation now to Force Mastery in order to provide more defensive options. You lose the ability to self-rez, but gain the excellent Force of Nature in exchange.

This tier takes the first two defenses, both of which are useful, allowing selection of Force of Nature at level 47. Personal Force Field is a terrific power, making you very very difficult to hit (82% defense once fully enhanced), reduces damage of anything that does hit (28% resistance) and provides magnitude 100 defense against all status effects. The downside is that when active, you can’t attack anything. This power is good as an escape power. If you are in over your head, you can turn it on and get out alive. Temp Invulnerability is an excellent resistance power, providing 32% resistance to smashing and lethal damage once enhanced. It is a power you will turn on and just leave running.

Tier 8 – Force of Nature and a convenience

47) --> Force of Nature
49) --> Recall Friend

Force of Nature is a terrific defensive power, which will last long enough for you to use your full set of powers numerous times. Note that it is a click power, meaning that you can use Inferno after turning it on, without worrying about dropping a toggle. Force of Nature provides almost 50% damage resistance to all damage types, except psionics (you will take half damage) and a 100% boost to endurance recovery. Of course, it also has the “crash” downside of all powers of this type, with a huge loss of endurance and ability to recover endurance when it expires.

The last power is completely optional. Recall friend is a convenience to allow me to get people to the mission door faster. You can choose from among the skipped powers if you like, something like Rain of Fire or Combustion. Or you could choose a pool power like Super Jump for a vertical movement option.


 

Posted

Section 3 - IO Enhancement Sets:

When you start to look through the build, you will notice several powers that are not slotted they way it was done prior to I9. The reason is that this build is optimized to make maximum use of IO enhancement sets. These are slotable enhancements that give bonuses the more IOs from the set you use.

Remember, IO sets need careful consideration when determining the level you are going to slot. When you Exemplar three levels below the level of the IO you will lose the effect of the set bonuses. The enhancement values of the IOs will still operate, as will the powers of the uniques (e.g. stealth, the Miracle recovery unique).

This build's primary focus is to increase recharge time. My contention is that the Fire/Fire is most effective when dealing out damage, and the faster powers are available, the faster that can be done. You want as often as possible for every tactical option discussed above to be available to you. The secondary goal is to help with endurance recovery. Even with Stamina, you will use up endurance fast, especially with Blazing Aura and Hot Feet running. These sets will give you recovery bonuses that help tremendously. Finally, the last goal of the IO sets is to provide maximized accuracy bonuses. You want your attacks to hit.

Let's take a look at the significant bonuses that the sets will give, once fully slotted.

+9% DamageBuff
+34% Enhancement(Accuracy), +6% ToHit
+71.3% Enhancement(RechargeTime)
+Knockback (Mag -4)
+35.5% Recovery
+79% Regeneration
Stealth

Take some time considering these. With Haste running, you get over 140% increase in recharge time, not including the enhancement bonuses. You will get 35% bonus to recovery over what you get with Stamina, for a total of 3.09 endurance per second recovery (vs. the 2.68 with Stamina alone). All powers get a 34% accuracy bonus and you get a personal 6% tohit bonus, on top of the accuracy enhancements the sets give to the powers themselves. Finally, you are regenerating health 79% faster on top of the bonus you are getting from the health power, for a total regeneration bonus of 251%.

Purple IOs:

With the introduction of Issue 11, new very rare purple IO sets became available. These can only be used by characters level 47 and above, and each set can only be slotted once in a build. Because the fire/fire has a number of attack types, the following purple sets are usable by this archtype in the primary and secondary power selections.

Targeted AOE damage – Ragnarok
Dam (53%), Dam/End (33.1%), Dam/Rech (33.1%), Dam/Rech/Acc (26.5%), Rech/Acc (33.1%), Chance for Knockdown (20%)

(2) Improves your Recovery by 4%
(3) Increases Fire and Cold resistance by 2.52%
(4) Improves the accuracy for all your powers by 15%
(5) Improves the Recharge Time of all of your powers by 10%
(6) Increases Toxic resistance by 5%

Melee Damage - Hecatomb
Dam (53%), Dam/End (33.1%), Dam/Rech (33.1%), Dam/Rech/Acc (26.5%), Rech/Acc (33.1%), Chance for Negative Energy Damage (33%)

(2) Improves your Recovery by 4%
(3) Increases Fire and Cold resistance by 2.52%
(4) Improves the accuracy for all your powers by 15%
(5) Improves the Recharge Time of all of your powers by 10%
(6) Increases Toxic resistance by 5%

PBAoE Damage - Armageddon
Dam (53%), Dam/End (33.1%), Dam/Rech (33.1%), Dam/Rech/Acc (26.5%), Rech/Acc (33.1%), Chance for Fire Damage (33%)

(2) Improves your Recovery by 4%
(3) Increases Fire and Cold resistance by 2.52%
(4) Improves the accuracy for all your powers by 15%
(5) Improves the Recharge Time of all of your powers by 10%
(6) Increases Toxic resistance by 5%

Immobilize – Gravitational Anchor
Imm (47.7%), Imm/End (33.1%), Imm/Rech (33.1%), Imm/Rech/Acc (26.5%), Rech/Acc (33.1%), Chance for Hold (25%)

(2) Improves your Recovery by 4%
(3) Increases Fire and Cold resistance by 2.52%
(4) Improves the accuracy for all your powers by 15%
(5) Improves the Recharge Time of all of your powers by 10%
(6) Increases Toxic resistance by 5%

Ranged Damage - Apocalypse
Dam (53%), Dam/End (33.1%), Dam/Rech (33.1%), Dam/Rech/Acc (26.5%), Rech/Acc (33.1%), Chance for Negative Energy Damage (33%)

(2) Improves your Regeneration by 16%
(3) Increases maximum health by 3%
(4) Improves damage by 4%
(5) Improves the Recharge Time of all of your powers by 10%
(6) Increases Psionic defense by 5%

At the end of the PVE build, I provide an example of modification to the build using purple IOs, and the resultant set bonus totals.


 

Posted

Section 4 – PVE Builds:

With the PVE build, I didn’t worry about set IO levels. My rationale is that when PVE, if you are Exed, then you are on a team where the bonuses are less important. It is more important to have maximum effectiveness during normal play. I treat the PVP builds differently, since the PVP zones automatically exemplar, meaning that you do have to worry about set bonuses while solo. The one additional consideration you should think about is the I11 flashback system. If you plan to be using that system extensively, you may want to look at the PVP slotting suggestions to select appropriate IO set levels.

Level 1: Fire Blast - This is the first attack you will take and you will use it your entire career. It is decently powerful and has your best range, equaling Fireball. Only Blazing Bolt has more range. Using Build up and Aim at level 50 it will hit for 283 base damage, so it is quite useful.

Decimation-Acc/Dmg:40(A),
Decimation-Dmg/EndRdx:40(5),
Decimation-Dmg/Rchg:40(5),
Decimation-Acc/EndRdx/Rchg:40(39),
Decimation-Acc/Dmg/Rchg:40(40)

(2) Reduces the duration of immobilize effects on you by 2.75%
(3) Increases maximum health by 1.13%
(4) Increases maximum Endurance by 2.25%
(5) Improves the Recharge Time of all of your powers by 6.25%

Level 1: Ring of Fire - A single target immobilize that you have to take at level 1. Not powerful enough to justify adding slots to it (especially after I9) but useful throughout your career. I find I still use it at level 50 on things that would be troubling if they got into melee range, like Carnie Strongmen.

Acc-I:50(A)

Level 2: Fire Ball - The staple of your offense and a defining power for the set. It does good damage against a wide ring of enemies (15 foot circle). Useful for range blast and blapping. Positron’s Blast is an excellent set for both of your AOE powers, giving excellent recovery, accuracy and recharge bonuses.

Positron’s Blast-Acc/Dmg:50(A),
Positron’s Blast-Dmg/EndRdx:50(3),
Positron’s Blast-Dmg/Rchg:50(3),
Positron’s Blast-Dmg/Rng:50(15),
Positron’s Blast-Acc/Dmg/EndRdx:50(31)

(2) Improves your Recovery by 2.5%
(3) Increases Fire and Cold resistance by 1.58%
(4) Improves the accuracy of all of your powers by 9%
(5) Improves the Recharge Time of all of your powers by 6.25%

Level 4: Fire Sword - A very good single target melee attack. It does more damage than Fire Blast and I find myself using them interchangeably while blapping. Crushing Impact is a monster set for increasing damage, with a damage bonus in every IO.

Crushing Impact-Acc/Dmg:50(A),
Crushing Impact-Dmg/EndRdx:50(11),
Crushing Impact-Dmg/Rchg:50(11),
Crushing Impact-Acc/Dmg/Rchg:50(40),
Crushing Impact-Dmg/EndRdx/Rchg:50(40)

(2) Reduces the duration of immobilize effects on you by 2.2%
(3) Increases maximum health by 1.13%
(4) Improves the accuracy of all of your powers by 7%
(5) Improves the Recharge Time of all of your powers by 5%

Level 6: Hasten - This power increases the recharge rate on all of your powers by 70% for 2 minutes. With the additional recharge rate enhancements from the IO sets the recharge on this power drops to about 171 seconds, giving you 2 minutes with it active and 51 seconds without. For 70% of the time, you will be able to use your powers over twice as often, as long as you have endurance.

RechRdx-I:50(A),
RechRdx-I:50(7),
RechRdx-I:50(7)

Level 8: Fire Breath - Your second AoE which does excellent damage in three ticks within a decent size cone (width and depth). Range is decent as well, though less than Fireball. The notes of Positron’s Blast apply here as well, though Fire Breath probably benefits from the range increase more than Fireball. Note that the effects of the sets are cumulative. With both powers slotted, you get 18% accuracy bonus to all of your powers, not just these two.

Positron’s Blast-Acc/Dmg:50(A),
Positron’s Blast-Dmg/EndRdx:50(9),
Positron’s Blast-Dmg/Rchg:50(9),
Positron’s Blast-Dmg/Rng:50(15),
Positron’s Blast-Acc/Dmg/EndRdx:50(34)

(2) Improves your Recovery by 2.5%
(3) Increases Fire and Cold resistance by 1.58%
(4) Improves the accuracy of all of your powers by 9%
(5) Improves the Recharge Time of all of your powers by 6.25%

Level 10: Hurdle – With the selection of Super Speed, you have little in the way of vertical movement, necessary in some of the zones. Hurdle, when combined with Combat Jump later, will allow you to jump twice as high. Not enough to jump onto rooftops, but enough to get over walls.

Jump-I:50(A)

Level 12: Aim - A must have power. You want to get this as soon as available. It gives a 62% bonus to damage for a short period. It gives an outstanding bonus to accuracy for the same period. Using this power and Build up prior to starting an attack is standard operating procedure. The new I11 ToHit IOs give an additional benefit of 26.5% ToHit enhancement, without loss of recharge speed, along with a 2% damage increase set bonus.

RechRdx-I:50(A)
Adjusted Targeting-To Hit Buff/Rech:50(13),
Adjusted Targeting-Rech:50(13),

(2) Increases damage by 2%

Level 14: Super Speed – In previous versions on my guide, I recommended taking flight instead of Super Speed in order to get vertical movement. However, over time, I’ve come to agree that the advantages of Super Speed make it a very attractive choice. First of all, you are very fast. This is one of the fastest travel powers out there, and much faster than flight. Second, it doesn’t take slots to make it effective, allowing you to use those slots elsewhere. Finally, it has a built in stealth component. If you slot a Celerity: Stealth into this power, then you will be invisible to all of the mobs, other than Arch Villians. This will allow you to get as close as you want to “line up the shot”, maximizing the effectiveness of your AOEs, especially Fire Breath. A very viable option is to also take Super Jump later, giving you the vertical capability you want. In fact, for PVP, taking both SS and SJ is almost mandatory.

Celerity-Stlth:50(A)

Level 16: Build Up - Like Aim, this power is one of your most important. I strongly advocate taking this as soon as it is available, even with the need to take Hurdle earlier in your build. Combined with Aim, the damage you will do is phenomenal. For a short period of time, all of your damage powers will increase dramatically, getting a 162% damage bonus. You will use this power in preparation for all of your attacks, whether a snipe, ranged AOE, blapping or a nuke. The new I11 ToHit IOs give an additional benefit of 26.5% ToHit enhancement, without loss of recharge speed, along with a 2% damage increase set bonus.

RechRdx-I:50(A)
Adjusted Targeting-To Hit Buff/Rech:50(17),
Adjusted Targeting-Rech:50(17),

(2) Increases damage by 2%

Level 18: Health - This power will increase your rate of health recovery. I personally find it to be less useful that other do, because I’m either at full health because everything died first, or I’m struggling to survive because I messed up and everything is attacking me. The point is that regeneration is of limited use to a Fire/Fire Blaster. However, with the slotting of the Health uniques, this power becomes more interesting. Miracle: Recovery gives a 15% bonus to endurance recovery. Numina’s Convelescence: Regen and Recovery gives a 10% bonus to recovery and a 15% bonus to health regeneration. Finally, Regenerative Tissue: Regeneration gives a 25% bonus to regeneration. By also slotting a Miracle: Heal and a Numina’s Convalescence: Heal, you get an additional 2.5% recovery bonus and 12% regeneration bonus from the set bonuses. So add all these numbers together and you get 117% regen from the enhanced health power, plus 57% from the IOs, for a total of 174% regen bonus. You also get a 27.5% bonus to recovery, which comes in handy given all the attacks you will be using. Be warned that you will spend more influence at Wentworth’s getting these three uniques than all of your other IOs combined. But the results are very much worth it.

Numina’s Convalescense-Regen/Rcvry+:50(A),
Numina’s Convalescense-Heal:50(19),
Miracle-Rcvry+:40(19),
Miracle-Heal:40(37),
Regenerative Tissue-Regen+:30(46)

Level 20: Stamina - This has always been arguably the best power in the game. I have always advocated getting this as soon as possible. I have neglected to do so once, and regretted it. When slotted with 3 endurance modifications it will increase your endurance recovery by 1 endurance point per second. Given how endurance hungry this build is, this power is vital.

EndMod-I:50(A),
EndMod-I:50(21),
EndMod-I:50(21)

Level 22: Fire Sword Circle - This power is a player based area of effect (PBAoE) power. You do significant damage to all enemies within 10 feet of you, including a chance to set them on fire for time based damage. Using Aim and Build this power makes for an effective opening attack, followed by Fireball to finish. Later on, using Blazing Aura and Hot Feet, FSC alone will usually kill all the minions. The Scirocco’s Dervish set gives a large bonus to regeneration along with another accuracy bonus that stacks with Positron’s Blast.

Scirocco’s Dervish-Acc/Dmg:50(A),
Scirocco’s Dervish-Dmg/EndRdx:50(23),
Scirocco’s Dervish-Dmg/Rchg:50(23),
Scirocco’s Dervish-Acc/Dmg/EndRdx:50(37)

(2) Improves your Regeneration by 10%
(3) Increases Negative Energy resistance by 3.13%
(4) Improves the accuracy of all of your powers by 9%

Level 24: Combat Jumping – This is a power that I didn’t include in my previous guides, but I’ve grown to be quite fond of. First of all, it provides immobilization protection, which is critical in PVE and PVP. Second, it provides a small defensive boost that is useful when added to the other defense bonuses from IO sets. Finally, it gives you a power that lets you slot the defense IO sets. This gives you a place to slot the Luck of the Gambler: Recharge unique with its 7.5% global recharge bonus and the Kismet set that gives an additional recharge bonus and the 6% ToHit unique.

Luck of the Gambler-Rchg+:50(A),
Kismet-ToHit+:30(25),
Kismet-Def/EndRdx:30(25),
Kismet-Def/Rchg:30(39),
Kismet-EndRdx/Rchg:30(43),
Kismet-Def/EndRdx/Rchg:30(43)

Level 26: Blaze - This is a high damage, short range single target attack. It does less damage than Blazing Bolt, but more than your other ranged attacks. It recharges quickly and will become a staple for your single target attacks. Anything left alive after your AoEs, you will attack with Blaze first, and will reuse it as soon as it is available again. As mentioned, with the I8 increase to the range, it is now possible to use this attack while hidden by Stealth. The IO selection is the same for this power as for Fire Blast.

Decimation-Acc/Dmg:40(A),
Decimation-Dmg/EndRdx:40(27),
Decimation-Dmg/Rchg:40(27),
Decimation-Acc/EndRdx/Rchg:40(36),
Decimation-Acc/Dmg/Rchg:40(36)

(2) Reduces the duration of immobilize effects on you by 2.75%
(3) Increases maximum health by 1.13%
(4) Increases maximum Endurance by 2.25%
(5) Improves the Recharge Time of all of your powers by 6.25%

Level 28: Blazing Bolt - This is your single target snipe. It does a lot of damage, but takes time to execute and will be interrupted if you take damage. As a result it is often used as an opening attack, and then ignored for the rest of the fight. There will be times, such as attacking an Arch Villain in a group where you can use it over and over. If you are in a position, such as hover blasting (assuming you are using a temp power, or took Hover instead of Combat Jumping), where you are not going to take damage but need to output maximum damage, then you will use Blazing Bolt as often as it is available. Usually this means alternating between Fire Breath, Blazing Bolt and Blaze, with Aim and Build Up used as often as they are available.

Sting of the Manticore-Acc/Dmg:50(A),
Sting of the Manticore-Dmg/EndRdx:50(29),
Sting of the Manticore-Acc/ActRdx/Rng:50(29),
Sting of the Manticore-Dmg/ActRdx/Rchg:50(36),
Sting of the Manticore-Dmg/EndRdx/Rchg:50(37)

(2) Improves your Regeneration by 12%
(3) Increases Energy and Negative Energy defense by 0.95%
(4) Increases damage by 3%
(5) Improves the Recharge Time of all of your powers by 7.5%

Level 30: Consume - This power will slightly damage all enemies within 20 feet you, transferring endurance to you. With the slotting specified, you can fully recover all endurance hitting just 3 enemies. This power is most useful after using Inferno, if things are still alive. Using an endurance recovery inspiration gives you enough endurance to activate this power, giving you a full bar and the ability to continue the fight. With the recharge reduction enhancement, and the enhancements in Inferno, these two powers recharge at the same rate allowing you to always use it after using Inferno.

RechRdx-I:50(A),
EndMod-I:50(31),
EndMod-I:50(31)

Level 32: Inferno - This is your nuke. It is the best nuke in the game since it does the highest damage and it does not do knockback. This tends to make the tankers like you a little better, since anything you don’t kill will still be within their aggro range. It can miss, so there will be times that you are standing there without any endurance, all of your toggles dropped, with a couple really angry enemies coming for you. This is especially true with bosses, since Inferno is rarely able to take them out (unlike Lieutenants and minions). With the recharge, Haste and the recharge rate bonuses, this power can be available every 90 seconds. It is not uncommon to be able to use Inferno on every other mob during team missions.

RechRdx-I:50(A),
RechRdx-I:50(33),
RechRdx-I:50(33),
Dmg-I:50(33),
Dmg-I:50(34),
Dmg-I:50(34)

Level 35: Blazing Aura - The much maligned Blazing Aura. Despite its reputation, it is a decent power. When you combine it with Hot Feet, you will do a base 25 points of damage (at level 50) every 2 seconds in a 10 foot radius. Note that this is the same radius as Fire Sword Circle, creating a nice synergy. Turning on Aura and Hot Feet, hitting Aim and Build Up, then running into a crowd of minions to use FSC will generally result in everything being defeated. Anything still hanging on will fall on the next tick. The biggest drawback to this power is the endurance usage. If you take any slots from other powers, I recommend adding a 2nd slot to this power with an Endurance reduction IO. Using BA and Hot Feet, it is possible to remove Fire Breath from your build, freeing up a power selection for something else. I find that BA/Hot Feet/FSC/Fireball will equal the damage done by Fire Breath/Fireball and allows you to attack from the center of a mob instead of lining up a cone.

EndRdx-I:50(A)

Level 38: Hot Feet - Hot Feet is another maligned power that is better than its reputation. As mentioned with Blazing Aura, Hot Feet works well in conjunction with that power. Hot Feet adds three additional components. First it has a larger radius at 20 feet. Second, it slows everything in the radius. Finally, it has a fear component that makes everything try to run out of the radius. The benefits of these two powers together should be obvious. You are a blaster standing in the middle of a large group and you have just hit the entire group at the same time. You now have all the aggro on you, unless a tank can quickly pull it back. If you are also running Hot Feet and BA though, those very annoyed enemies are going to start running to get away from you, instead of trying to kill you. And they will be slowed while doing it, giving you ample opportunity to use Blaze or Fireball on them. Like Blazing Aura, this power is endurance hungry. Without the endurance enhancements, BA and Hot Feet together will consume half of your endurance recovery.

EndRdx-I:50(A),
Tempered Readiness-Dmg/Slow:30(39),
Tempered Readiness-Acc/Slow:50(50)

(2) Improves your Recovery by 1.5%

Level 41: Personal Force Field – Personal Force Field is a tremendous defensive power, providing almost 83% defense against all attack types when fully enhanced, and 28% resistance to all damage types except toxic, for those attacks that do make it through. It is a toggle, which you can run indefinitely. Unfortunately, once active, you can not take any action the affects anyone other than yourself. A very viable strategy is to attack a mob, then turn on PFF to recover health and endurance. I personally find that this power gets used mostly in PVP. For example, if stalkers are teleporting you into an ambush, you can turn on PFF, let them use their alpha strike, then drop the field and attack with your high damage powers. In PVE, though, you will find that you kill the mobs so fast that using this power is unnecessary.

Red Fortune-Def/EndRdx:50(A),
Red Fortune-Def:50(42),
Red Fortune-Def/Rchg:50(42),
Red Fortune-EndRdx/Rchg:50(42),
Red Fortune-Def/EndRdx/Rchg:50(43)

(2) Reduces the duration of Immobilize effects by 2.2%
(3) Increases Fire and Cold resistance by 1.26%
(4) Increases damage by 2%
(5) Decreases recharge time by 5%

Level 44: Temp Invulnerability – This defensive power is a very nice resistance power against smashing and lethal damage. Fully enhanced it will provide 32% reduction in damage from these two damage types, which are the most common types used. You turn it on when you activate the rest of you toggles and forget about it. Note that my recommended slotting for this power includes the +3% defense unique from Steadfast Protection along with the Status duration reduction from Impervious Skin. When combined with the second one in Force of Nature, you will find you can wait out many common stuns from smashing attacks (like Total Focus), and then defeat your enemy when it expires.

Steadfast Protection-ResDam/Def+:30(A),
Impervious Skin-Status:30(45),
Impervious Skin-ResDam/EndRdx:30(45),
Impervious Skin-ResDam/Rchg:30(45),
Impervious Skin-EndRdx/Rchg:30(46),
Impervious Skin-ResDam/EndRdx/Rchg:30(46)

(2) Increases resistance to sleep effects by 2.2%
(3) Increases health by 1.5%
(4) Decreases debt by 2%
(5) Decreases recharge time by 5%

Level 47: Force of Nature – FON is the gem of this epic pool. When fully enhanced, it provides close to 50% damage resistance to everything except Psionics, plus 100% bonus to endurance recovery for two minutes. It does have a hefty crash at the end of the period, dropping your endurance by 100 points and unable to recover endurance. Since this is a click power, it doesn’t drop if you are hit with a status effect. Like Inferno, a good technique to deal with the crash is to use an endurance inspiration, then use your consume power to recover a full endurance bar. This power is also useful in conjunction with Inferno. You turn it on before attacking with Inferno, and it remains active through Inferno’s endurance crash, protecting you from enemies (such as bosses) that didn’t die. The IOs for this power include the Steadfast Protection knockback unique. While insufficient for PVP (you really need Acrobatics) it is useful for most PVE situations. About the only exception is the Nemesis staff used by Fake Nemesis bosses.

Steadfast Protection-ResKB:30(A),
Impervious Skin-Status:30(48),
Impervious Skin-ResDam/EndRdx:30(48),
Impervious Skin-ResDam/Rchg:30(48),
Impervious Skin-EndRdx/Rchg:30(50),
Impervious Skin-ResDam/EndRdx/Rchg:30(50)

(2) Increases resistance to sleep effects by 2.2%
(3) Increases health by 1.5%
(4) Decreases debt by 2%
(5) Decreases recharge time by 5%

Level 49: Recall Friend – Your last power is a convenience, and you can select anything that you would like to augment your build with. You need to remember that you can only add at the most 3 slots to this power, since you get it at 49. I try to make sure that the last power I take is something that will only need 1 slot, allowing me to use the 3 slots at level 50 in places where they are needed more.

RechRdx-I:30(A)

The following is the cumulative set bonuses for the recommended build. As mentioned previously, the bonuses in accuracy, recharge time, recovery, and regeneration will result in significant improvement in your character’s capability.

+9% DamageBuff
+3% Defense
+0.95% Defense(Energy)
+0.95% Defense(Negative)
+4.5% Max Endurance
+34% Enhancement(Accuracy)
+71.3% Enhancement(RechargeTime)
+76.8 (6.38%) HitPoints
+Knockback (Mag -4)
+MezResist(Confused) (Mag 31.7%)
+MezResist(Held) (Mag 30%)
+MezResist(Immobilize) (Mag 39.9%)
+MezResist(Sleep) (Mag 34.4%)
+MezResist(Stun) (Mag 30%)
+MezResist(Terrorized) (Mag 30%)
+35.5% Recovery
+79% Regeneration
+4.41% Resistance(Fire)
+4.41% Resistance(Cold)
+3.13% Resistance(Negative)
+5.5% Debt Protection

PVE Build with Purple IO Sets – The following build uses mostly the same PVE build, but replaces 4 of the IO sets with Purple sets in Fireball, Fire Sword, Fire Sword Circle and Blaze. Note that we need to add one slot to Fire Sword Circle to get a 5th slot. I recommend taking the slot from Inferno, since 2 recharge reduction IOs will generally be sufficient for keeping the power available.

Level 1: Fire Blast - Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(5), Decim-Dmg/Rchg:40(5), Decim-Acc/EndRdx/Rchg:40(39), Decim-Acc/Dmg/Rchg:40(40)

Level 1: Ring of Fire - Acc-I:50(A)

Level 2: Fire Ball – Rag-Dmg:50(A), Rag-Dmg/EndRdx:50(3), Rag- Dmg/Rchg/Acc:50(3), Rag-Dmg/Rchg:50(15), Rag-Knockdown:50(31)

Level 4: Fire Sword - Hec-Dmg:50(A), Hec-Dmg/EndRdx:50(11), Hec-Dmg/Rchg/Acc:50(11), Hec-Dmg/Rchg:50(40), Hec-Neg Energy:50(40)

Level 6: Hasten - RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)

Level 8: Fire Breath - Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(9), Posi-Dmg/Rchg:50(9), Posi-Dmg/Rng:50(15), Posi-Acc/Dmg/EndRdx:50(34)

Level 10: Hurdle - Jump-I:50(A)

Level 12: Aim - RechRdx-I:50(A), AdjTgt-ToHit/Rech:50(13), AdjTgt-Rech:50(13)

Level 14: Super Speed - Clrty-Stlth:50(A)

Level 16: Build Up - RechRdx-I:50(A), AdjTgt-ToHit/Rech:50(17), AdjTgt-Rech:50(17)

Level 18: Health - Numna-Regen/Rcvry+:50(A), Numna-Heal:50(19), Mrcl-Rcvry+:40(19), Mrcl-Heal:40(37), RgnTis-Regen+:30(46)

Level 20: Stamina - EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)

Level 22: Fire Sword Circle – Arm-Dmg:50(A), Arm -Dmg/EndRdx:50(23), Arm -Dmg/Rchg/Acc:50(23), Arm -Dmg/Rchg:50(34), Arm -Fire Damage:50(37)

Level 24: Combat Jumping - LkGmblr-Rchg+:50(A), Ksmt-ToHit+:30(25), Ksmt-Def/EndRdx:30(25), Ksmt-Def/Rchg:30(39), Ksmt-EndRdx/Rchg:30(43), Ksmt-Def/EndRdx/Rchg:30(43)

Level 26: Blaze – Apoc-Dmg:50(A), Apoc -Dmg/EndRdx:50(27), Apoc -Dmg/Rchg/Acc:50(27), Apoc -Dmg/Rchg:50(36), Apoc –Neg Energy:50(36)

Level 28: Blazing Bolt - Mantic-Acc/Dmg:50(A), Mantic-Dmg/EndRdx:50(29), Mantic-Acc/ActRdx/Rng:50(29), Mantic-Dmg/ActRdx/Rchg:50(36), Mantic-Dmg/EndRdx/Rchg:50(37)

Level 30: Consume - RechRdx-I:50(A), EndMod-I:50(31), EndMod-I:50(31)

Level 32: Inferno - RechRdx-I:50(A), RechRdx-I:50(33), Dmg-I:50(33), Dmg-I:50(33), Dmg-I:50(34)

Level 35: Blazing Aura - EndRdx-I:50(A)

Level 38: Hot Feet - EndRdx-I:50(A), TmpRdns-Dmg/Slow:30(39), TmpRdns-Acc/Slow:50(50)

Level 41: Personal Force Field - RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(42), RedFtn-Def/Rchg:50(42), RedFtn-EndRdx/Rchg:50(42), RedFtn-Def/EndRdx/Rchg:50(43)

Level 44: Temp Invulnerability - S'fstPrt-ResDam/Def+:30(A), ImpSkn-Status:30(45), ImpSkn-ResDam/EndRdx:30(45), ImpSkn-ResDam/Rchg:30(45), ImpSkn-EndRdx/Rchg:30(46), ImpSkn-ResDam/EndRdx/Rchg:30(46)

Level 47: Force of Nature - S'fstPrt-ResKB:30(A), ImpSkn-Status:30(48), ImpSkn-ResDam/EndRdx:30(48), ImpSkn-ResDam/Rchg:30(48), ImpSkn-EndRdx/Rchg:30(50), ImpSkn-ResDam/EndRdx/Rchg:30(50)

Level 49: Recall Friend - RechRdx-I:30(A)

Looking at the cumulative bonuses using Purple IOs you can see significant increases in the total accuracy and recharge time bonuses, along with decent improvements in recovery and regeneration. This is on top of the benefit to the power itself from improved enhancement values. Finally, the set bonuses from these IOs will always be available to you, regardless of how low you are exemplared.

+9% DamageBuff
+3% Defense
+0.95% Defense(Energy)
+0.95% Defense(Negative)
+2.25% Max Endurance
+54% Enhancement(Accuracy)
+95.8% Enhancement(RechargeTime)
+7.12% HitPoints
+Knockback (Mag -4)
+MezResist(Confused) (Mag 31.7%)
+MezResist(Held) (Mag 30%)
+MezResist(Immobilize) (Mag 34.95%)
+MezResist(Sleep) (Mag 34.4%)
+MezResist(Stun) (Mag 30%)
+MezResist(Terrorized) (Mag 30%)
+45% Recovery
+85% Regeneration
+10.39% Resistance(Fire)
+10.39% Resistance(Cold)
+5.5% Debt Protection

Unused powers:

So some notes regarding the powers I didn’t recommend. I have actually had all of these powers in my build at one point or another. But after having played with many different configurations on Test, I’ve chosen not use four of them.

Flares: I’ve used this on a Hover-blaster build, and the range is decent. But the damage isn’t enough to warrant taking it, especially since Blaze and Fire Blast have fast recharge times. One of those single target attacks will always be available.

Rain of Fire: I like the synergy of this power with Blazing Aura and Hot Feet. However, I found that the mechanism for using it, selecting a ground target, was too cumbersome and disrupted the flow of the fight. Once you are engaged, you are going to be pressing keys continuously. Stopping in the middle to switch to the mouse to target a spot is too intrusive. If this worked the way Burn does, then I might reconsider.

Combustion: I stopped using this power because I found it to be unnecessary. It is a second PBAoE, but the damage comes over time, rather than all at once. I was finding the battles were over before I got to this point in my attack chain. It does about the same damage as Fireball and half the damage of FSC. However, you can use Fireball 2 or 3 times in the time it takes Combustion to do its work. If you do take it, I recommend using it as an opening attack, followed by FSC and the rest of your attack chain.

Burn: This is a power that has a lot of potential, but doesn’t quite work right. First of all, the burn patch is a pet so doesn’t get any damage benefits from Aim and Build up. Second it is short duration. If it lasted a little longer I would consider it, but the 8 second duration doesn’t make it worthwhile, in my opinion. If they switched the activation mechanisms between Rain of Fire and Burn I might reconsider them both.

Bonfire: A targeted AoE that does knockback for everything within a 10 foot circle. This power doesn’t really mesh well with the fire/fire concept, since you want enemies closely packed to use an AoE on them. Knockback works against that concept, and only slows you down.


 

Posted

Section 5 - PVP Builds:

I offer two PVP variations here. The first build is my version of a Stalker in a fire/fire blaster. The stealth pool is taken to make you very hard to see. After spending some time in all the PVP zones, and dying over and over again, I developed a theory on what could be effective. The one type of characters that the villians rarely have to deal with are stalkers, so many of the villians don't build in the extra perception that heroes do to deal with stalkers. I researched stealth to learn exactly how it works and what the limitations are, then tried to craft a build to accentuate the advantages of stealth.

From the Stealth pool, you select all four of the powers. With Stealth active and a stealth IO in a travel power you are invisible to most builds when over 50 feet away. This is well within the range of your attacks, except Blaze. When using Invis, you can't be seen at all. There are exceptions, such as builds with extra perception and people using yellows, but for the purpose of this build this is more than sufficient. Grant invisibility is useful for teams, and as a place to put more red fortune IO sets. Finally Phase Shift is a nice "oops, I messed up and need to escape" button. Since you are hard to see anyway, Shift is also nice for tricking someone into burning their alpha strike, like stalkers and brutes with TP Foe.

The attack concept with this build is brutally efficient. You select your target, and stand about 100 feet away. I find masterminds to be best choice for really making someone annoyed. You hit aim and build up, then press your key for attacking with fire sword. You then speed into melee range of your victim. Once you get in range, you are going to stop to swing the sword. As soon as you see the animation start, hit your blaze attack. At this point you have just done 700-800 points of burst damage, and they are likely taking DOT damage as well. Since it will be another second before Blaze comes back, Fire Blast should now finish them off. If they are still clinging to life, you can either follow up with another Blaze or speed/jump out of their visibility range.

Extreme PVP “Stalker”:

Level 1: Fire Blast - Decim-Acc/Dmg:33(A), Decim-Acc/EndRdx/Rchg:33(3), Decim-Dmg/EndRdx:33(11), Decim-Acc/Dmg/Rchg:33(25), Decim-Dmg/Rchg:33(39)

Level 1: Ring of Fire - Acc-I:50(A)

Level 2: Fire Sword - C'ngImp-Dmg/EndRdx:33(A), C'ngImp-Dmg/Rchg:33(3), C'ngImp-Dmg/EndRdx/Rchg:33(15), C'ngImp-Acc/Dmg/Rchg:33(25), C'ngImp-Acc/Dmg:33(37)

Level 4: Fire Ball - Posi-Acc/Dmg:33(A), Posi-Dmg/EndRdx:33(5), Posi-Acc/Dmg/EndRdx:33(5), Posi-Dmg/Rng:33(40), Posi-Dmg/Rchg:33(40)

Level 6: Hasten - RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)

Level 8: Combat Jumping - Ksmt-ToHit+:15(A), Ksmt-Def/EndRdx:30(9), Ksmt-Def/Rchg:30(9), Ksmt-EndRdx/Rchg:28(27), Ksmt-Def/EndRdx/Rchg:30(27)

Level 10: Hurdle - Jump-I:50(A), Jump-I:50(11)

Level 12: Aim - RechRdx-I:50(A), AdjTgt-ToHit/Rech:50(13), AdjTgt-Rech:50(13)

Level 14: Super Speed - Clrty-Stlth:15(A), Clrty-RunSpd:50(15)

Level 16: Build Up - RechRdx-I:50(A), Re AdjTgt-ToHit/Rech:50(17), AdjTgt-Rech:50(17)

Level 18: Health - RgnTis-Regen+:30(A), Numna-Regen/Rcvry+:33(19), Numna-Heal:33(19), Mrcl-Rcvry+:33(34), Mrcl-Heal:33(36)

Level 20: Stamina - EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)

Level 22: Blaze - Decim-Acc/Dmg:33(A), Decim-Acc/EndRdx/Rchg:33(23), Decim-Dmg/EndRdx:33(23), Decim-Acc/Dmg/Rchg:33(31), Decim-Dmg/Rchg:33(31)

Level 24: Super Jump - Jump-I:50(A)

Level 26: Acrobatics - EndRdx-I:50(A)

Level 28: Stealth - LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29), LkGmblr-Def/EndRdx:50(29), LkGmblr-Def/Rchg:33(31), LkGmblr-Def/EndRdx/Rchg:33(33)

Level 30: Invisibility - RedFtn-Def/EndRdx:33(A), RedFtn-Def/Rchg:33(40), RedFtn-EndRdx/Rchg:33(43), RedFtn-Def/EndRdx/Rchg:33(43), RedFtn-Def:33(46)

Level 32: Inferno - Sciroc-Acc/Dmg:50(A), Sciroc-Acc/Dmg/EndRdx:50(33), Sciroc-Dmg/EndRdx:35(33), Sciroc-Dmg/Rchg:50(34), Sciroc-Acc/Rchg:35(34)

Level 35: Blazing Bolt - Mantic-Acc/Dmg:50(A), Mantic-Dmg/EndRdx:40(36), Mantic-Acc/ActRdx/Rng:40(36), Mantic-Dmg/ActRdx/Rchg:50(37), Mantic-Dmg/EndRdx/Rchg:50(37)

Level 38: Grant Invisibility - RedFtn-Def:40(A), RedFtn-EndRdx/Rchg:40(39), RedFtn-Def/EndRdx:40(39), RedFtn-Def/EndRdx/Rchg:40(46), RedFtn-Def/Rchg:40(50)

Level 41: Personal Force Field - RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(42), RedFtn-EndRdx/Rchg:50(42), RedFtn-Def/EndRdx/Rchg:50(42), RedFtn-Def:50(43)

Level 44: Temp Invulnerability - ImpSkn-Status:15(A), ImpSkn-ResDam/EndRdx:30(45), ImpSkn-ResDam/Rchg:30(45), ImpSkn-EndRdx/Rchg:30(45), ImpSkn-ResDam/EndRdx/Rchg:30(46), S'fstPrt-ResDam/Def+:30(50)

Level 47: Force of Nature - ImpSkn-Status:15(A), ImpSkn-ResDam/EndRdx:30(48), ImpSkn-ResDam/Rchg:30(48), ImpSkn-EndRdx/Rchg:30(48), ImpSkn-ResDam/EndRdx/Rchg:30(50)

Level 49: Phase Shift - RechRdx-I:50(A)

Note many of the changes between the PVE build and this build. Most of your secondary powers have been sacrificed for pool powers. In addition to the stealth pool, you are also taking the leaping pool to get Super Jump and Acrobatics. Acrobatics in particular is critical in PVP giving you a magnitude 100 protection against knockback. Given the proliferation of the Nemesis staff among veterans, this protection is essential.

Also note the inclusion of the Red Fortune IO set. This set gives the recharge time increase that you want out of the IO sets, replacing sets lost from your secondary. It also provides a damage buff, something always helpful.

Finally, the IO levels have been adjusted down on many powers. For example, Combat jump has 3 level 50 versions and 2 level 33 versions of Luck of the Gambler. This is done to allow you to still get the recharge set bonus (10%) from the set, even when playing in Siren’s Call, where you are automatically made level 30. The idea is to give you important powers at the levels of the PVP zones (25 for Bloody Bay, 30 for Siren’s Call, and 38 for Warburg). You will also retain many critical set bonuses, while not sacrificing much in the way of enhancement bonuses by not using level 50 IOs.

Hybrid PVE/PVP Blaster:

This second build is more of a balance between PVE and PVP. You retain most of your AoE powers, but still get critical PVP pool powers like Stealth, Super Jump and Acrobatics. You will find it performs well in PVP, but sacrifices some tactical options and survivability features. In return, you get back three important powers for PVE, Fire Breath, Fire Sword Circle and Consume.

Level 1: Fire Blast - Decim-Acc/Dmg:28(A), Decim-Dmg/EndRdx:28(3), Decim-Dmg/Rchg:28(11), Decim-Acc/EndRdx/Rchg:28(19), Decim-Acc/Dmg/Rchg:28(25)

Level 1: Ring of Fire - Acc-I:50(A)

Level 2: Fire Ball - Posi-Acc/Dmg:28(A), Posi-Dmg/EndRdx:28(3), Posi-Dmg/Rchg:28(5), Posi-Dmg/Rng:28(15), Posi-Acc/Dmg/EndRdx:28(23)

Level 4: Fire Sword - C'ngImp-Acc/Dmg:33(A), C'ngImp-Dmg/EndRdx:33(5), C'ngImp-Dmg/Rchg:33(11), C'ngImp-Acc/Dmg/Rchg:33(19), C'ngImp-Acc/Dmg/EndRdx:33(25)

Level 6: Hasten - RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7)

Level 8: Fire Breath - Posi-Acc/Dmg:28(A), Posi-Dmg/EndRdx:28(9), Posi-Dmg/Rchg:28(9), Posi-Dmg/Rng:28(15), Posi-Acc/Dmg/EndRdx:28(23)

Level 10: Hurdle - Jump-I:50(A)

Level 12: Aim - RechRdx-I:50(A), AdjTgt-ToHit/Rech:50(13), AdjTgt-Rech:50(13)

Level 14: Super Speed - Clrty-Stlth:50(A)

Level 16: Build Up - RechRdx-I:50(A), AdjTgt-ToHit/Rech:50(17), AdjTgt-Rech:50(17)

Level 18: Health - RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(31), Numna-Regen/Rcvry+:50(31), Mrcl-Heal:40(37), Numna-Heal:50(46)

Level 20: Stamina - EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)

Level 22: Combat Jumping - Ksmt-Def/EndRdx:28(A), Ksmt-Def/Rchg:28(31), Ksmt-EndRdx/Rchg:28(37), Ksmt-Def/EndRdx/Rchg:28(40), Ksmt-ToHit+:28(43)

Level 24: Stealth - LkGmblr-Rchg+:28(A), LkGmblr-Def:28(34), LkGmblr-Def/EndRdx:28(37), LkGmblr-Def/Rchg:28(40)

Level 26: Blaze - Decim-Acc/Dmg:33(A), Decim-Dmg/EndRdx:33(27), Decim-Dmg/Rchg:33(27), Decim-Acc/EndRdx/Rchg:33(29), Decim-Acc/Dmg/Rchg:33(29)

Level 28: Super Jump - Jump-I:50(A)

Level 30: Acrobatics - EndRdx-I:50(A)

Level 32: Inferno - RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(33), Dmg-I:50(33), Dmg-I:50(34), Dmg-I:50(34)

Level 35: Fire Sword Circle - Sciroc-Acc/Dmg:41(A), Sciroc-Dmg/EndRdx:41(36), Sciroc-Dmg/Rchg:41(36), Sciroc-Acc/Dmg/EndRdx:41(36), Dmg-I:50(43)

Level 38: Blazing Bolt - Mantic-Acc/Dmg:41(A), Mantic-Dmg/EndRdx:41(39), Mantic-Acc/ActRdx/Rng:41(39), Mantic-Dmg/ActRdx/Rchg:41(39), Mantic-Dmg/EndRdx/Rchg:41(40)

Level 41: Personal Force Field - RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(42), RedFtn-Def/EndRdx/Rchg:50(42), RedFtn-Def:50(42), RedFtn-EndRdx:50(43)

Level 44: Temp Invulnerability - ImpSkn-Status:30(A), ImpSkn-ResDam/EndRdx:30(45), ImpSkn-ResDam/Rchg:30(45), ImpSkn-ResDam/EndRdx/Rchg:30(45), ImpSkn-EndRdx/Rchg:30(46), S'fstPrt-ResDam/Def+:30(46)

Level 47: Force of Nature - ImpSkn-Status:30(A), ImpSkn-ResDam/EndRdx:30(48), ImpSkn-ResDam/Rchg:30(48), ImpSkn-ResDam/EndRdx/Rchg:30(48), ImpSkn-EndRdx/Rchg:30(50), Aegis-Psi/Status:50(50)

Level 49: Consume - RechRdx-I:50(A), EndMod-I:50(50)

The IO levels have been adjusted down in many cases to provide as many set bonuses as possible when playing in PVP zones. This is very much a trade off, where you need to decide whether you want to sacrifice a damage bonus in Fire Blast in order to keep the recharge time bonus. This build assumes that important set bonuses like accuracy and recharge time are more important than enhancements in a single power. Careful examination of this build will show minor changes, such as use of the Aegis unique for Psi defense, instead of the Steadfast Protection knockback unique. Since you have acrobatics, the KB unique is unnecessary.

The power trade offs in this build are specific for zone PVP. I’ve delayed selection of some powers until later. This allows Combat Jumping and Stealth to be selected prior to level 25 (for Bloody Bay) and Acrobatics by level 30 (for Siren’s Call). You still have those powers available to you when playing PVE. You may still want to select those powers according the PVE build, then respec into this build once you are a high enough level. This particular build is the one I am currently using on Hellcatt, as I find I am dividing my time equally between PVE missions and PVP zones.


 

Posted

Section 6 - Conclusion:

I’m now up to version 3 of this guide and can attest that these builds are very effective in both PVE and PVP. Of course there are plenty of options for people to use to fit their personal play style. All of these builds are very IO heavy, making maximum use of the available IO sets. The improvement in ability from using IO sets is dramatic.

The biggest concern I hear from people is cost. Yes, it is very expensive to build one of these. I have probably 200 - 300 million influence invested in my IO sets, and I haven’t purchased a single Purple IO yet. The upside though is that your ability to defeat large numbers of minions quickly gives you plenty of potential for making influence, financing the purchase of these sets.


 

Posted

Thanks alot for your efforts. Nicely written. I am going to roll one up now. Cheers.


 

Posted

Many thanks for this detailed and updated guide. It's the template for my new blaster.


 

Posted

Just my personal opinion from experience but I find the Force Mastery powers to be pretty useless, other the FON I suppose. Even with the defense bonuses you're still a weakling, I'd rather focus on powers that help me kill as opposed to help me not get killed. Seems to me the primary way for a blaster to stay alive is to kill as fast as possible.

Also how much better is slotting Combat Jumping Versus Slotting Hover with the defensive IOs?


 

Posted

I have a lv 42 Fire/Fire/Force blaster, and I get a lot of mileage out of Force Mastery while soloing (I only have PFF so far, of course).

My soloing technique is as follows: with Hot Feet, Blazing Aura, and PFF running, I'll herd up 1 or 2 spawns (missions set on unyielding). Note: when PFF is running, HF and BA will still be toggled on, but will not affect the mobs.

Once all the mobs are within melee striking distance, I'll pop Aim and Buildup, drop PFF, and use Fireball and FSC. If anything is still alive, I'll finish them off with ST attacks.

So far, I've been amazed how effective this technique is versus non-boss level spawns.

P.S. If you're like me, and can't afford the top-self +recovery unique IOs, I have found that, at a minimum, you'll need to put 3 end reduxes in HF and BA. This was mentioned in Peg's previous guide, but I'm not sure if this advice was included in this one.


 

Posted

Yeah I do get some use from PFF when I'm soloing, so I guess I should say not totally useless just mostly useless.

You make a good point those this guide/build really doesn't shine unless you have an insane amount of influence to dump into the IO sets. Some of the uniques he mentioned go for over 40 million influence for a single enhancement. Without all the sets and bonuses this build is crazy hungry for endurance as well. Anyway again just my two cents a great guide but just seems like it's out of reach for all but the most die hard of CoH players.


 

Posted

Thanks for all the hard work, Peg. I was looking for a new character idea so I could team with a friend on another server and your guide convinced me to try my first Fire/Fire Blaster. I ran him to 4th lvl last night and really enjoyed it. I plan to follow your intitial build exactly since it fits my concept so well. I may do something different than Force Mastery when epic pools open up for me, but I won't have to worry abou that for a good, long time.


(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon

 

Posted

A couple comments in here I need to respond to:

1) Getting this in the blaster guides... Anyone who can help that happen, i would love it. I have asked several times to get this guide on the main page of the guides list, without any results. I'm confident I have the most up to date Fire/Fire guide around atm.

2) Force mastery - Kind of like Churchill's quote about Democracy. Force mastery is the worst epic pool, except for all the others. I'll be honest, PPF is situational at best, and the slotting for the shield is only to give enough slots to get set bonuses, not because I have the defense of a scrapper. But FON alone is worth it. I use FON against Elite Bosses and AVs all the time. My farm mission is Battle Maiden, and I am easily able to solo her using FON. And don't underestimate the resultant defenses when all the set bonuses are applied. I find that I play Hellcatt exactly like I play my scrappers, with the only exception being against high level mezzing enemies. This build is a lot more survivable than you would think.

3) Cost of the build - Oh yeah, this thing, fully built is expensive. I have over 1 billion (with a B) influence invested in Hellcatt right now. But then I have 4 complete sets of Purple IOs slotted. Keep in mind that the point of the build is to reduce recharge time, so you are cheating in everyway you can to get those recharge reduction set bonues. I have my recharge bonus up to 158% now, which means Hasten is down for 8 seconds. This is really really close to perma-hasten. However, only a few of the IOs have to be really expensive (luck of the gambler, numina and miracle). the rest of the sets can be filled by shopping carefully and getting IOs at lower levels than max. I find that IOs that sell for 4M at level 50 can be bought for 500K at level 45. The original version of Hellcatt's IO sets was built using a 30 million influence investment and smart shopping. I filled in the expensive IOs later.

4) Combat Jump vs. Hover - Since I use the hybrid PvP build I discussed, there isn't really an option. I have to have acrobatics and SJ, so CJ is the obvious choice. But I used to use Hover, and don't really see much difference in the effects between them when fully enhanced. The main difference is that I can turn on CJ and pretty much forget it, where Hover will effect your movement. There are times I really miss Fly though.


 

Posted

[ QUOTE ]
A couple comments in here I need to respond to:

1) Getting this in the blaster guides... Anyone who can help that happen, i would love it. I have asked several times to get this guide on the main page of the guides list, without any results. I'm confident I have the most up to date Fire/Fire guide around atm.

[/ QUOTE ]
The Blaster Guides is where I found this. It's the second entry under Fire.

Sorry if I misunderstood what you're asking.


(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon

 

Posted

[ QUOTE ]
[ QUOTE ]
A couple comments in here I need to respond to:

1) Getting this in the blaster guides... Anyone who can help that happen, i would love it. I have asked several times to get this guide on the main page of the guides list, without any results. I'm confident I have the most up to date Fire/Fire guide around atm.

[/ QUOTE ]
The Blaster Guides is where I found this. It's the second entry under Fire.

Sorry if I misunderstood what you're asking.

[/ QUOTE ]

Woot! It is on the guide's list, I have arrived

Actually, you can find the link on both the Fire primary and Fire secondary list now.


 

Posted

Question:

Which, if running missions solo in a 6 person team is faster, a fire/fire blaster, or a fire/energy blaster? I've seen a fire/energy blaster and he went really fast, but I really havent seen a fire/fire enough to judge how good they are.


 

Posted

Fire/Fire would have access to Fire Sword Circle, which would help ripping through mobs quicker. I haven't played Fire/Energy, but they would have better single target damage with Bonesmasher and Total Focus but I think that Fire/Fire would have the better AoE. At least, that would be my guess from what I've seen using my Fire/Fire.


 

Posted

[ QUOTE ]
Question:

Which, if running missions solo in a 6 person team is faster, a fire/fire blaster, or a fire/energy blaster? I've seen a fire/energy blaster and he went really fast, but I really havent seen a fire/fire enough to judge how good they are.

[/ QUOTE ]

If your question is speed, and you are not concerned with the types of mobs you are fighting (let's call them large numbers of minions) then fire/fire will significantly outperform fire/energy. The fire secondary has access to 4 additional AOEs: Combustion, Fire Sword Circle, Blazing Aura, and Hot Feet. When you combine those with the primary AOEs of Fireball, Firebreath and Inferno, you produce a lot of damage. What /fire doesn't get is the devastating single target attack of Total Focus, with its high probability stun.

If you ran a competition using identical maps with large concentrations minions and lts, the fire/fire would clear the map much faster than the fire/energy. Only bosses are able to survive the alpha strike using a triple AOE combo of Firebreath/Fireball/Fire Sword Circle.


 

Posted

If you are curious, this is the current (and final!) build for Hellcatt. She uses the modified PvP build mentioned above, with some minor changes from my recommendations, due to what IOs I was able to get for slotting (and I'm not doing another respec, thank you very much).

Also interesting for the curious who want to know what a billion influence build looks like.

Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php

Hellcatt: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Fire Blast <ul type="square">[*] (A) Decimation - Accuracy/Damage: Level 33[*] (3) Decimation - Damage/Endurance: Level 33[*] (11) Decimation - Damage/Recharge: Level 33[*] (19) Decimation - Accuracy/Endurance/Recharge: Level 33[*] (25) Decimation - Accuracy/Damage/Recharge: Level 33[/list]Level 1: Ring of Fire <ul type="square">[*] (A) Accuracy IO: Level 50[/list]Level 2: Fire Ball <ul type="square">[*] (A) Ragnarok - Damage: Level 50[*] (3) Ragnarok - Damage/Recharge: Level 50[*] (5) Ragnarok - Accuracy/Damage/Recharge: Level 50[*] (15) Ragnarok - Damage/Endurance: Level 50[*] (23) Ragnarok - Chance for Knockdown: Level 50[/list]Level 4: Fire Sword <ul type="square">[*] (A) Hecatomb - Damage: Level 50[*] (5) Hecatomb - Damage/Recharge: Level 50[*] (11) Hecatomb - Accuracy/Damage/Recharge: Level 50[*] (19) Hecatomb - Damage/Endurance: Level 50[*] (25) Hecatomb - Chance of Damage(Negative): Level 50[/list]Level 6: Hasten <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (7) Recharge Reduction IO: Level 50[*] (7) Recharge Reduction IO: Level 50[/list]Level 8: Fire Breath <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage: Level 50[*] (9) Positron's Blast - Damage/Endurance: Level 50[*] (9) Positron's Blast - Damage/Recharge: Level 50[*] (15) Positron's Blast - Damage/Range: Level 50[*] (23) Positron's Blast - Accuracy/Damage/Endurance: Level 50[/list]Level 10: Hurdle <ul type="square">[*] (A) Jumping IO: Level 50[/list]Level 12: Aim <ul type="square">[*] (A) Adjusted Targeting - To Hit Buff/Recharge: Level 50[*] (13) Adjusted Targeting - Recharge: Level 50[*] (13) Recharge Reduction IO: Level 50[/list]Level 14: Super Speed <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 16: Build Up <ul type="square">[*] (A) Adjusted Targeting - To Hit Buff/Recharge: Level 50[*] (17) Adjusted Targeting - Recharge: Level 50[*] (17) Recharge Reduction IO: Level 50[/list]Level 18: Health <ul type="square">[*] (A) Regenerative Tissue - +Regeneration: Level 30[*] (31) Miracle - +Recovery: Level 33[*] (31) Numina's Convalescence - +Regeneration/+Recovery: Level 33[*] (37) Miracle - Heal: Level 33[*] (46) Numina's Convalescence - Heal: Level 31[/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: Combat Jumping <ul type="square">[*] (A) Kismet - Defense/Endurance: Level 15[*] (31) Kismet - Defense/Recharge: Level 15[*] (37) Kismet - Endurance/Recharge: Level 15[*] (40) Kismet - Defense/Endurance/Recharge: Level 15[*] (43) Kismet - Accuracy +6%: Level 15[/list]Level 24: Stealth <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed: Level 50[*] (34) Luck of the Gambler - Defense: Level 30[*] (37) Luck of the Gambler - Defense/Endurance: Level 30[*] (40) Luck of the Gambler - Defense/Recharge: Level 30[/list]Level 26: Blaze <ul type="square">[*] (A) Apocalypse - Damage: Level 50[*] (27) Apocalypse - Damage/Recharge: Level 50[*] (27) Apocalypse - Accuracy/Damage/Recharge: Level 50[*] (29) Apocalypse - Accuracy/Recharge: Level 50[*] (29) Apocalypse - Damage/Endurance: Level 50[*] (43) Apocalypse - Chance of Damage(Negative): Level 50[/list]Level 28: Super Jump <ul type="square">[*] (A) Jumping IO: Level 50[/list]Level 30: Acrobatics <ul type="square">[*] (A) Endurance Reduction IO: Level 50[/list]Level 32: Inferno <ul type="square">[*] (A) Armageddon - Damage: Level 50[*] (33) Armageddon - Damage/Recharge: Level 50[*] (33) Armageddon - Accuracy/Damage/Recharge: Level 50[*] (33) Armageddon - Accuracy/Recharge: Level 50[*] (34) Armageddon - Damage/Endurance: Level 50[*] (34) Recharge Reduction IO: Level 50[/list]Level 35: Fire Sword Circle <ul type="square">[*] (A) Scirocco's Dervish - Accuracy/Damage: Level 50[*] (36) Scirocco's Dervish - Damage/Endurance: Level 50[*] (36) Scirocco's Dervish - Damage/Recharge: Level 50[*] (36) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50[/list]Level 38: Blazing Bolt <ul type="square">[*] (A) Sting of the Manticore - Accuracy/Damage: Level 50[*] (39) Sting of the Manticore - Damage/Endurance: Level 50[*] (39) Sting of the Manticore - Accuracy/Interrupt/Range: Level 50[*] (39) Sting of the Manticore - Damage/Interrupt/Recharge: Level 50[*] (40) Sting of the Manticore - Damage/Endurance/Recharge: Level 50[/list]Level 41: Personal Force Field <ul type="square">[*] (A) Red Fortune - Defense/Endurance: Level 45[*] (42) Red Fortune - Defense/Recharge: Level 45[*] (42) Red Fortune - Defense/Endurance/Recharge: Level 45[*] (42) Red Fortune - Defense: Level 45[*] (43) Red Fortune - Endurance: Level 45[/list]Level 44: Temp Invulnerability <ul type="square">[*] (A) Impervious Skin - Status Resistance: Level 15[*] (45) Impervious Skin - Resistance/Endurance: Level 28[*] (45) Impervious Skin - Resistance/Recharge: Level 27[*] (45) Impervious Skin - Resistance/Endurance/Recharge: Level 29[*] (46) Impervious Skin - Endurance/Recharge: Level 30[*] (46) Aegis - Psionic/Status Resistance: Level 25[/list]Level 47: Force of Nature <ul type="square">[*] (A) Impervious Skin - Status Resistance: Level 15[*] (48) Impervious Skin - Resistance/Endurance: Level 30[*] (48) Impervious Skin - Resistance/Recharge: Level 30[*] (48) Impervious Skin - Resistance/Endurance/Recharge: Level 30[*] (50) Impervious Skin - Endurance/Recharge: Level 30[*] (50) Steadfast Protection - Resistance/+Def 3%: Level 30[/list]Level 49: Consume <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (50) Endurance Modification IO: Level 50[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Accuracy IO: Level 50[/list]Level 1: Sprint <ul type="square">[*] (A) Celerity - +Stealth: Level 50[/list]Level 2: Rest <ul type="square">[*] (A) Recharge Reduction IO: Level 50[/list]Level 1: Defiance
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+13% DamageBuff[*]+3% Defense(Smashing)[*]+3% Defense(Lethal)[*]+3% Defense(Fire)[*]+3% Defense(Cold)[*]+3.95% Defense(Energy)[*]+3.95% Defense(Negative)[*]+8% Defense(Psionic)[*]+3% Defense(Melee)[*]+3% Defense(Ranged)[*]+3% Defense(AoE)[*]+2.25% Max Endurance[*]+72% Enhancement(Accuracy)[*]+86.3% Enhancement(RechargeTime)[*]+99.4 (8.25%) HitPoints[*]+MezResist(Confused) (Mag 36.7%)[*]+MezResist(Held) (Mag 35%)[*]+MezResist(Immobilize) (Mag 40%)[*]+MezResist(Sleep) (Mag 39.4%)[*]+MezResist(Stun) (Mag 35%)[*]+MezResist(Terrorized) (Mag 35%)[*]+18.5% Recovery[*]+60% Regeneration[*]+10.4% Resistance(Fire)[*]+10.4% Resistance(Cold)[*]+3.13% Resistance(Negative)[*]+3% Resistance(Psionic)[*]+5.5% Debt Protection[/list]------------
[u]Set Bonuses:[u]
[u]Decimation[u]
(Fire Blast)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.75%)[*] +13.6 (1.13%) HitPoints[*] +2.25% Max Max Endurance[*] +6.25% Enhancement(RechargeTime)[/list][u]Ragnarok[u]
(Fire Ball)<ul type="square">[*] +4% Recovery[*] +2.52% Res(Fire, Cold)[*] +15% Enhancement(Accuracy)[*] +10% Enhancement(RechargeTime)[/list][u]Hecatomb[u]
(Fire Sword)<ul type="square">[*] +4% Recovery[*] +2.52% Res(Fire, Cold)[*] +15% Enhancement(Accuracy)[*] +10% Enhancement(RechargeTime)[/list][u]Positron's Blast[u]
(Fire Breath)<ul type="square">[*] +2.5% Recovery[*] +1.575% Res(Fire, Cold)[*] +9% Enhancement(Accuracy)[*] +6.25% Enhancement(RechargeTime)[/list][u]Adjusted Targeting[u]
(Aim)<ul type="square">[*] +2% DamageBuff[/list][u]Adjusted Targeting[u]
(Build Up)<ul type="square">[*] +2% DamageBuff[/list][u]Miracle[u]
(Health)<ul type="square">[*] +2.5% Recovery[/list][u]Numina's Convalescence[u]
(Health)<ul type="square">[*] +12% Regeneration[/list][u]Kismet[u]
(Combat Jumping)<ul type="square">[*] +1.5% Recovery[*] +MezResist(Confused) (Mag 1.65%)[*] +1.5% Debt Protection[*] +3.75% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Stealth)<ul type="square">[*] +10% Regeneration[*] +13.6 (1.13%) HitPoints[*] +9% Enhancement(Accuracy)[*] +7.5% Enhancement(RechargeTime)[/list][u]Apocalypse[u]
(Blaze)<ul type="square">[*] +16% Regeneration[*] +36.2 (3%) HitPoints[*] +4% DamageBuff[*] +10% Enhancement(RechargeTime)[*] +5% Defense(Psionic)[/list][u]Armageddon[u]
(Inferno)<ul type="square">[*] +4% Recovery[*] +2.52% Res(Fire, Cold)[*] +15% Enhancement(Accuracy)[*] +10% Enhancement(RechargeTime)[/list][u]Scirocco's Dervish[u]
(Fire Sword Circle)<ul type="square">[*] +10% Regeneration[*] +3.13% Resistance(Negative)[*] +9% Enhancement(Accuracy)[/list][u]Sting of the Manticore[u]
(Blazing Bolt)<ul type="square">[*] +12% Regeneration[*] +0.945% Def(Energy, Neg)[*] +3% DamageBuff[*] +7.5% Enhancement(RechargeTime)[/list][u]Red Fortune[u]
(Personal Force Field)<ul type="square">[*] +MezResist(Immobilize) (Mag 2.2%)[*] +1.26% Res(Fire, Cold)[*] +2% DamageBuff[*] +5% Enhancement(RechargeTime)[/list][u]Impervious Skin[u]
(Temp Invulnerability)<ul type="square">[*] +MezResist(Sleep) (Mag 2.2%)[*] +18.1 (1.5%) HitPoints[*] +2% Debt Protection[*] +5% Enhancement(RechargeTime)[*] +7.5% Status Effect Duration Reduction[/list][u]Aegis[u]
(Temp Invulnerability)<ul type="square">[*] +3% Resistance(Psionic), +MezResist(Confused) (Mag 20%), +MezResist(Held) (Mag 20%), +MezResist(Immobilize) (Mag 20%), +MezResist(Sleep) (Mag 20%), +MezResist(Stun) (Mag 20%), +MezResist(Terrorized) (Mag 20%)[/list][u]Impervious Skin[u]
(Force of Nature)<ul type="square">[*] +MezResist(Sleep) (Mag 2.2%)[*] +18.1 (1.5%) HitPoints[*] +2% Debt Protection[*] +5% Enhancement(RechargeTime)[*] +7.5% Status Effect Duration Reduction[/list][u]Steadfast Protection[u]
(Force of Nature)<ul type="square">[*] +3% Def(All)[/list]


<font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
|MHDz;4584;1285;1716;|
&gt;-KE5TMOXS80O@?(?_"EZ&amp;&amp;11B0E2D)/[J9;;W=3!$[0.Y=F;#5Z&amp(&lt;-("@W[Y#2GQ(%K/NN4AB,YQ
OR'GQ&amp;W(CZNJ.M&gt;QO43=95?Z*?@FOKS8BSSEKV^Z&gt ;[3/&gt;_9:SIA7U]=6GK!8K]5^GAO&gt;LS(ZGG+6@V7
TN#Z(69=L]'H78`:`M1=-T7P4[9N6^^UB57+"\D(A/5&lt;VEMESU[?HJZ(8?U(7=G&gt;!9H1;LUYS?WA7[/
NQ1A.`SZ`D&amp;E(,`Z&gt;WOY6Z[^U&gt;!L`;A.6C+#\,Z1$-0,-]J6,A"0P--%JRRN,CL&amp;H)U-\@X(S\EO,&lt;]
I@H4IFIRQ,A/#"YOV;YD=?72#\Y&amp;%&amp;LPFLCTEA$E&amp;H`M8&amp; 971$,-FNY@`Q918Q5R,%_*BK_\I.2QV0=
;LPF8)3.U$5`B5?%-FQT%&amp;DTF,F/1F$1ED0',S8ZL\\%T&amp;6MW9%R#U%@,*Y358T*DU6-"I-V1LAMW_5
;P@UP']C%AC):GJ6_:Q"*&amp;OQ!^'JHF:^NJ_+D9CH=;NW&amp;J%&g t;-SW+2"$Q/"9!FJBRY!/P*6`PX[&amp;?89Z
1I`YAF7?LJ$R&gt;_^SU-QE*$P9J9.-0]1QMUZ]\\)#O9N]&lt;3JO6CA[/=/U29KM?$T-L:#S@+:X$PBD2=O
R#$2$&lt;BP_+_?GDJ)LMK$L3)2M?O?K(PNM-)3+X@Z5L9J=SAN8B]*40.GO(K54]8T)]&amp;KN0^@1E"BE'$
J%&gt;ZSFO$&lt;Q/RU?E-B$FC.(4'WUZG(2@9)!89]9;EHN`"F'1:[M3HA=G3TDAM@9"G$J1%2WX(:&amp;XY&lt;#)
4?.8[)(I$)Z*&amp;:[JL=1(#8XDL7IW'@FS;+8M0-&amp;?N2-86`VA;/MEQQ.)@-M0TX!S'F!H^4!'*P=I1/:
1Z/I"0A]'P3"\,&amp;EFJ8JI&lt;/2DJT-'0J$A-%%:3[&gt;N(OJ^IYU1[$Z@]6?,M%K&lt;I'Z&lt;:69)&gt;18(W"45T2
Q(MS0A-C`Z=&gt;N/8N)@;LG&amp;@LTTLA_NMCQ5G^=FR$X7K3.?!&lt;G&lt;.D 9=S!GC)WZ&lt;P1@.Q&lt;E\/Z&gt;?!1[
4V!FH;4!./\.QHJTE&gt;L.QD\U4]9"A9(&lt;C3BQ;.F$C\BN18:L+MA&gt;[W7`'40885P$T%=N^;5R%T^A@YF
&amp;+`S_.8-`R9AJVV)P\J*Q%!B,.@Q+9"R37/O*LKCBO@"CN1/V:-0&gt;WZR'K:K@$G?8=9)V.?&amp;C=^W#P/
O:\JV'L:%A'8M7`P3K)Y_IXP)6VS7A5"\&lt;9')A2!B4/?+(E#JS[R7L;K'**:*8&lt;]DE_K"7WT5KC\47!
96HS3D.V.ISR#?6M9@OM#B[J[4,V[1]\90@N&lt;PO;J^/`((&gt;=:RV-2/5?P4&gt;.0.WR$#&lt;2@X).`,AK/
XN3C*\JA.S&gt;KQ)2O[QY:UIT8J)I'A;G(&amp;VXH&amp;R,-Q?;QX`3'`3AZT]FJ\?`&amp;K^;&amp;S0"3#S1;H:T%ECC
6D#7UX+?99TS\TV:WQC(S5!+?@T"G[D$)(R*4AH9&gt;'!.R(+PW)&gt;UA/2!95_"%)X2`(MGN&amp;&gt;^[JH:Y:P
=7K;=P#ZFIHOJFC8$.40/%0^%LD0Y`NW5K4&lt;TTM,+SKT#NOO[&amp;CJ*[S44`WSMHWB'_&gt;'B0?8W3V6$3J
[:*ZS^(-&lt;[KLJ#1JWCB__Z=)'0T@MYNA)2,2Q?!DE+E!A`Y#^7"@U,XB,QLE %A#8V=3.8JNFL&gt;95KVM
!2F.Y%5$Z&lt;6*'J1DF@1TB.\1V2.S0+I9$=FC73:@=AN/P^NH[U+4G00``
|-----------------------------------------------------------------------------|
</pre><hr />


 

Posted

Pimped out!


 

Posted

Peg thanks alot...letting out the snipe blaze trick..I have just started a fire fire but played a fire/eng. (Arthur Brown) to level 50...all being said I am having a lot more fun with my current character...(Caliente Pockets)...of course fire/eng. becomes even more of a crowd killer with epics...the electric pool adds a lovly cone attack...just the thing for pesky multiple. pesky lts. Thank you so much for posting this invaluable guide...


"...well I have wrestled with reality for thirty-five years, Doctor and I am happy to state I finally won out over it." Elwood P Dowd (from the movie Harvey)

 

Posted

This is one of the better guides I've read. Nice work!

I had a question about slotting as you level up; with some exceptions, it doesn't seem worth slotting IO sets until quite late on in the character's life. How would you slot this as you level up?


 

Posted

[ QUOTE ]
This is one of the better guides I've read. Nice work!

I had a question about slotting as you level up; with some exceptions, it doesn't seem worth slotting IO sets until quite late on in the character's life. How would you slot this as you level up?

[/ QUOTE ]

Sorry that I haven't looked at this thread in awhile, but let me respond to this. I think it is an important question.

I find that over time, the urge to use IO sets has decreased for me as I have built more alts. My heros are leveling faster than I can keep up with.

However, I wrote this guide assuming that you are playing this build from level 1, not being powerleveled and then respecing. Quite a few of the sets are very valuable to you as you grow, and because the IO sets don't expire, you can replace them when you feel like it. For example, I recommend that people start slotting Fireball and Firebreath with Positron's Blast as soon as they hit 22 and can start putting level 25 IOs into their powers. Five slots of Positron in two powers gives a 5% recovery bonus, an 18% accuracy bonus and a 12.5% recharge time bonus. These bonuses will help you be more effective, even if you aren't getting the maximum damage from these powers. I feel the IO sets to be very much worth the investment throughout the growth of the build.


 

Posted

Hey, i'm essentially a new player- haven't played CoH in many years and am making a F/F blaster, and the guide is awesome- just have a question. When i played there weren't IO Sets; so my questions:
1: what's IO stand for?
2 The entry below- I dont know how to interpret what it means, can you break it down for me? or can anyone? If so that'd be AWESOME.
Thanks!

Decimation-Acc/Dmg:40(A),
Decimation-Dmg/EndRdx:40(5),
Decimation-Dmg/Rchg:40(5),
Decimation-Acc/EndRdx/Rchg:40(39),
Decimation-Acc/Dmg/Rchg:40(40)