fire/fire scrapper guide
-The Build-
This is my level-up build. I recommend these powers in this order because this is what I did, and it worked very well. My slotting recommendations and use of enhancements are based on what didnt work and what did work for me, as well as what the data told me.
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Hero Plan by Mids' Hero Designer 1.40
HYPERLINK "http://www.cohplanner.com/%5B/b%5D%5B/color%5D"http://www.cohplanner.com/
Level 50 Mutation Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Darkness Mastery
Hero Profile:
Level 1: Fire Sword -- Acc(A), Dmg(5), Dmg(9), Dmg(23), EndRdx(37), RechRdx(40)
Level 1: Fire Shield -- ResDam(A), ResDam(3), ResDam(3), EndRdx(42), EndRdx(45)
Level 2: Cremate -- Acc(A), Dmg(5), Dmg(9), Dmg(37), EndRdx(42), RechRdx(43)
Level 4: Scorch -- Acc(A)
Level 6: Healing Flames -- RechRdx(A), RechRdx(7), Heal(7), Heal(36), Heal(45)
Level 8: Swift -- Run(A)
Level 10: Breath of Fire -- Dmg(A), Dmg(11), Dmg(11), Range(37), EndRdx(43), RechRdx(46)
Level 12: Combat Jumping -- DefBuff(A), DefBuff(13), DefBuff(13)
Level 14: Health -- Heal(A), Heal(15), Heal(15)
Level 16: Plasma Shield -- ResDam(A), ResDam(17), ResDam(17), EndRdx(42), EndRdx(45)
Level 18: Fire Sword Circle -- Acc(A), Dmg(19), Dmg(19), Dmg(23), EndRdx(34), EndRdx(40)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Super Jump -- Jump(A)
Level 24: Acrobatics -- EndRdx(A), EndRdx(25), EndRdx(25)
Level 26: Incinerate -- Acc(A), Dmg(27), Dmg(27), Dmg(31), EndRdx(34), RechRdx(43)
Level 28: Consume -- RechRdx(A), RechRdx(29), RechRdx(29), EndMod(46)
Level 30: Build Up -- RechRdx(A), RechRdx(31), RechRdx(31)
Level 32: Greater Fire Sword -- Acc(A), Dmg(33), Dmg(33), Dmg(33), EndRdx(34), EndRdx(40)
Level 35: Fiery Embrace -- RechRdx(A), RechRdx(36), RechRdx(36)
Level 38: Blazing Aura -- EndRdx(A), EndRdx(39), EndRdx(39), Dmg(39), Dmg(46)
Level 41: Petrifying Gaze -- Acc(A)
Level 44: Dark Blast -- Acc(A)
Level 47: Tenebrous Tentacles -- RechRdx(A), Acc(48), Dmg(48), Acc(48)
Level 49: Burn -- RechRdx(A), Dmg(50), Dmg(50), Dmg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
------------
[u]Set Bonus Totals:[u]<ul type="square">[/list]------------
[u]Set Bonuses:[u]
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Here is my respec build. Ive switch some powers around due to the addition of inventions and invention set bonuses. Simply throwing in a few special invention enhancements and level 50 IOs would still be a very powerful build. Play around with it and see what works best for you. Expensive builds are not for everyone.
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Hero Plan by Mids' Hero Designer 1.40_http://www.cohplanner.com/
Level 50 Mutation Scrapper_Primary Power Set: Fiery Melee_Secondary Power Set: Fiery Aura_Power Pool: Fitness_Power Pool: Speed_Power Pool: Fighting_Ancillary Pool: Darkness Mastery
Hero Profile:_
Level 1: Fire Sword -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(3), T'Death-Dmg/Rchg:40(3), T'Death-Acc/Dmg/EndRdx:40(5), T'Death-Dmg/EndRdx/Rchg:40(5), T'Death-Dam%:40(7)_
Level 1: Fire Shield -- ImpSkn-ResDam/EndRdx:30(A), ImpSkn-ResDam/Rchg:30(7), ImpSkn-EndRdx/Rchg:30(9), ImpSkn-ResDam/EndRdx/Rchg:30(9), ImpSkn-Status:30(11)_
Level 2: Blazing Aura -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(11), Armgdn-Acc/Dmg/Rchg:50(13), Armgdn-Acc/Rchg:50(13), Armgdn-Dmg/EndRdx:50(15), Armgdn-Dam%:50(15)_
Level 4: Cremate -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(17), T'Death-Dmg/Rchg:40(17), T'Death-Acc/Dmg/EndRdx:40(19), T'Death-Dmg/EndRdx/Rchg:40(19), T'Death-Dam%:40(21)_
Level 6: Healing Flames -- Dct'dW-Heal/EndRdx:53(A), Dct'dW-EndRdx/Rchg:53(21), Dct'dW-Heal/Rchg:53(23), Dct'dW-Heal/EndRdx/Rchg:53(23), Dct'dW-Heal:53(25), Dct'dW-Rchg:53(25)_
Level 8: Build Up -- EndRdx-I:50(A), EndRdx-I:50(27), EndRdx-I:50(27)_
Level 10: Swift -- Run-I:50(A)_
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29), RechRdx-I:50(29)_
Level 14: Health -- Mrcl-Rcvry+:40(A), Mrcl-Heal:40(31), Mrcl-Heal/Rchg:40(31)_
Level 16: Plasma Shield -- TtmC'tng-ResDam:53(A), TtmC'tng-ResDam/EndRdx:53(31), TtmC'tng-ResDam/Rchg:53(33), S'fstPrt-ResKB:30(33)_
Level 18: Fire Sword Circle -- Sciroc-Acc/Dmg:53(A), Sciroc-Dmg/EndRdx:53(33), Sciroc-Dmg/Rchg:53(34), Sciroc-Acc/Rchg:53(34), Sciroc-Acc/Dmg/EndRdx:53(34), Sciroc-Dam%:53(36)_
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(36), EndMod-I:50(36)_
Level 22: Consume -- Acc-I:50(A), RechRdx-I:50(37), RechRdx-I:50(37)_
Level 24: Super Speed -- Clrty-Stlth:53(A)_
Level 26: Incinerate -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(37), Hectmb-Acc/Dmg/Rchg:50(39), Hectmb-Acc/Rchg:50(39), Hectmb-Dmg/EndRdx:50(39), Hectmb-Dam%:50(40)_
Level 28: Boxing -- KntkC'bat-Knock%:35(A)_
Level 30: Tough -- ImpArm-ResDam:40(A), ImpArm-ResDam/EndRdx/Rchg:40(40), ImpArm-EndRdx/Rchg:40(40), ImpArm-ResDam/Rchg:40(42), ImpArm-ResDam/EndRdx:40(42)_
Level 32: Greater Fire Sword -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(42), T'Death-Dmg/Rchg:40(43), T'Death-Acc/Dmg/EndRdx:40(43), T'Death-Dmg/EndRdx/Rchg:40(43), T'Death-Dam%:40(45)_
Level 35: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(45), RechRdx-I:50(45)_
Level 38: Weave -- RedFtn-Def:53(A), RedFtn-EndRdx:53(46), RedFtn-Def/EndRdx:53(46), RedFtn-Def/Rchg:53(46), RedFtn-Def/EndRdx/Rchg:53(48)_
Level 41: Petrifying Gaze -- UbrkCons-Dam%:50(A)_
Level 44: Burn -- Sciroc-Acc/Dmg:53(A), Sciroc-Dmg/EndRdx:53(48), Sciroc-Dmg/Rchg:53(48), Sciroc-Acc/Dmg/EndRdx:53(50)_
Level 47: Dark Blast -- Dev'n-Hold%:53(A)_
Level 49: Tenebrous Tentacles -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(50), Ragnrk-Dmg/EndRdx:50(50)_------------_
Level 1: Brawl -- Empty(A)_
Level 1: Sprint -- Empty(A)_
Level 2: Rest -- Empty(A)_
Level 1: Critical Hit _------------_[u]Set Bonus Totals:[u]
- +9.5% DamageBuff(Smashing) for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +9.5% DamageBuff(Lethal) for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +9.5% DamageBuff(Fire) for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +9.5% DamageBuff(Cold) for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +9.5% DamageBuff(Energy) for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +9.5% DamageBuff(Negative) for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +9.5% DamageBuff(Toxic) for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +9.5% DamageBuff(Psionic) for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +5% Defense(Psionic) to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +9.38% Defense(Melee) to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +3.13% Defense(AoE) to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +2.25 Max Endurance to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +48% Enhancement(Accuracy) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +4% Enhancement(Heal) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +35% Enhancement(RechargeTime) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +125.5 HP (9.37%) HitPoints to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +10.3 second Knockback (Mag -4) to Self [Non-resistable] [Ignores Enhancements & Buffs]_
- +10.3 second Knockup (Mag -4) to Self [Non-resistable] [Ignores Enhancements & Buffs]_
- +MezResist(Confused) (Mag 7.5%) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +MezResist(Held) (Mag 18.5%) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +MezResist(Immobilize) (Mag 18%) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +MezResist(Sleep) (Mag 11.9%) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +MezResist(Stun) (Mag 7.5%) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +MezResist(Terrorized) (Mag 9.7%) to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +17% (0.28 End/sec) Recovery to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +20% (1.12 HP/sec) Regeneration to Self for 10.3 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +10.1% Resistance(Fire) to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +10.1% Resistance(Cold) to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +6.25% Resistance(Negative) to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +11.3% Resistance(Toxic) to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +1.26% Resistance(Psionic) to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
- +2% XPDebtProtection to Self for 10.8 seconds [Non-resistable] [Ignores Enhancements & Buffs]_ Effect does not stack from same caster_
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Conclusion-
The fire/fire scrapper is a damage-dealing master. They require an understanding of damage over time and can hack multiple foes to the ground simultaneously. If you want to build a concept character, your concept better involve swords made of fire. There is little room for conceptual power picks, unless you are willing to sacrifice offense, defense or influence. Hopefully this guide helped you better understand what a fire/fire scrapper has to offer you as well as giving you an understanding of what the powers and power pools have to offer your fire/fire scrapper.
Thank you for the guide. I have been considering a fire/fire scrapper. This makes my decision easier with the guidance.
Given that Fire/Fire has no offensive mitigation, I think you underestimate Air Superiority. It does excellent damage for its activation, and is guaranteed knockdown. You certainly aren't wasting any slots you put into it - and I've found it to be integral to my survival if I'm dealing with a hard-hitting boss.
Otherwise, good guide.
Energy Torrent-
Description: You shoot a cone of minor smashing damage that will knock your foes back.
Usefulness: This power is not useful for a fire/fire scrapper due to the knockback.
Question: on a scrapper isn't it actually knock'down' instead of knockback due to the decreased mag? IMHO this would be a good opener before jumping in. Even if it is knock'back' using the map to your advantage to corral the mobs or reposition them could be a good thing.
Also, seconding Air Sup as a possible power. It's a great 'juggling' tool for managing tougher targets.
YMMV
/end my .02 inf
Thanx for the feedback guys.
1. my bad. i didn't mean that slotting Air Superiority was a waste of slots. Just a general piece of advise on slotting power pools. I have taken that out.
2. from my understanding, energy torrent is knockback, not down. But you are correct. all knocks can be helpful if used at the right time, in the right place.
Nice guide. I've just started a fire/fire scrapper myself, and your insights are helpful.
One quibble I have is that in the "leveling up" slotting recommendations seem a little low on accuracy, especially in Consume. If you're teaming with PuGs or doing missions on higher difficulty levels, I think slotting more than one ACC would help.
Also, fire/fire scraps can make good INF even at low levels by running around Perez Park toasting Hellions and selling their nice arcane salvage.
Thanks for the guide.
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2. from my understanding, energy torrent is knockback, not down.
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Your understanding is wrong. Energy Torrent in the EPP is actually KnockDOWN (KD) not Knockback ... it's a mag 0.67 (I believe) just like FootStomp which makes it KD on even-con or higher mobs. I have it on my /SR and love it. It also can be slotted with 2 damage procs (Posi, Explosive Strike).
"Sometimes you have to roll the Hard Six." -- Adama
Teabagging Ms. Liberty - http://kk-comics.com/allmmproject/rsf21.jpg
is it possible to make a fire scrapper while NOT taking the three "sword" powers? I hate the animation and look of it as well as a horrible fit for a RP character. If I make a fire/fire and choose to not take those three, how bad am I "gimping" myself?
Should you find yourself morally opposed to taking any of the sword powers, you can make a passable single target attack chain of Incinerate --> Scorch --> Cremate --> Scorch (repeat as needed) with Hasten and some recharge slotting in Incinerate, and hopefully some damage procs in Scorch. If you really invest in global recharge bonuses, you could eventually upgrade to Incinerate --> Cremate --> Scorch, which really isn't a bad chain aside from the investment. If you are also opposed to taking Breath of Fire, then your AoE will be limited to Blazing Aura / Burn / possible AoEs in your 40s.
Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.
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is it possible to make a fire scrapper while NOT taking the three "sword" powers? I hate the animation and look of it as well as a horrible fit for a RP character. If I make a fire/fire and choose to not take those three, how bad am I "gimping" myself?
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Short answer: yes. anything is possible. especially with scrappers.
Long(er) answer: Don't do it!!!! If you really want the most effective fire/fire scrapper fire sword and fire sword circle are dominant powers. Greater fire sword is extreme for sure, but the sound and the look of the sword is a huge turn off for some, and is the most often skipped of the trio.
In the end, as long as you have a constant attack chain you can keep killing anything. the power a fire/fire brings to the team (or solo) is such that usable powers = dead enemies. The more powers you have, the better you do. Like I said in the guide, this isn't a good set for people with strict concept characters (unless a flaming sword of righteous jihad is your concept).
Thanks to your guide I made a F/F scrapper and it has been fun but though the first 25 LEvels. I'm now 39 and loving it. I do have to say that burn is now easily a 4 star power. I prefer it over blaze.
I'm glad it was of use to you. Some of my description/ratings are a tad out of date with recent updates. I plan on doing a revision once i19 drops.
I didn't like the builds. I felt that there was a lack of bang for buck with them. 3 SO def slots in combat jump is a waste on a low def toon or any toon. 3 end red in acrobatics just because its a toggle is an old bad habit. The scrapper section has min/maxers in it. I'd dare say that they can help anyone work out a good build instantly as they appear to eat, drink and sleep with Scrappers. Just make sure you know what you want to specialize in. As always in a scrapper guide there is no real depth on confront. I did an all scrapper STF with it and it was the main ingredient to our success. Other scrapper STFs struggled in comparison.
I know its fun to do guides, and any guide that dispenses with all the info anyone needs to know is a bad guide as it leaves nothing for others to discover. The depth of knowledge that can come from the community around you is always useful. So my advice is to always seek it and go on to be a giver off it. Passing things on so to speak.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
My scrapper just hit 46, can please post a a lvl 50 build if influence is no object? I know i19 coming out, if its possible can someone share one now please.
I didn't like the builds. I felt that there was a lack of bang for buck with them. 3 SO def slots in combat jump is a waste on a low def toon or any toon. 3 end red in acrobatics just because its a toggle is an old bad habit. .
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This is what I love about the set and scrappers in general. There are so many options that work. And you can adapt any powerset to your individual play style.
Thank you for the comment/critique.
I chose fire fire scrapper for my main pvp toon
I went with the theory that damage rules and survival drools
With 2 damage boost and if you hit a crit
Few will survive
Bonus on the epic choice of flame mastery
Double boost and crit to immobile hold and blast
My tactic is find a suitable target and chase them down spamming the ring of fire
When the are immobilized close in and hit the hold/ char
Firey embrace / BU and greater fire sword
Nothing has survived that combo
Great for dealing with stalkers and widows as the dot keeps them visible
I also keep fire aura on so the stalker is afraid to assign strike
I die alot in pvp but everyone does
And if 3 stalkers or 3 of anything coordinate and attack you nothing survives except for a regin with quick reflexes
In pve when teamed I have all the area attacks and by alternating BU and fire embrace I am perma damage boosted
It really help the team steam roll
Fire blaster damage up in their faces
And I can still 3 shot the boss when I need to
Laserblitz
"Kicking digital a$$ and taking "trademarked by NCsoft" names since 2007"
If you see a rainbow costume or named "Emcc" it is me
Here is my Build for PVP
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire Fire PVP: Level 50 Natural Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Scorch
- (A) Mako's Bite - Accuracy/Damage
- (3) Mako's Bite - Damage/Endurance
- (3) Mako's Bite - Damage/Recharge
- (7) Mako's Bite - Accuracy/Endurance/Recharge
- (17) Crushing Impact - Accuracy/Damage/Recharge
- (21) Touch of Death - Accuracy/Damage
- (A) Titanium Coating - Resistance
- (11) Titanium Coating - Resistance/Endurance
- (27) Titanium Coating - Resistance/Endurance/Recharge
- (37) Steadfast Protection - Knockback Protection
- (43) Aegis - Resistance/Endurance
- (A) Endurance Reduction IO
- (7) Endurance Reduction IO
- (A) Numina's Convalescence - Heal
- (5) Numina's Convalescence - Heal/Recharge
- (5) Numina's Convalescence - Heal/Endurance/Recharge
- (31) Miracle - Heal/Recharge
- (39) Resist Damage IO
- (40) Steadfast Protection - Knockback Protection
- (A) Recharge Reduction IO
- (15) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (9) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (9) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (31) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (31) Gaussian's Synchronized Fire-Control - To Hit Buff
- (A) Luck of the Gambler - Recharge Speed
- (11) Kismet - Accuracy +6%
- (43) Blessing of the Zephyr - Knockback Reduction (4 points)
- (46) Karma - Knockback Protection
- (A) Luck of the Gambler - Recharge Speed
- (40) Karma - Knockback Protection
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (23) Endurance Reduction IO
- (A) Titanium Coating - Resistance
- (17) Titanium Coating - Resistance/Endurance
- (27) Aegis - Resistance/Endurance
- (36) Titanium Coating - Resistance/Endurance/Recharge
- (39) Steadfast Protection - Knockback Protection
- (A) Winter's Gift - Slow Resistance (20%)
- (19) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
- (19) Winter's Gift - Run Speed, Jump, Flight Speed, Range
- (25) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Luck of the Gambler - Recharge Speed
- (37) Karma - Knockback Protection
- (A) Steadfast Protection - Knockback Protection
- (A) Accuracy IO
- (A) Endurance Modification IO
- (40) Accuracy IO
- (A) Titanium Coating - Resistance
- (29) Titanium Coating - Resistance/Endurance
- (29) Titanium Coating - Resistance/Endurance/Recharge
- (34) Steadfast Protection - Knockback Protection
- (37) Aegis - Resistance/Endurance
- (A) Recharge Reduction IO
- (A) Hecatomb - Damage
- (33) Hecatomb - Damage/Recharge
- (33) Hecatomb - Accuracy/Damage/Recharge
- (33) Hecatomb - Accuracy/Recharge
- (34) Hecatomb - Chance of Damage(Negative)
- (34) Mako's Bite - Accuracy/Damage
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Damage Increase IO
- (39) Damage Increase IO
- (A) Devastation - Accuracy/Damage
- (42) Devastation - Accuracy/Damage/Recharge
- (42) Devastation - Accuracy/Damage/Endurance/Recharge
- (42) Accuracy IO
- (A) Devastation - Accuracy/Damage
- (45) Devastation - Accuracy/Damage/Recharge
- (45) Devastation - Accuracy/Damage/Endurance/Recharge
- (45) Accuracy IO
- (46) Range IO
- (50) Range IO
- (A) Devastation - Accuracy/Damage
- (48) Devastation - Accuracy/Damage/Endurance/Recharge
- (48) Devastation - Accuracy/Damage/Recharge
- (48) Devastation - Damage/Recharge
- (50) Accuracy IO
- (A) Luck of the Gambler - Recharge Speed
- (50) Karma - Knockback Protection
Level 1: Brawl
- (A) Empty
- (A) Endurance Reduction IO
- (A) Empty
Level 4: Ninja Run
Level 2: Swift
- (A) Run Speed IO
- (A) Jumping IO
- (A) Numina's Convalescence - Heal
- (13) Numina's Convalescence - Heal/Endurance
- (15) Numina's Convalescence - Heal/Recharge
- (43) Numina's Convalescence - +Regeneration/+Recovery
- (A) Performance Shifter - EndMod
- (13) Performance Shifter - EndMod/Accuracy
- (25) Performance Shifter - EndMod/Recharge
- (46) Endurance Modification IO
Set Bonus Totals:
- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 0.625% Defense(Energy)
- 0.625% Defense(Negative)
- 1.25% Defense(Ranged)
- 40% Enhancement(RechargeTime)
- 6% Enhancement(Heal)
- 15% Enhancement(Accuracy)
- 16% FlySpeed
- 271.07 HP (20.24%) HitPoints
- 16% JumpHeight
- 16% JumpSpeed
- Knockback (Mag -48)
- Knockup (Mag -48)
- MezResist(Immobilize) 3.3%
- MezResist(Sleep) 6.6%
- 6.5% (0.109 End/sec) Recovery
- 60% (3.354 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.52% Resistance(Fire)
- 7.52% Resistance(Cold)
- 16% RunSpeed
Set Bonuses:
Mako's Bite
(Scorch)
- MezResist(Immobilize) 3.3%
- 20.08 HP (1.5%) HitPoints
- 3% DamageBuff(All)
(Fire Shield)
- MezResist(Sleep) 2.2%
- 20.08 HP (1.5%) HitPoints
(Fire Shield)
- Knockback,Knockup protection (Mag 4)
(Healing Flames)
- 12% (0.671 HP/sec) Regeneration
- 25.1 HP (1.874%) HitPoints
(Healing Flames)
- Knockback,Knockup protection (Mag 4)
(Build Up)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.874%) HitPoints
- 2.5% (0.042 End/sec) Recovery
- 2.5% DamageBuff(All)
(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)
- Knockback,Knockup protection (Mag 4)
(Combat Jumping)
- Knockback,Knockup protection (Mag 4)
(Stealth)
- 7.5% Enhancement(RechargeTime)
(Stealth)
- Knockback,Knockup protection (Mag 4)
(Super Speed)
- 1.25% Defense(Ranged), 0.625% Defense(Energy), 0.625% Defense(Negative)
- Knockback,Knockup protection (Mag 4)
(Plasma Shield)
- MezResist(Sleep) 2.2%
- 20.08 HP (1.5%) HitPoints
(Plasma Shield)
- Knockback,Knockup protection (Mag 4)
(Super Jump)
- 5% Resistance(Cold)
- 6% JumpSpeed, 6% JumpHeight, 6% FlySpeed, 6% RunSpeed
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Super Jump)
- Knockback,Knockup protection (Mag 4)
(Invisibility)
- 7.5% Enhancement(RechargeTime)
(Invisibility)
- Knockback,Knockup protection (Mag 4)
(Temperature Protection)
- Knockback,Knockup protection (Mag 4)
(Tough)
- MezResist(Sleep) 2.2%
- 20.08 HP (1.5%) HitPoints
(Tough)
- Knockback,Knockup protection (Mag 4)
(Greater Fire Sword)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Char)
- 12% (0.671 HP/sec) Regeneration
- 30.12 HP (2.249%) HitPoints
(Ring of Fire)
- 12% (0.671 HP/sec) Regeneration
- 30.12 HP (2.249%) HitPoints
(Fire Blast)
- 12% (0.671 HP/sec) Regeneration
- 30.12 HP (2.249%) HitPoints
- 3% DamageBuff(All)
(Weave)
- 7.5% Enhancement(RechargeTime)
(Weave)
- Knockback,Knockup protection (Mag 4)
(Health)
- 12% (0.671 HP/sec) Regeneration
- 25.1 HP (1.874%) HitPoints
- 6% Enhancement(Heal)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 25.1 HP (1.874%) HitPoints
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Laserblitz
"Kicking digital a$$ and taking "trademarked by NCsoft" names since 2007"
If you see a rainbow costume or named "Emcc" it is me
Jamo’s Fire/Fire Scrapper guide
Stop Thinking and Start Killing!
Introduction : This is my introduction. Don’t let it effect how you feel about the rest of what I have to say. The fire/fire scrapper is NOT a fire/fire tank. The fire/fire scrapper is not a fire/fire brute. This powerset plays like a scrapper, because it is a scrapper.
Thank you/ acknowledgments : I got all of the numbers from “City of Data” – a great all-in-one site to get CoH info when you can’t log on! Thank you to Mid’s Hero Planner, the best way to prepare your Hero before you log into the game. Thank you to Hero stats. It is an amazing tool to help you through the game. Paragon Wiki was a big help to me - while writing away from a PC I was able to check my game facts. And, of course, a huge thank you to all of the members of the Forums, who have posted great guides and left constructive comments that helped me put this together.
Goals: The goal of this guide is not to show you my super sweet build and tell you to copy it. The goal is to give you all of the information about fire/fire scrappers, the possible powers, and enhancement options and let you figure out how to build a fire/fire scrapper of your very own.
Description of powers: (ratings are based on a bad to good/ * to **** scale)
-Primary set- Fiery Melee
Scorch
Available: 1
Range: 5ft
Cast Time: 1s
Recharge: 3s
End Cost: 4.368
At L50: 52.55 Fire Damage, 3 * 6.26 Fire damage over 2.10 seconds (after 0.5 second delay) (80% chance)
Jamo’s Rating: **
Recommended Slotting: 1acc/3 dam
Description: This is a minor damage attack that deals only fire damage. Its fast recharge time makes it a good filler for some builds. I respec’ed out of it. It didn’t do enough damage for my build compared to the other level one power.
Fire Sword
Available: 1
Range: 5ft
Cast Time: 1.67s
Recharge: 6s
End Cost: 6.864
At L50: 31.28 Lethal damage, 51.3 Fire damage, 4 * 6.26 Fire damage over 3.10 seconds (after 0.5 second delay) (80% chance)
Jamo’s Rating: ****
Recommended Slotting: 1acc/3dam
Description: This is the main damage dealer at low levels. It does moderate damage, and damage over time. For me, there is nothing like when a foe runs away to avoid death, only to be killed by DOT a few seconds later.
Cremate
Available: 2
Range: 5ft
Cast Time: 1.5s
Recharge: 8s
End Cost: 8.528
At L50: 40.04 Smashing damage, 62.56 Fire damage, 4 * 6.26 Fire damage over 3.10 seconds (after 0.5 second delay)
Jamo’s Rating: ***
Recommended Slotting: 1acc/3dam/1end red/1rech
Description: This is a nice attack that deals fire damage and smashing damage. This is usually the first power in my attack chain at low levels.
Build Up
Available: 6
Range: -
Cast Time: 1.17s
Recharge: 90s
End Cost: 5.2
At L50: ToHit +0.2 for 10s, DMG(All Types) +100% for 10s [Ignores Enhancements & Buffs]
Jamo’s Rating: ****
Recommended Slotting: 3rech
Description: The same Build Up as every other Archetype. It greatly increase the amount of damage you deal for a few seconds. Extra damage and a ToHit buff, why wouldn’t you take it?
Breath of Fire
Available: 8
Range: 15ft
Cast Time: 2.67s
Recharge: 10s
End Cost: 10.192
At L50: 2 * 42.54 Fire damage over 0.60 seconds, 4 * 6.26 Fire damage over 3.10 seconds (after 1 second delay) (80% chance)
Jamo’s Rating: **
Recommended Slotting: 3dam/1end red
Description: This is a smart attack. That is, you need to be smart to effectively use this attack to its full potential. When lined up and timed correct, you can hit up to 10 foes with this one attack. Its larger range is also helpful. I took this power then respec’ed out of it because it is too slow for my build.
Confront
Available: 12
Range: 70ft
Cast Time: 1.67s
Recharge: 3s
End Cost: -
At L50: +30.8s Taunt (mag 4) PvE only, +7.7s Taunt (mag 4) PvP only, Not auto-hit
Jamo’s Rating: *
Recommended Slotting: 1taunt
Description: Challenges a single foe to attack you. It has the longest range of all of your attacks, yet does zero damage. I find that the best way to agro is to hit Build Up, then any combo of attacks in your chain. Bringing the life of the foe to near null and pulling their attention from your friend.
Fire Sword Circle
Available: 18
Range: - (10 foot spherical area of effect)
Cast Time: 2.67s
Recharge: 20s
End Cost: 18.512
At L50: 48.49 Lethal damage, 48.49 Fire damage, 4 * 6.26 Fire damage over 3.10 seconds (after 0.5 second delay) (80% chance)
Jamo’s Rating: ****
Recommended Slotting: 1acc/3dam/2end red
Description: This is the best power of the set. It attacks every foe within melee range at once! Dealing moderate damage, this is a power not to be skipped. PLUS- since you don’t need a target to use this power, when those pesky night widows blind you, FSC can still hit them back.
Incinerate
Available: 26
Range: 5ft
Cast Time: 1.67s
Recharge: 10s
End Cost: 6.864
At L50: 10 * 15.64 Fire damage over 4.60 seconds
Jamo’s Rating: ****
Recommended Slotting: 1acc/3dam/1end red/1rech
Description: Sets your opponent ablaze! High damage, cool animation. Take this power.
Greater Fire Sword
Available: 32
Range: 5ft
Cast Time: 2.33s
Recharge: 12s
End Cost: 12.688
At L50: 52.55 Lethal damage, 90.09 Fire damage, 5 * 12.51 Fire damage over 4.10 seconds (after 0.5 second delay) (80% chance)
Jamo’s Rating: ***
Recommended Slotting: 1acc/3dam/1end red/1rech
Description: Superior damage is hard to pass up. Quick to use, fair recharge rate, I use it in every attack chain. Sometimes twice. The only reason it isn’t 4 stars is the annoying sound effect associated with the power.
-Secondary set- Fiery Aura
Fire Shield
Available: 1
Activation: 0.5s
Cast time: 1.67s
Recharge: 2s
End Cost: .13
At L50: RES(Smashing, Lethal, Fire) +22.5% for 0.75s
Effect does not stack from same caster, RES(Cold) +7.5% for 0.75s
Effect does not stack from same caster, -10.38 Stun for 0.75s
Effect does not stack from same caster
Jamo’s Rating: ****
Recommended Slotting: 3dam res/1end red
Description: You get Fire Shield at level one and it is great defense to the majority of attacks in the game. Toggle on!
Blazing Aura
Available: 2
Activation: 2s
Cast Time: 2.03s
Recharge: 4s
End Cost: 1.04
At L50: 13.76 Fire damage
Jamo’s Rating: ***
Recommended Slotting: 3end red/3dam (sub in 1taunt)
Description: Blazing Aura is great for pulling agro and dealing damage over time. Yes, it can be a big End drain, especially at low levels. But it could provide the damage you need to kill a minion while you are fighting the boss. I use it.
Healing Flames
Available: 4
Activation: -
Cast Time: 1.5s
Recharge: 40s
End Cost: 10.4
At L50: +334.655 Heal
Jamo’s Rating: ****
Recommended Slotting: 3rech/3heal
Description: This is a great self-heal and should be taken as soon as possible. Plus it adds protection from toxic damage.
Temperature Protection
Available: 10
Activation: 10s
Cast Time: -
Recharge: -
End Cost: -
At L50: RES(Cold) +7.5% for 10.25s
Effect does not stack from same caster, RES(Fire) +22.5% for 10.25s
Effect does not stack from same caster
Jamo’s Rating: *
Recommended Slotting: 1dam res
Description: This is an auto power, so it is always on. It costs no endurance and gives you more fire and cold protection. The two toggle shields of this set give most builds the protection people need thus this power is skipped in most builds. Some people will take this power to slot an IO for knockback protection or help complete a set. I do not recommend this power.
Plasma Shield
Available: 16
Activation: 0.5s
Cast Time: 3s
Recharge: 2s
End Cost: 0.13
At L50: RES(Energy, Negative, Fire) +22.5% for 0.75s
Effect does not stack from same caste, -10.38 Held, Sleep for 0.75s
Effect does not stack from same caster
Jamo’s Rating: ****
Recommended Slotting: 3dam res/1end red
Description: The second toggle shield of this set. It gives you resistance from energy and negative energy attacks. But, the best part of this shield is its added protection from hold and sleep effects. Plasma shield is available at level 16. Take it at level 16.
Consume
Available: 20
Activation: -
Cast Time: 2.03s
Recharge: 180s
End Cost: 0.52
At L50: +20 Endurance (after 0.25 second delay), 25.03 Fire damage
Jamo’s Rating: *****
Recommended Slotting: 3rech/3end mod
Description: Consume is the reason you can keep killing. It replenishes your endurance by hurting your enemies. It can hit up to 10 foes at 20ft, that’s 4 times further range than the melee powers.
Burn
Available: 28
Activation: -
Cast Time: 2.03s
Recharge: 25s
End Cost: 5.2
At L50: Summon "Pets Burn" (10s) (PL_StaticObject) at Self, -10.38 Immobilize for 100s [Ignores Enhancements & Buffs]
Effect does not stack from same caster
Jamo’s Rating: **
Recommended Slotting: 3dam/3rech
Description: You ignite the ground beneath you, hitting all foes around you with moderate damage over time. This power also frees you from immobilize effects; something your shields don’t protect you from. Downside- all bad guys will run away from you when you drop burn. Upside- if they are already held by a teammate, foes get killed quickly. Some people will take burn early and use it as an escape button when overwhelmed by the enemy.
Fiery Embrace
Available: 35
Activation: -
Cast Time: 0.73s
Recharge: 180s
End Cost: 7.8
At L50: DMG(Fire) +125% for 20s [Ignores Enhancements & Buffs], DMG(Smashing, Lethal, Cold, Energy, Negative, Psionic) +100% for 10s [Ignores Enhancements & Buffs]
Jamo’s Rating: ****
Recommended Slotting: 3rech
Description: Boosts the damage of ALL of your attacks! Take it at 35, slot it at 36.
Rise of the Phoenix
Available: 38
Activation: -
Cast Time: 1.5s
Recharge: 300s
End Cost: -
At L50: +669.311 Heal for 0.5s, Summon "Pets Phoenix" (5s) (PL_StaticObject) at Self, +15s Untouchable (mag 10) [Ignores Enhancements & Buffs], +50 Endurance (after 0.13 second delay), +4s Immobilize (mag 50) [Ignores Enhancements & Buffs], XP Debt Protection for 90 seconds [Ignores Enhancements & Buffs]
Effect does not stack from same caster
Jamo’s Rating: **
Recommended Slotting: 1rech
Description: Your last power of the set, is the self-rez power. You get half life and half endurance. The Phoenix animation that goes with the power is the best rez animation I’ve seen in-game. It knocks down nearby foes, which gives you time to re-toggle and keep fighting. But if you team there is generally someone that will rez you. Sadly, you have to be dead to utilize this power, making it skippable for many builds.
Utilizing the Power Pool-
Just about every build will use the power pool. In case you are new, the Power Pool (or Pool Powersets) is a group of 10 power categories with four powers each that any archetype can use. The first two powers of any pool set are available at level 6. You will be able to pick the third power at level 14, and the final power at level 20. You will get a message when you go to train up that the power pool is now available to you at level six.
Some powers are more useful than others. Some are made for teaming, and some are made for soloing. I’ve broken down the ten power pools below and given a brief explanation as to how useful each would be to a fire/fire scrapper.
Fighting
Boxing-
Description: melee range punch that deals moderate damage with a chance to disorient foes.
Usefulness: I rarely use this attack with my build. But you need at least two powers in this set to get to the fourth.
Kick-
Description: A little more powerful than boxing, a little longer recharge time than boxing, and takes a little more endurance than boxing, but offers a 15% chance to knockdown a foe.
Usefulness: Your choice. Taking this over boxing is a matter of personal preference.
Tough-
Description: A toggle power that makes you more resistant to the most common damage type in the game.
Usefulness: This is a very useful power that helps your fire/fire scrapper live longer. Plus the “Tarzan” animation when you turn it on is cool.
Weave-
Description: Another toggle power. This one increases your DEFENSE, making you less likely to be hit by melee and ranged attacks of all damage types.
Usefulness: Extremely. Combined with your other shields, you can be comfortable jumping into a full mob of Rikti. They will die before you do.
Fitness
Hurdle-
Description: Always on, increases your jump height and speed.
Usefulness: not very. As part of a jump-heavy build, maybe… but (like all power pool sets) you need at least two powers in the set to get to the fourth power.
Swift-
Description: Always on, increases your run and fly speeds.
Usefulness: not very. If you wanted to slot a specialty IO, this power gives you 2 options, where Hurdle just gives one.
Health-
Description: This power is always on. It increases your heal rate, and gives some sleep resistance.
Usefulness: Yes. Staying alive is essential to be able to kill bad-guys. This is one of the most used powers in the power pool.
Stamina-
Description: Always on. You recover your endurance slightly more quickly than normal.
Usefulness: Very. Take this power. Fire/Fire is very End. heavy. Every little bit helps!
Flight
Air Superiority-
Description: a melee attack. Deals moderate smashing damage. This power can knock a flying target to the ground.
Usefulness: This power is very situational. If you are fighting freaks, or skyraiders, or any other bad guy that can fly and kill you from distance, this power is nice to bring them back to earth.
Hover-
Description: You can hover above the ground. You move very slowly when using this power. It also proves defense to all attacks.
Usefulness: This is somewhat useful for fighting flying foes. The extra defense (when it’s toggled on) is also a plus if you have powers to spare.
Fly-
Description: You can Fly! This is a travel power, pure and simple. If you want to get from A to B, fly is the easiest travel power to use.
Usefulness: If you are solo, in unfamiliar maps, or just like the concept, taking fly can be sweet.
Group Fly-
Description: When you turn this power on your teammates can fly (if they are within 60ft of you). This power sucks your endurance and will turn off if you run out.
Usefulness: not useful. This power is cool if you want to let your teammates mooch off of your travel power. Most teammates will have their own travel power, or can be “brought” to the mission door with a different power pool selection.
Plus some teammates will have powers that can only be activated when they are on the ground. They won’t like it too much if you make them fly when they need to be fighting.
Concealment
Grant Invisibility-
Description: You make your targeted teammate invisible, giving him defense to all attacks.
Usefulness: This is a support power, it doesn’t make YOU less likely to be killed, and doesn’t make YOUR damage or accuracy better. Not useful.
Stealth-
Description: Gives you a defense to all bonus. It makes you very hard to see, and makes you very slow if used while attacking.
Usefulness: This power is good for sneaking to a glowie or running through a tough mission to get to the boss. Some builds might like to have a stealth option for that reason.
Invisibility-
Description: Gives you a bigger defense bonus. It makes you almost impossible to see. You cannot attack while this is on.
Usefulness: Since you have to have one other power in this set before selecting this, it is not useful. Primarily, you would use it to get to the end of missions, making this power almost irrelevant if you picked stealth as the option before it.
Phase Shift-
Description: This is a panic button. While this is active, you cannot be affected by any attacks for 30 seconds. You also cannot use your attacks.
Usefulness: This power is not useful for a fire/fire scrapper. You kill bad guys. You don’t hide from them.
Leadership
Assault-
Description: While this is active you deal more damage, and so does your team (within 60ft of you). You are also resistant to taunts and placate.
Usefulness: Yes. This is a useful power. Good while solo, good with teams. If you have the space, you could take this power.
Maneuvers-
Description: While active, you increase your defense and your nearby teammates to ALL attacks.
Usefulness: If you can fit this into your build, take this power.
Tactics-
Description: Toggle on this power give a to-hit buff, a resist to confuse and fear effect, and increases your perception.
Usefulness: This is a great power. I love when a controller or a defender on my team takes this power. The fire/fire build doesn’t have much room for this power, but if you can build it, you can use it!
Vengeance-
Description: When a teammate is killed in battle, you can active this power. It gives you and your team a damage bonus, a to-hit bonus, resistance to status effects, and defense to all attacks.
Usefulness: If you want this power you have to be committed to this power pool. In my 2+ years of game play I’ve never seen ANOTHER teammate die, after this power was activated.
Leaping
Combat Jumping-
Description: When activated this power gives you a defense to all types of attacks, increases your jump height and distance, and grants resistance to immobilization.
Usefulness: This is a quite useful power. Besides its inherent advantages to your survivability, this power is a stepping-stone to the 4th power in this set.
Jump Kick-
Description: A good jumping kick attack that may knock foes down.
Usefulness: Good if you are looking for another attack power. This is definitely a skippable power.
Super Jump-
Description: This is a travel power. You can jump over smallish buildings in a single bound!
Usefulness: If you are using other powers in this set, this is a great travel option.
Acrobatics-
Description: When active, this power provides knockback resistance and hold resistance.
Usefulness: Very. Getting knockback resistance is awesome. You can’t kill anything while on your back!
Presence
Challenge-
Description: This power is a single target taunt, used to keep agro off your team and on you.
Usefulness: Not. You already get a more powerful taunt in your primary pool, no need for this one.
Provoke-
Description: This taunts a targeted foe, and all of the other enemies near him.
Usefulness: More useful than Challenge, but not necessary. You are a death-dealer, not a tank.
Intimidate-
Description: With this power you cause the targeted enemy to tremble in fear, unable to attack you.
Usefulness: This is fairly useful. A bad guy not being able to hit you is a great thing. But you are a fire/fire not a dark/ scrapper. Wasting time fearing when you could be killing borders on tedium.
Invoke Panic-
Description: This power causes all the foes around you to tremble in fear.
Usefulness: Can be. Causing all of the enemies near you to stop fighting and start cowering in fear makes you feel good about yourself. This is a good option if you are willing to take two other powers in this set first.
Medicine
Aid Other-
Description: This power heals a single targeted ally. It is interruptible and can’t be used effectively in combat.
Usefulness: Not useful. Because this power shouldn’t be used in combat, it is not useful for a fire/fire, who lives in combat.
Stimulant-
Description: With this power you can free your teammate from sleep, immobilize, hold, fear, confuse, and disorient effects. It is interruptible, and shouldn’t be used in combat.
Usefulness: Like the previous power, this power slows down game play and takes away other, more useful power picks from your build.
Aid Self-
Description: Allows you to heal yourself and leaves you resistant to Disorient effects.
Usefulness: You already get a self-heal in your secondary, making this power pointless.
Resuscitate-
Description: Revives a defeated ally. This power will leave your teammate with full hit points but with no endurance.
Usefulness: If you are teaming, thus necessitating using this power, someone else on your team has a method of reviving a fallen teammate, making this power not useful in a fire/fire build.
Speed
Flurry-
Description: This is a good melee punching attack. It has a chance to disorient a target.
Usefulness: An extra attack is nice, but disoriented foes tend to wander away, which is annoying. This power could be useful but is in no way a necessity.
Hasten-
Description: When this power is clicked on, you reduce the recharge time of all of your powers for 2 minutes. After it wears off, you get a slight endurance loss.
Usefulness: Extremely. You can use your powers quicker, killing more bad guys with your best powers. Take this power.
Super Speed-
Description: This travel power allows you to run at super human speeds. While running, most enemies won’t see you.
Usefulness: Highly. This is a good travel power, using it makes it easy to travel through tough zones at lower levels. The drawback to this power is that in many zones you have to wander around to find stairs or ladders to get to a mission; a problem fly and super jump can avoid.
Whirlwind-
Description: You spin so fast that it creates a whirlwind that will toss foes into the air and knock them back.
Usefulness: This power deals no damage, and is not useful for a fire/fire build.
Teleportation
Recall Friend-
Description: You can teleport one of your teammates to yourself.
Usefulness: This power can be useful for bringing your friends to a hard to find door or through a maze of a mission map.
Teleport Foe-
Description: You can teleport a single bad guy directly next to you.
Usefulness: This is a good power for thinning out mobs, or bringing back a fleeing bad guy. Because it is situational, it is not very useful.
Teleport-
Description: This travel power allows you to teleport yourself, there is no recharge time and can be reactivated without any delay.
Usefulness: This is probably the hardest travel power to use effectively. It is not useful in a fire/fire build.
Team Teleport-
Description: You can teleport all of your teammates to a targeted location at once.
Usefulness: not useful. If you are using this, you already have the tools to do the same thing slightly slower with two other powers in this set.
-Ancillary Powersets-
Once you reach level 41, you unlock the ancillary power pool. Each Archetype has access to a unique group of powers. These could be used to further strengthen your existing powers, to fill in gaps that have been missing until this point, or sometimes not used at all. Below is a brief description of the powers available and their usefulness.
Body Mastery
Conserve Power-
Description: When you use this power you expend less endurance on each power for 90s.
Usefulness: Very useful. As fire/fire is a big endurance drainer, this power would come in very handy.
Focused Accuracy-
Description: After toggle-on this power gives you more accuracy and better perception.
Usefulness: Very useful. Better accuracy means you are better at killing. And we love killing.
Laser Beam Eyes-
Description: You shoot lasers out of your eyes, dealing moderate damage, and reduce your target’s defense.
Usefulness: More attacks are useful, but laser eyes are a very much a concept-build power.
Energy Torrent-
Description: You shoot a cone of minor smashing damage that will knock your foes back.
Usefulness: This power can be useful for a fire/fire scrapper due to the knockdown and foe mitigation.
Darkness Mastery
Petrifying Gaze-
Description: This power lets you strike fear in a single target, holding him and leaving him defenseless.
Usefulness: This power can be useful at this level. When stacked, it can hold a boss. Plus you need two powers in this set to get to the last power.
Torrent-
Description: This is a cone attack that deals minor smashing damage and knocks your opponent back.
Usefulness: This power is not useful for a fire/fire scrapper due to the knockback.
Dark Blast-
Description: A long range blast of dark energy. Deals moderate Negative Energy damage and reduces the target's Accuracy.
Usefulness: Moderately useful. Good damage and an 80ft range. Too bad it’s not a fireball!
Tenebrous Tentacles-
Description: You can immobilize up to 10 foes in a 40ft cone, dealing moderate negative energy damage over time, and reduce their accuracy.
Usefulness: Totally useful. They immobilize up to 10 enemies up to 40ft away. Using this power before Burn is a great way to kill lots of bad guys.
Weapons Mastery
Caltrops-
Description: You throw tiny metal spikes to a targeted location. Enemies that walk over them are slowed and suffer minor damage over time.
Usefulness: Caltrops can be a useful tool. Enemies that run will be slowed down, but enemies that don’t run will try to once you throw caltrops. It’s a mixed bag primarily these would be more useful for ranged combat.
Web Grenade-
Description: This is a single target immobilize. They can still hit you, but their attack rate is slowed.
Usefulness: This can be a useful trick-up-your-sleeve. Unfortunately, in the late game (when this power becomes available) it is unlikely that it will fill any gaps in your attack chain, thus making this power skippable.
Shuriken-
Description: A throwing weapon that deals minor damage at a range of 70ft.
Usefulness: Minor damage is not useful. Using it to pull foes is useful, but only slightly.
Exploding Shuriken-
Description: Moderate damage at 70ft away to up to 10 foes. When you throw it at a target, the explosion hits all those around him.
Usefulness: Moderate. Hitting a whole mob at distance before you run in to finish them off is a good tactic. Having to pick two other powers in this set before you get this is a big commitment.
Strategy-
On the way to level 50 I took as many attack powers as I could. Increasing your damage output is just about every player’s goal. After all, you gain XP for killing foes, not your ability to take hits. This method allowed me to level very quickly.
Respecing is a part of the game for a reason. Different power choices make sense at different levels. Invention Origin enhancements have made it almost necessary to respec. Even if you have planned your build very carefully, and have no need to change your powers, you can still use a respec to sell back your enhancements for face value before buying the next level.
Teaming is a matter of personal preference. The beauty of a fire/fire scrapper is that they solo just as well as they team. Furthermore, when on a team, you don’t have to worry about the other members of the team doing their jobs properly. Unless you have a very bad player on your team, you should do well mixed with many different play styles.
Damage Over Time is a main theme in most fire/fire powers. This can be annoying to some players, because you basically waste an attack on an already dead enemy. My advise on this issue is to be observant in the early levels, you will get used to it. I like to group my immediate damage powers and my damage over time powers so that I know when I hit the #1 key, I will be doing damage over time. Then I will hit the tab key, switch targets, and hit someone else with damage over time. Again, this is my personal style. If you pick up Hasten, you probably will be ok with “wasting” an attack.
Leveling up. I wasn’t sure if I was going to include this in my guide because there are so many fun and quick ways to level up in City of Heroes. But, here goes. The very easiest way to level up your character is to sidekick to a 46, doing a level 50 eight-man mission and stand at the door. I don’t think this is much fun. Before scanner missions, this option was much more tempting.
Other options? The traditional route would be to complete your first story arc in Atlas or Galaxy. Then, as you get more contacts, work your way to new zones. You will want to raise the difficulty at least 2 levels for this method. If you are soloing, taking police-band scanner missions is a very quick way to get good XP, and a good mission completion bonus. These missions are also great if you are teaming. Remember - when doing scanner missions, to take the bank mission, complete it, and get the new contact. Some of these contacts will give you “farm” missions later in the game.
A lot of other guides have it right when it comes to good and quick XP. Level one: get on a sewer team. Level up. In your teens go to the Hallows or Perez Park and destroy largely grouped mobs. Level up. Do some scanner missions in skyway or Steel Canyon, take the bank mission, and win a temporary travel power. You can do the Midnight Club missions at level 10. I recommend doing them, as Montague is a good contact to have when you get a bad scanner mission. Go to Faultline, do all of the mission arcs. Level up. Get Single Origin Enhancements. Continue doing scanner missions or story arcs as necessary in your 20’s between Talos Island and Independence Port. Switching between the two when the scanner missions are lame keeps your quality of life up. I personally pass on most Circle of Thorns missions because I hate those cave maps. At level 20, it is a good idea to head over to Striga Isle and do the Stephane Peebles missions. At the conclusion of her story arc she gives you a wedding band that grants you 2 hours of resistance to all damage types. Use it wisely. Next up is either Brickstown or Founders Falls in your 30’s. I find they are both about the same, Bricks is a city zone with easy to run through streets, but there are some mission doors in odd places that take some getting used to. Founders is a city built on water. The doors are simple to find but traveling through Founders can be difficult with some travel powers i.e. Super Speed. Here is where picking an origin might come in handy. Natural, Technology, and Mutation origin stores are found in Founders and Science, and Magic stores are in Brickstown. At 35 go to the Rikti War Zone. You will get timed missions from Borea, they give you great XP and you don't have to worry about the time, you get plenty to complete the task. In your 40's head on over to Peregrine Island. There you should do more scanner missions. Be sure here to have completed all of your open story arcs! Otherwise the contact you get for completing the bank missions might not give you a job, or you might not get the contact at all. The contacts will hook you up with some tasty "farm" missions. Yes. A fire/fire scrapper can farm! I recommend the Family farm, as they don't like fire likes Behemoths do, and don't rez like Freaks do.