Chimney's Guide to the Fire/Fire Tanker


meris608

 

Posted

A long time ago, in a galaxy far far away, my friend decided to make a fire/fire blaster named “Chimney Nova”, and after playing him to level 16 was complaining to me about dying too much. So, having already made a healzorz, I decided the next best toon to help keep my friend alive was a tanker, and so “Chimneys Fire Sheild”, the fire/fire tanker, was born. 50 levels, 531 hours, and about a bajillion bad guys later, I decided to write a guide so that other people may experience the goodness that is the fire/fire tanker.

Fiery Aura

Fiery Melee

Ancillary and Regular Power Pools

Strategy/Final Notes

Awesomeness Rating:
Amazing:
Good:
Decent:
Bad:
SKIP!:

Note: All damage numbers are in Brawl Index.


 

Posted

Fiery Aura:
Some say it sucks, but I think it is a great set, if you play it right. It is the “Offensive” Defensive set, which may sound like an Oxymoron, but just means that it has more attack based powers than other sets. While they say that, it could still use some work on BOTH fronts, but I digress, it’s a really fun set when you get used to it.

Blazing Aura:
Rating:

In-Game Description: While active, you are surrounded by flames that burn all foes that attempt to enter melee range.

Numbers:
.27 end/second
.49 BI Fire Damage

Notes: Your taunt aura power. This is a great power for getting and keeping agro. It has the highest damage of any taunt aura, which while sounding great isnt that fantastic, since the taunt auras don’t do really noticeable damage. It’s just one of those things you can brag about to other tanks with “Mud pots, pfft, check out how much damage MY taunt aura does!”

Suggested Slotting: 3 End Reduction, and if you have extra slots hanging around, add up to another 3 damage.
Suggested IO Set: Any, Cleaving Blow, Multi Strike, and Sciroccos Dervish all have their advantages, choose one that suits you best.

Fire Shield:
Rating:

In-Game Description: While this power is active, Fire Shield gives you good resistance to Lethal, Smashing and Fire damage. Fire Shield also provides minimal resistance to Cold damage as well as protection from Disorient effects.

Numbers:
30% Resistance to Smashing, Lethal, and Fire Damage
10% Resistance to Cold damage.
Mag 13 Stun Protection.
.26 End/Second

Notes: One of the most important powers in the set. Smashing and Lethal are the 2 most common damage types in the game, and this baby gives you resistance to both. It also provides good fire resistance, which you will have capped eventually, and meh cold resistance. Since Fiery Aura lacks a pure mez protection toggle, its protection is split between the 2 toggle powers of Fiery Aura, and this one just happens to have the Disorient protection. It doesn’t make that much of a difference, since the other tanks get their mez protection soon enough, but it’s just nice to laugh at all the other members of your sewer team when they are taken out by Oppressive Gloom and you can keep on fighting.

Suggested Slotting: 4 slots, 3 Resistance 1 End Reduction.
Suggested IO set: Impervium Armor

Healing Flames:
Rating:

In-Game Description: You can concentrate for a few moments to heal yourself. The power of the flames can also protect you from Toxic Damage for a while.

Numbers:
25% Heal to Self
20% Toxic Resistance
40 Second Recharge
Notes: Another of the most important powers in the set. Fiery Aura is a resistance based set. That means you WILL get hit. They WILL do damage, but with this baby, you don’t care. It’s a great heal, giving the same amount of HP as Reconstruction, with 2/3 the recharge time. Get it early, slot it, love it.

Suggested slotting: 6 slots, 3 heal 3 recharge.
Suggested IO Set: Doctored Wounds.

Temperature Protection:
Rating:

In-Game Description: Temperature Protection gives you strong resistance to Fire damage, and some resistance to Cold damage as well. This power is always on and costs no Endurance.

Numbers:
30% Resistance to Fire Damage
10% Resistance to Cold Damage

Notes: lol. This power is a joke, it gives you good fire resistance and some, though bad, cold resistance. The problem is, you already have capped fire resistance, and the cold resistance is negligible. It doesn’t offer slow protection like Permafrost does, and it is, IMO, a waste. Take it if you have extra room.

Suggested Slotting: 1 Resistance
Suggested IO Slotting: If you are unlucky enough to take this power, it’s a great place to slot Steadfast Protection Res/Def to free up your other toggles for set bonuses.

Consume:
Rating:
In-Game Description: You can drain body heat from all nearby foes in order to replenish your own Endurance. The more foes affected, the more Endurance is gained. Foes suffer minimal Fire damage.
Numbers:
20 Endurance per Target.
.89 BI Fire Damage
180 second Recharge

Notes: Fire/Fire is an end hog, and this power will help you with that. While its decent, it isn’t nearly as good as the other PBAoE End Drain power, Energy Absorbtion. In exchange for doing small damage, it has 3 times the recharge time, and Energy Absorbtion has the added bonus of adding to your defense. But I digress, get this power, you will be using a lot of endurance, and this helps big time.
Suggested Slotting: 3 recharge, 2 accuracy
Suggested IO Set: Efficacy Adaptor

Plasma Shield:
Rating:

In-Game Description: While this power is active, you are surrounded by pure plasma. The Plasma Shield gives you resistance to Energy, Negative Energy, and Fire damage. Plasma Shield also gives your protection from Sleep and Hold effects.

Numbers:
30% Resistance to Energy, Negative Energy, and Fire Damage.
Mag 13 protection to Hold and Sleep

Notes: This is your second toggle, and it is a must have. Not only does this give protection to the other 2 toggle dropping mezzes, but it gives you good protection against the next most common damage types. It also rounds out your fire resistance. Get this power, and never look back.

Suggested Slotting: 3 Resistance, 1 End Reduction
Suggested IO Set: Impervium Armor

Burn:
Rating:
In-Game Description: You can ignite the ground beneath you, freeing yourself from Immobilization effects. Foes that enter the flames you leave behind will take damage. You must be near the ground to activate this power.

Numbers:
Mag 13 Immobilize Protection for 100 seconds
.17 BI Fire Damage for 51 ticks (8.5 total)
Mag 50 Unresistable Fear (If Target=Critter)

Notes: Ah, burn. Back in the old days, this was the gem of the Fiery Aura set. Nowadays…not so much. Back then it did great damage, and enemies would happily sit in the patch frying to death. Now they run the minute you put it down, making it a very difficult power to use without a good controller on the team. Some enemies don’t run, such as Archvillains, but most enemies head for the hills at the sight of it. Take it if you have an extra power choice, but my suggestion is just skip it.
Suggested Slotting: 3 damage 3 recharge
Suggested IO Set: Any, all of them have their bonuses

Fiery Embrace:
Rating:
In-Game Description: Significantly boosts the damage of all your Fire attacks for quite a while. Also increases the damage of all your other non-fire based attacks for a short while.

Numbers:
180 Second Recharge
100% Damage Buff to Fire Damage for 10 seconds
80% Damage Buff to all other damage for 10 seconds

Notes: Ah, Fiery Embrace, of all the powers that make Fiery Aura the “Damage” set, this is IMO the only good one. It’s a second build up, with an extra buff if you are using Fire Damage. Unfortunately, it is on twice the timer that regular Build Up is, which is understandable considering it has twice the duration for Fire Damage, but for all other damage it kinda sucks. Personally, I say take regular build up over Fiery Embrace, since it gives the same buffs for non-Fire damage on half the recharge, and plus with /fire things will die after 10 seconds, no need to have another 10 seconds of sitting there then waiting twice as long for it to come back. This is one of those powers where if you have room, great. If not, don’t worry about it, you aren’t missing out on much.

Suggested Slotting: 3 Recharge
Suggested IO Sets: None available.

Rise of the Phoenix:
Rating:
In-Game Description: If you are defeated, you can rise from the ashes. The fiery resurrection blasts nearby foes with an explosion and knocks them down and Disorients them. You will revive with about half of your Hit Points and Endurance. Rise of the Phoenix will actually leave you invulnerable for a brief time, and protected from XP Debt for 90 seconds.

Numbers:
300 second recharge
16.7 BI Fire Damage
50% Heal and Endurance Gain
Untouchable for 15 seconds
Mag 4 Stun to enemy for 15 seconds
Mag 8.31 KB to enemy

Notes: Your self rez. Personally, I think it’s a waste. When you look at what Ice, Invul, Willpower, and Stone get for their T9, you can understand why I think that a self rez is pretty sucky. Lucky for us we are not alone, with Dark Armor having become a tanker set in i12, there are now 2 members of the Crappy T9 Club. But anyway, tankers are supposed to NOT die. As a blaster power this would be great, for a tanker, skip it, and try to forget that you have this thing as your T9, you will be a happier person that way.

Suggested Slotting: 1 recharge
Suggested IO Sets: None, don’t waste your money.


 

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Fiery Melee:
Ah Fiery Melee, how I love thee so. This set is the AoE set of tankers, and IMO the best tanker set there is. Yah Super Strength and Energy Melee are good Single Target sets, but Fiery Melee has FANTASTIC AoE damage, while still giving respectable Single Target damage.

Scorch:
Rating:

In-Game Description: This power engulfs your hands in flames, and can ignite the target of your scorching attack. Once on fire, the target will suffer damage over time.

Numbers:
2.4 BI Fire Damage
3 second recharge
4.37 endurance cost.

Notes: You are forced into taking this power, which is good cause it rocks. It is the most damaging of all the tanker T1 powers, and it does Fire Damage too. It is a fast recharging attack, and will be used a LOT through your career. Slot it up, and love it.

Suggested Slotting: 3 damage, 2 accuracy, 1 endurance reduction
Suggested IO Set: Crushing Impact

Fire Sword:
Rating:

In-Game Description: Through concentration, you can create a sword of fire that sets foes ablaze. Successful attacks from the Fire Sword will ignite your target, dealing damage over time.

Numbers:
1.11 BI Lethal Damage + 2.53 BI Fire Damage (3.64 BI Total Damage)
6 Second Recharge
6.86 endurance cost

Notes: This power is kinda meh. Its decent single target damage, but you have more important things to take, like Healing Flames, and at the later levels you are too busy with your AoE damage to care about some moderate single target damage. I suggest skipping it.

Suggested Slotting: 3 Damage, 2 Accuracy, 1 End Reduction
Suggested IO Set: Crushing Impact

Combustion:
Rating:

In-Game Description: Your mastery of fire allows you to violently raise the temperature around yourself in an attempt to spontaneously combust any nearby foes and set them ablaze, dealing damage over time.

Numbers:
2.89 Fire Damage
15 second recharge
13 endurance cost

Notes: Ah, your first dip into the AoE monster that is Fiery Melee. This power has a great radius with it, hitting a lot of enemies, and does some decent damage. This power combined with Gauntlet is great for keeping agro even in low levels. Take it early, slot it up, and love it.

Suggested Slotting: 3 damage, 2 accuracy, 1 endurance
Suggested IO Set: Any, all of them have their bonuses

Taunt:
Rating:

In-Game Description: Taunts a foe, and some nearby foes, to attack you. Useful for pulling villains off an ally who finds themselves in over their head. Taunted foes tend to ignore other Heroes and focus on you for quite a while, so use this power cautiously. An accuracy check required to taunt enemy players, but is not needed against critter targets.

Numbers:
Mag 4 taunt for 41 seconds
10 second recharge
0 End Cost

Notes: Ah taunt, whether this power is needed to tank is a very controversial topic. For /fire with all of its AoE goodness combined with Gauntlet, im going to say no, it’s not needed. I will say though, that I took it at level 18 when I was leveling up, and at 49 when I respecced into my IOd build. Why would I do that when I say it’s not needed? I find that when you fight you can get a LOT of guys with your AoEs, but there are always some enemies off to the side which are too far for your AoEs, but of course the blasters AoEs hit them spot on. To avoid the blaster getting hit, taunt them. It’s much easier then jumping over there, hitting the guy, and jumping back to your original spot. I found it very handy, but like I said, it’s not needed. Take it if possible. If not, don’t worry too much about it.

Suggested Slotting: 1 Perfect Zinger Taunt/Recharge/Range (I know I usually say an SO recommendation, but this thing is Dirt Cheap, and is very nice)
Suggested IO Set: Perfect Zinger

Breath of Fire:
Rating:

In-Game Description: This allows you to spew fire from your mouth, burning all foes within its narrow cone. This is a very accurate attack that can deal good damage at a close range.

Numbers:
3.73 BI Fire Damage
10.2 End Cost
10 second recharge
30 Degree arc
15 ft. Range

Notes: You either love this power, or you hate this power. Personally, I’m in the latter, but I do realize that not all people are like me. It has decent damage and recharge, but I find the AoE to be too limiting, and slotting range keeps you from slotting things like damage. Plus being a powerhouse in PBAoEs, having to jump out to use a cone then jump back in is kinda awkward. Like I said though, some people love it. My suggestion is to try it out, and if you don’t like it, hey you have 3 respecs, might as well use one.

Suggested Slotting: 2 damage, 2 accuracy, 2 range
Suggested IO Set: Positron’s Blast

Build Up:
Rating:

In-Game Description: Greatly increases the amount of damage you deal for a few seconds, as well as slightly increases your Accuracy.

Numbers:
90 second recharge
80% Damage Buff to all for 10 seconds
20% ToHit Buff for 10 seconds

Notes: Ah, this power is fantastic, use it to open up and watch as groups melt away under the power of your AoEs. With this, you can take out groups in seconds.

Suggested Slotting: 3 Recharge
Suggested IO Set: Adjusted Targeting

Fire Sword Circle:
Rating:

In-Game Description: Mastery of your Fire Sword has enabled you to make an attack on every foe within melee distance. This will slash and burn your enemies, dealing moderate damage and setting them ablaze.

Numbers:
1.72 BI Lethal Damage + 2.44 BI Fire Damage (4.16 BI Total Damage)
20 second recharge
18.5 End Cost

Notes: Ah, the second of your amazing PBAoEs. This attack is much stronger than combustion, but has a shorter radius. That’s ok though, because it will still hit a lot of guys if you line yourself up right. Take this power as soon as it is available, trust me you won’t be sorry.

Suggested Slotting: 3 damage, 2 accuracy, and 1 end reduction
Suggested IO Set: Any, they are all good.

Incinerate:
Rating:
In-Game Description: Intense concentration can allow you to incinerate an opponent. This will set your foe ablaze, dealing very high damage over a short time.

Numbers:
5.56 BI Fire Damage
10 second recharge
6.86 end cost

Notes: This power is pretty good. It has good damage, and a short cast time. On the downside, it is all damage over time, which isn’t the end of the world, but I like killing things fast so they can’t hit me anymore, this power kinda takes its time. If you don’t mind though, this is a solid choice, so take it if you want.

Suggested Slotting: 3 damage, 2 accuracy, 1 end reduction.
Suggested IO Set: Crushing Impact

Greater Fire Sword:
Rating:
In-Game Description: Your mastery of fire allows you to create an enhanced sword of fire that can set foes ablaze. Successful attacks from the Greater Fire Sword will ignite your target, dealing damage over time.

Numbers:
2.22 BI Lethal Damage + 4.98 BI Fire Damage (7.2 BI Total Damage)
12 second recharge
12.7 end cost

Notes: Here she is, you waited 37 levels, but you finally got GFS. Congratulations, you have one of the strongest Single Target tank attacks. Only KO Blow, Seismic Smash, Total Focus, and Energy Transfer have higher damage, and none of those sets has AoEs that can stack up to yours. This power is fantastic, does good damage, and is very satisfying to use (nothing better than slicing through a guy’s head while melting him at the same time). Use this power often, and love it.


 

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Ancillary and Regular Power Pools:

Next up is the Ancillaries, I will go through them one by one, but not on a power by power basis. They all have their ups and downs, but I will make my recommendation at the end.

Arctic Mastery:
Rating:
This is a solid choice, with a hold, an immob, and a single target ranged attack. The gem of this though, is Ice Storm. It does good damage, and slows guys, giving decent mitigation. There are 2 problems with this though, the first being that Ice Storm recharges in 64 seconds, which isnt too great. The second is that Ice Storm causes the enemies to immediately run from the middle of it, albeit slowly. You don’t want this, your attacks are PBAoEs, you want guys to swarm on you for maximum carnage. Those are minor though, so Arctic is a solid choice

Earth Mastery:
Rating:
This is possibly the only choice I would recommend staying away from. 3 of the 4 sets have immobs and a hold for their choices, you cant get by that, but they have 2 good choices after that. Earth does not. It has the standard Immob and Hold, but then it has Salt Crystals, a PBAoE Sleep move, which is pretty useless considering Blazing Aura will wake them up in around a second, and then it has Stalagmites, which is decent mitigation, but is on a long recharge (same as Ice Storm), with a fraction of the damage. All in All, I say to stay away from Earth, but that is just my opinion.

Pyre Mastery:
Rating:
Once again you have the standard Immob and Hold, and then you have a ranged attack just like Arctic and Energy does, but then you have the gem of this mastery, Fire Ball. It is a Targeted AoE power which does 2.53 total BI (split between Smashing and Fire damage, mostly fire), and has a 32 second recharge. While its damage is not fantastic, it is just enough to push you over the edge between “Almost Dead” enemies and “Destroyed” enemies. It also has a decent radius and cast time. Its end cost is horrible though, at 19, and its Recharge isnt great compared to your other AoEs. Still a solid choice though.

Energy Mastery:
Rating:
This set is different from the others in that it has a lot of utility. Conserver Power and Focused Accuracy are a nice change from the regular Immob and Hold that the other sets have. They are both very handy powers too, Conserve Power helping out with that end problem you have, and Focused Accuracy is nice because, while it is an end hog, you can now slot the rest of your powers with 3 end reduction instead of one, and let Focused Accuracy take care of the whole “Hitting” thing. Then besides those two you have the basic Single Target Ranged attack and the AoE. Energy Torrent is a very nice AoE, being only a 24 second recharge as opposed to the 32 and 64 seconds of the other ones. It also has a good arc, 45 degrees, along with some mitigation in its knockdown (yes I said Knockdown, unless it has been changed recently, the description saying Knockback is a typo, it is Knockdown). On the downside, it doesn’t do as much damage as the others, only beating stalagmites.


My Suggestion


So, after hearing all that, you most likely have an idea of which Mastery you want to take, but I will still throw out my opinion. I think that Pyre mastery is the way to go. Not only does it fit Thematically with the rest of your tanker, but IMO Fire Ball is the best at hitting the targets that your PBAoEs hit easily. Sure Energy Torrent can do it, but its more difficult. Also, while Conserve Power is nice, you can get by with consume and blues. I tried Focused Accuracy before, and I have to say was not overly impressed. Sure I didn’t have to use yellows in my attacks and could use end reductions, but I still ran out of end faster than before. Really the only bonus I had to using FA instead of accuracy SOs was that I had resistance to tohit debuffs, which were common in things like Circle of Thorns. Past that there wasn’t much improvement.

Power Pools

So, the last power section I want to touch on is pools, and then I will talk about Strategies of your tanker. I will go through each pool, explaining my thoughts on each, but once again I won’t go on a power by power basis.

Fighting:

Rating:
Personally, I think that this pool is almost required. Fiery Aura alone only has 2 toggles to improve your mitigation, and so you need some extra help. That is where Fighting comes in. Tough gives an extra 15% to your Smashing and Lethal resistance, which combined with Fire Shield and you have both slotted, puts you at around 70% resistance to the two most common damage types. Weave is meh, but still a solid choice. It also lets you slot in Defense set IOs, like Red Fortune, for some extra buffs.

Fitness:

Rating:
This pool IS required. Though that isn’t unique to Fire/Fire. Stamina is a fantastic power that really helps your blue bar, and some extra regen never hurts. Hurdle is awesome also, but more on that when I talk about the leaping pool.

Flight:

Rating:
Ah, Flight. Some people love you, some people hate you. For the most part, I’m not a big fan of flight, though I do have it on around 4 toons. To me, Flight requires too many slots to be useful, and so I generally avoid it. Though if it is for concept reasons, by all means go for it, Hover provides some pseudo KB protection. You will miss immobilize protection though, which either means to take burn (ugh) or take Combat Jumping. But I digress, if you really have your heart set on flight, it is possible, though not amazing.

Concealment:

Rating:
You are a tanker, why do you want to hide? Even Phase Shift, while handy to survive, is very bad for a tanker. Remember, people don’t invite you to the team to go “Wow, look at all the damage he can take, that’s crazy”, they invite you to the team to take damage FOR them. By Phasing out enemies lose interest in you, and then the agro is lost, and your teammates will forever hate you.

Leadership:

Rating:
Eh, it’s ok, no buffs in it though that are really crucial to a tanker. Assault is nice, but that’s about it. You aren’t a defense based tank, so Maneuvers does almost nothing, and you will be perfectly fine accuracy wise without tactics. All in all, this pool is a skip.

Leaping:

Rating:
This pool is important, and it fills up some of Fiery Aura’s holes perfectly. Combat Jumping provides you Immobilize protection outside of burn (yes!), and Acrobatics gives you Knockback protection. Not only that, but Super Jump is a fantastic travel power. Its fast and it has good maneuverability. The only downside to SJ as a travel power is that it’s so “Hit R and walk away” like Fly is, it requires you to actively hold down the space bar. Either way though, this pool is fantastic, I can’t recommend it enough.

Presence:

Rating:
You already have a taunt, and it doesn’t require an accuracy check, AND it costs no endurance, why take this pool? Don’t do it for the fear. If fear is something you want, go roll a /DM, don’t bother with this pool.

Medicine:

Rating:
The other 3 powers are worthless, and Aid Self for a Fire Tanker is bad. Fire is resistance based, which means you will be hit, a lot, just for less damage. Aid Self requires you to NOT be hit to function. There is just no synergy. Plus Healing Flames is one of the best heals out there, why do you need another?

Speed:

Rating:
Hasten is awesome. I would recommend dipping into this pool only for hasten. Super Speed is fast, but the lack of vertical movement is a huge downside. Seriously though, grab hasten. Having your heal back and your attacks back faster is NEVER a bad thing.

Teleportation:

Rating:
Teleport is nice, though annoying, and it doesn’t fill up any of your sets holes like Leaping or Flight, OR offer an awesomesauce power like Hasten. Skip this.


 

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Strategy/Final notes

Maybe strategy is a little misleading, because I’m only going to discuss one specific part of a tanker strategy in this part. Herding. Some people hate it, but I have to say I absolutely love herding. It provides a controlled environment in which to kill your foes, and keeps them all nice and packed so that your AoEs reach their maximum potential. While it’s possible to do well without having to herd, I have to say nothing provides the safety of herding, to you AND your teammates. Plus, there’s nothing more satisfying than herding up 2 groups and then watching as you and the blasters make everything melt.

So, Final Notes, I just want to point out that there ARE some major weaknesses to the fire/fire tanker, that you need to be aware of and should approach with caution. These include, End Drain, Slows, Cold Damage, Psionic Damage, and Toxic Damage. End Drain is obvious, I mentioned numerous times throughout the guide that you would have end problems, so end drain being a problem is a no brainer. Slows are also extremely dangerous, in that as a resistance based tank you rely a lot on your heal to keep your green bar near the top, and slowing the recharge on that impacts your survivability a LOT. Cold, Psionic, and Toxic are just on the list to make sure you recognize the holes in the armor, all 3 of those are very difficult to face, especially since Cold and Psi almost always come coupled with slows. Major ouch. Luckily, those aren’t very prevalent through the game, so it’s not too bad.

And so, there you have it. Chimney’s Guide to the Fire/Fire Tanker. I hope you enjoyed it, and I hope that you all enjoy the fire/fire tanker as much as I do.


 

Posted

I like the guide, and agree with most of it, but I'd give Burn a higher rating.
Personally, I'd give it a 5, but I can see how others may not like it as much, so I think a 3 or 4 would be fair. Burn may not be the offensive beast it used to be, but it is great against AVs, and some other foes that aren't feared by it.

You can also use an Epic Pool immobilize, or hold to keep a foe in it, or team with a controller, plus corner pulls help keep foes in the patch as well.

Finally, the fear actually helps alot with mitigation.

I was tanking the ITF on my lvl 38 F/F last week, and having Burn down greatly increased my survivability. The Cims would run into melee, take some damage, then run about 10 feet away, only to turn back and into Burn again. This gave me the breathing room I needed so Healing Flames could recharge, and the -DEF to dissipate, while still doing alot of damage to all the foes attacking me.

So, I see it as a win/win. Either your foes don't fear Burn, and get burned, or they do fear it, and your damage mitigation goes up. Fantastic power.