Fiery Aura Readjustment
/unsigned, I like Burn as-is.
Burn's fear component has saved my Scrapper's life many a time.
I recently wrote up a list of suggestions for Fiery Aura. What do you think of those?

I was a fan of the change that made burns damage a DoT and had a slow effect added to it (i wanna say jack but i cant really remember and am too lazy to find it). GL trying to get the fear taken out. TBH it does make since that if your in a gaint fire your first reaction is to run out of that fire. In terms of giving burn a debuff...you want to lower the damage and give it - res....I was under the impression that was the same thing or am i wrong yet again?
Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.
Burn's Immob protection component has, it's been said, been a help - I wouldn't argue with moving it, but I'm not against keeping it IN burn.
The fear component, as well, some people have used to enhance their survivability. i'm not a fan of it as is, but I do see their point - it serves, frankly, the same purpose as Footstomp in my Fire/SS build, though IMHO Footstomp is more useful. Nothing runs out of it.
I'm all for adding a slow component to it, though, as I've said before. That way the fear component is still there, while it's also easier to keep mobs focused on you and NEAR you (the important thing to me as a tank.) Conceptually, I'd point at Hot Feet for having the slow.
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I was a fan of the change that made burns damage a DoT and had a slow effect added to it (i wanna say jack but i cant really remember and am too lazy to find it).
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Wasn't me -- my big thing is getting a slow in Consume. I think it's more thematic there. Bill and a few others have put forward slows in Burn.
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In terms of giving burn a debuff...you want to lower the damage and give it - res....I was under the impression that was the same thing or am i wrong yet again?
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Well... -res would affect every attack you make. So it would overall be much more useful/powerful than the original damage component.

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I recently wrote up a list of suggestions for Fiery Aura. What do you think of those?
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I appreciate their function and goal, but I think they are to many changes to a set with a few specific problems.
"It's your money or your life madam. Oh wait! Today's Thursday! It's both."
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Burn also does very little actual damage; the numbers suggest otherwise, but are misleading. Where foes nearly instantly hop out of the patch, it does little actual damage and instead sends foes running.
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You simply need to figure out ways to leverage it. Burn is not a straight-up damage power and not meant to be. But if, say, a Stormie keeps piling mobs up in the corner into which you drop your Burn patch... that's not funny for those mobs. But very good and easy XP for you.
Slows and Immobs (not to mention Holds) can be used to similar effect, of course.
Winston Churchill
Functionally amongst defense sets, Fiery Aura is the odd kid out- it trades some of its mitigation for more offense. However, with the state that the set is in after many of the flagrant abuses of the herding scripts and Burn, the set is significantly weaker in terms of defense with little to show for it. In an effort to make the set more attractive to players and working within Castle's "Cottage" philosophy, I propose the following changes to Fiery Aura.
<ul type="square"> [*] Burn's immob protection is near garbage. It can be used to provide immobilization protection, but this is often had elsewhere (Combat Jumping). Using Burn to break immobilizes is inefficient.
[*] Burn also does very little actual damage; the numbers suggest otherwise, but are misleading. Where foes nearly instantly hop out of the patch, it does little actual damage and instead sends foes running.
[*] Burn sheds aggro, which is often undesirable as 2/3 archetypes that use it are concerned with aggro management.
[*] Similarly, Temperature Protection is a similar stinker in the set. It gives you a large amount of something you already have(fire resists), a tiny bit of something you want(cold resists), and something that you situationally want(slow resists).
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Given these premises, I would seek to make both powers more attractive, but not to the point of being utterly necessary. The powers should move from "stinker" to "skippable, but nice to have".
To solve this problem, my suggestion is:
<ul type="square"> [*] Move the immobilize protection in Burn to Temperature Protection.
This change is minor and only serves to enable the other.
[*] Change Burn from a location based drop that affects a small radius to a power more like Combustion that affects those in the radius regardless of their movement. Remove fear component, and scale damage back accordingly.
This is thematically appropriate, as once one is on fire, one often continues to burn.[/list]
This gives Fiery Aura the option to use Burn offensively while keeping it as a power that is not vital for the set's progression. This also allows fiery embrace to affect Burn for the entire duration. In addition, it does not significantly affect slotting- as burn takes PBAoE enhancements, this new power would take the same.
This is my primary suggestion. In addition, a desireable change that may stem from this is as follows.
<ul type="square"> [*] In addition to the previous suggestions, reduce Burn's damage a bit more and include an offensive debuff; -def, -res, -reg are all useful.[/list]
By these changes, Burn becomes more desirable as an alpha strike power or extra attack, but not a power that dramatically changes fiery aura's playstyle.
Thank you for your time,
wackodraco
"It's your money or your life madam. Oh wait! Today's Thursday! It's both."