Fire/Fire blaster build 4/10/09
I am sure that others will come in with nice recommendations like:
1. Please try all of the powers in a primary and secondary before posting a -guide- on them.
2. A guide is more than a list of powers you chose to take, and your limited experience with them. Typically, you have a full review, and tactics for use in solo and teamed situations, as well as some examples of how to use the sets in typical scenarios.
etc.
I will only say that you are wrong. Simply, completely, dead wrong in so many areas. I will concede that, since this is largely subjective, and not a guide based on numbers, you only failed in not trying all of the powers, while thoroughly considering tactics other than corner pulls and 8 man teams that run flawlessly. Consideration of all of the powers in solo, and in average to below average group settings is needed. Even people that smack the same power over and over can be awesome with 7 other dedicated teammates.
On a lighter, and harsher note- downplaying FSC, fireball, and fire breath? Wow. Seriously..... go play the sets before making a guide. Really.
Yes, I had to go "there". You all knew I would.
This is a guide on how not to play a blaster......right?
Current Published Arcs
#1 "Too Drunk to be Alcoholic" Arc #48942
#2 "To Slay Sleeping Dragons" Arc #111486
#3 "Stop Calling Me"
Personally I like fire with an energy secondary, gives you melee power with the damage of fire primary. I have a fire/eng and and an eng/fire, with the latter being my first toon ever and I guess I didn't know better
Arc: 378122 "Tales of the Terran Space Marines -The Apocalypse Initiative" 5stars!
http://www.youtube.com/watch?v=6Rgl4...687B0FC89F142C
Arc: 481545 "Twilight of the Gods - The Praetorian conflict"8000+ hits!
http://www.youtube.com/watch?v=XxJ6S...848B21E2350DCC
Are you not familier with ED? 3 slots on hasten is pretty much MAX.
[ QUOTE ]
I decided to get my hands dirty.
[/ QUOTE ]
Get them really dirty, then update the guide. Right now they're just smudged.
[ QUOTE ]
It is pretty obvious that this class is capable of putting out the damage equivalent of two of any other archetype.
[/ QUOTE ]
You should play a few other AT's before making a statement like this.
[ QUOTE ]
I call it a corner drag and I have found it being invaluable to anyone choosing to solo a rugged or higher missions. Drag a multiple mob pull to the closest corner you can find and force them to bunch up on it. Fill it with an AOE (usually Rain of Fire or Fire Ball) and force them to take ungodly amounts of AOE damage.
[/ QUOTE ]
A single fireball or RoF won't defeat anything. This doesn't work against a large variety of mobs for a large variety of reasons, though it is effective situationally.
[ QUOTE ]
Hasten
Anyone without hasten as a blaster should not be a blaster. This skill is essential to being a viable player in a team or soloing. The only way I see possible to be able to solo rugged or higher missions is with hasten.-- Skill needs 6 slots ASAP! All recharge reduction. Completely needed for any blaster in general.
[/ QUOTE ]
This is wrong on so many levels I'll just say it...Wrong.
[ QUOTE ]
Flares -
-- First off this is a must have skill.
[/ QUOTE ]
A must have? If you are going to keep using the "must have" you need to justify it better. I've played a few fire blasters, and I've skipped it on all of them, and regret it not. In fact, I'm certain that I would be less effective as a fire blaster *with* flares.
[ QUOTE ]
Fire Ball - its AOE effect is minal
Rain of Fire - This is a must choose skill at level 1
Fire Breath - -- this power I have not chosen with my character. I found it to be useless as the cone effects a maximum of 4 mobs at its total range. And its not as accurate as it says.
[/ QUOTE ]
Both technically inaccurate and completely subjective. Many players consider Breath and BAll the cornerstones of the Fire primary.
[ QUOTE ]
Ring Of Fire. -- I see this as an amazing must have skill.
-- I would recommend at least 4 enhancement slots. 1 recharge reduction and 3 damage. You wont regret it.
[/ QUOTE ]
yes, it's a must have, because you have to take it at level 1.
and yes, you will regret slotting it that much.
[ QUOTE ]
-- useless as you should never be close to mobs as a blaster.
[/ QUOTE ]
Now I'm beginning to wonder if you actually play the game.
[ QUOTE ]
Fire Sword Circle --- Another trash skill you shouldnt ever be this close to a mob. But this is my opinion.
[/ QUOTE ]
I have now come to the conclusion that not only do you not play CoH, but you actually are a Champions Online agent planted here to create dissention.
Please add an addendum to your post telling people that you don't really know much about the game, much about blasters, and very little about fire fire blasters.
Thanks, have a good day.
I predict future happiness for Americans if they can prevent the government from wasting the labors of the people under the pretense of taking care of them.
Thomas Jefferson

[ QUOTE ]
-- Skill needs 6 slots ASAP! All recharge reduction. Completely needed for any blaster in general.
You recover endurance slightly more quickly than normal. This ability is always on and does not cost any endurance. You must be at least level 20 and have two other Fitness Powers before selecting Stamina.
Minimum Level 20 (Any Archtype)
Effects Auto: Self +Recovery
Enhancements Enhance Endurance Modification
Set Categories Endurance Modification
[/ QUOTE ]
Errr...What???
6 slotting with all Recharge Reduction? You have heard of Enhancement Diversification right? Diminishing returns???
3 slots at most. Anymore slots with the same enhancement types is pointless. IO Sets excluded.
Phail just on this one paragraph alone.
Tech Support Rule #1 - They will lie to you. Usually intentionally.
The breakdown in no particular order:
Hasten - Aside from the ED issues, what makes this a must have power? If you think this is a must have power for a Blaster you haven't taken enough attacks. Chains aren't for Blasters, the goal is to use any tool you can to kill anything you can. Period.
Fire Sword Circle - Do you smoke crack? Fire Sword Circle is a beast for enemies that get close, which will happen. Better to have it for such situations rather than letting an enemy kill you while you wait for the...Six attacks you have to recharge. None of which are slotted for accuracy.
Fire Sword - Read above.
Swift and Hurdle - Why? Get a travel power, that opens up a slot for a power that hurts enemies...
In closing: Yes, Fire/Fire Blasters can put out nasty AoE and ST damage, but only if you actually take the powers that allow them to do that. Otherwise you're near useless.
[ QUOTE ]
Hasten
Anyone without hasten as a blaster should not be a blaster. This skill is essential to being a viable player in a team or soloing. The only way I see possible to be able to solo rugged or higher missions is with hasten.-- Skill needs 6 slots ASAP! All recharge reduction. Completely needed for any blaster in general.
[/ QUOTE ]
My main is a Controller. She solos on Rugged. She does not have Hasten. I also have two Blasters that solo on Rugged who also do not have Hasten. Hasten can be very useful, but it is not essential to any build. Six slotting anything with the same enhancement is a complete waste of time, slots and enhancements. Why you think you are getting any real benefit after the second or third slot escapes me. But then you've made a lot of uninformed statements here.
Ex. Ring of Fire: two slots, max, both Immobilize. The only way you are going to kill anything with it after level 7 or 8 is as a coup de grace. Its purpose as far as a Blaster is concerned is to keep one foe from reaching melee range, and it doesn't work on Bosses over a certain level; the DoT is icing on that cake, not an end in and of itself. Your Blaster is not a Controller, who can chain it with other mezzes/holds/slows for maximum effect. Damage enhancements are a complete waste here, and the recharge is not really so long that enhancing it provides real benefit. Again, a Blaster is not a Controller.
Ex. your frequent iterations of "ungodly" or "unearthly" in reference to the amount of damage outputted by fire/fire: actually, electric/electric puts out more damage per hit; the value of fire/fire is the DoT done in addition and the larger number of cone/AoE attacks, but if you're recommending skipping some of the latter then you are actually making the build less viable, not more.
As someone else said, either label this as your inexperienced opinion, or wait until you have enough experience of the subject to write a real guide.
i must log in my lvl 50 fire/fire and respec according to this IMMEDIATELY.....
Wow... Just wow.
This is why we need a vote tab for guides. I have a 50 fire fire blaster and cant believe this. I took another look to see if this was really a fire blast guide and it was. The only part I could agree with is the great damage output but not with these suggestions.
I live in FREEKIN WISCONSIN BABY!
COngrats, this was a brilliant trolling effort
[ QUOTE ]
On a lighter, and harsher note- downplaying FSC, fireball, and fire breath? Wow. Seriously..... go play the sets before making a guide. Really.
Yes, I had to go "there". You all knew I would.
[/ QUOTE ]
Ya fire breath with 22% range is awsome. really , I mean AWSOME.
@1st. Son
Help Agent Martin in: A Favor for Liberty
AE arc #381565
My 1st. Video: Agent Martin in the new tutorial zone.
I decided to make this post after finding about 100 posts that were dated in 04 and 05 and I found none of them use full what so ever. I decided to get my hands dirty.
First off the fire/fire blaster is purely an offensive class. Until about level 25 there will be sadly no way shape or form of protecting yourself (other than boom fire burning burning ouchie dieing the enemy as my friend said). The class is in my eyes an easy 50, meaning a class that is easily raised to level 50. Due to its incredibly high output of damage the only real inspirations that you need to be able to solo rugged up to level 20 without any problem at all I found it rather easy to drop orange and reds in one shot. Not to mention seeing 50+ damage at lvl 10 is pure awesome sauce. On top of this 90% of groups are willing to Sidekick you in a heartbeat simply because of your incredible output of damage for proof of this I have being side kicked into groups of level 30-40 players at level s 10-15 multiples times. It is pretty obvious that this class is capable of putting out the damage equivalent of two of any other archetype.
**I have coined a term for pulling mobs to a corner and forcing them to bundle up. I call it a corner drag and I have found it being invaluable to anyone choosing to solo a rugged or higher missions. To perform this its quite simple; Drag a multiple mob pull to the closest corner you can find and force them to bunch up on it. Fill it with an AOE (usually Rain of Fire or Fire Ball) and force them to take ungodly amounts of AOE damage.**
At level 6 you will be able to choose from the power pools listed below. Brought to you by (cityofheroes.wikia.com)
Concealment
Fighting
Fitness
Flight
Leadership
Leaping
Medicine
Presence
Speed
Teleportation
I would recommend taking nothing but speed and fitness. Hasten (along with swift hurdle health and stamina) are all completely justifiable powers to be chosen as they all do nothing but increase your character at NO ENDURANCE COST**
** as blasters are endurance pigs they need all the help they can get!
Hasten
You can reduce the recharge time of all powers for 2 minutes. Although Hasten does not cost any Endurance to activate, you can tire easily since your Endurance does not recover more rapidly. After Hasten wears off, **you become tired and will lose some Endurance.**
Recharge Slow
Minimum Level 6
Effects Self +Recharge
Enhancements Increase Attack Rate
Set Categories None
-- This is a must. Anyone without hasten as a blaster should not be a blaster. This skill is essential to being a viable player in a team or soloing. The only way I see possible to be able to solo rugged or higher missions is with hasten.
-- Skill needs 6 slots ASAP! All recharge reduction. Completely needed for any blaster in general.
You recover endurance slightly more quickly than normal. This ability is always on and does not cost any endurance. You must be at least level 20 and have two other Fitness Powers before selecting Stamina.
Minimum Level 20 (Any Archtype)
Effects Auto: Self +Recovery
Enhancements Enhance Endurance Modification
Set Categories Endurance Modification
-- The other must have skill is endurance. Get this at level 20. Max out swift and hurdle (both are fun to play with) and get this skill at level 20, youll like the way your endurance regens, I guarantee it (lol I got the self giglies).
*************As I havent play with many power pools I will stop here for now. *************
Flares - A quick attack that throws flares at the target. Little damage but very fast. Ranged, Minor DMG(Fire). Recharge: Very Fast
-- First off this is a must have skill. At level 20 with 4 enhancement sockets I was dropping orange/yellow mobs to 50% or lower health. On top of that the 3-5 second recharge is absolutely to die for.
-- I would recommend only about 3-4 slots on this skill all you need is 1 Recharge Reduction and 2-3 damage Enhances.
-- to justify taking this skill It costs very little endurance and its casting time is none, an exceptional skill for its high amount of damage that its capable of putting out.
Fire Blast - Sends a blast of fire at a targeted foe and sets the target on fire for a short period of time. Slower recharge rate than flares, but more damage. Ranged, Moderate DMG(Fire). Recharge: Fast
-- Another must have skill. After casting flares with this skill it will cast afterwards immediately.
-- This skill only needs 4 sockets (more if desired) with all damage.
Fire Ball - Hurls an exploding fireball that consumes a targeted foe, and all nearby enemies. Anyone in that explosion is burned and set ablaze. Ranged (Targeted AoE), Moderate DMG(Fire/Smash). Recharge: Slow
-- I chose this skill around level 20 and I find its AOE effect is minal but the damage it does plus the burning effect are invaluable when soloing large mobs. This leaves it quite useless when properly fighting in a team, as you will usually tear a mob or two at low levels onto you and cause the healer to change focus.
-- due to the fact of not playing with this skill very much I would encourage looking into it and finding what suites you best. With a perma haste this skill in a rotation I could see it being amazing for a corner drag.
Rain of Fire - Summons a rain of fire over a targeted location, burning foes within a large area. Ranged (Location AoE), Minor DoT(Fire). Recharge: Long
-- This is a must choose skill when creating you class at level 1 its the only able to be chosen from the fire manipulation. With a perma haste this will only need to be sat at 3 sockets at absolute MOST. It does 2 damage a second at most (without burning godly amounts of inspirations) all thats needed on it are Recharge reduction, Endurance reduction (as the skill uses quite a bit of endurange) and thats about it.
-- I would absolutely justify using this when soloing. Doing a corner drag it will force mobs to stay and take roughly 20+ damage and force them to bundle up and prevent stragglers or separation.
Fire Breath - You can breathe forth a torrent of fire that burns all foes within its narrow cone. Very accurate and very deadly at medium range. Close (Cone), Moderate DoT(Fire). Recharge: Slow
-- this power I have not chosen with my character. I found it to be useless as the cone effects a maximum of 4 mobs at its total range. And its not as accurate as it says.
Aim - Greatly increases the accuracy of your attacks for a few seconds. Slightly increases damage. Self +ACC, +DAM. Recharge: Long
-- Another invaluable skill to that should be chosen after build up as soon as possible. with build-up hasten aim and Blaze at level 20 I am hitting for roughly 150-194 damage.
Blaze - A short range but very devastating flame attack. Close, High DMG(Fire). Recharge: Slow
-- I would recommend about 4 sockets in this all + damage.
-- this skill is nothing short of amazing self said anyone will agree with that (I hope).
Blazing Bolt - A long-range beam of fire that blasts your foes. Like most sniper attacks, this power has a bonus to accuracy, but is best fired from a distance as it can be interrupted. Sniper, Extreme DMG(Fire). Recharge: Slow
-- I havent touched this skill so I will be more than open to possible recommendations on what to do with this skill.
Inferno - Unleashes a massive fiery explosion to devastate all nearby enemies, and set them ablaze. Inferno deals massive damage to all nearby foes, although the damage does vary. Activating this power leaves you drained of endurance, and unable to recover any endurance for a while. PBAoE, Extreme DMG(Fire/Smash), Self -Recovery. Recharge: Very Long
-- I havent touched this skill so I will be more than open to possible recommendations on what to do with this skill.
Ring of Fire - Immobilizes your target in a Ring Of Fire. Deals some damage over time. Useful for keeping villains at bay. Very accurate. Ranged, Moderate DoT(Fire), Foe Immobilize. Recharge: Fast
-- I see this as an amazing must have skill. Root/rot (or root and nuke) are absolutely amazing you stay at distance while nuken the heck out of a mob is wonderful as you take no damage from most mobs.
-- I would recommend at least 4 enhancement slots. 1 recharge reduction and 3 damage. You wont regret it.
-- I cant stress this enough, Roots are absolutely amazing (as CoH has no chance to break roots once its on the target its on the target) this skill should always be gotten.
Fire Sword - Through concentration, you can create a sword of fire that can set foes ablaze. Successful attacks from the fire sword will ignite your target, doing damage over time. Melee, Moderate DoT(Fire/Lethal). Recharge: Moderate
-- useless as you should never be close to mobs as a blaster. And if you are you are usually
Combustion - Your mastery of fire allows you to violently raise the temperature around yourself in an attempt to spontaneously combust all nearby foes and set them ablaze, dealing damage over time. Melee (AoE), Moderate DoT(Fire). Recharge: Slow
-- A fun skill at lower levels (especially useful for sewer runs as everything bunched up. Low damage and the AOE isnt that great.
Fire Sword Circle - Mastery of your Fire Sword has enabled you to make an attack on every foe in melee range. This will slash and burn your enemies, doing moderate damage and setting them ablaze. PBAoE Melee, Moderate DMG (Fire/Lethal). Recharge: Slow
-- Another trash skill you shouldnt ever be this close to a mob. But this is my opinion.
Build Up - Greatly boosts your attacks for a few seconds. Slightly increases accuracy. Self +DMG. Recharge: Long (Error: Should be +ACC)
-- Absolutely invaluable. The damage increase is roughly 3 times that of normal (if not more) should be socketed with Recharge reduction.
Blazing Aura - While active, you are surrounded by flames that continuously burn all foes that attempt to enter melee range. Toggle: PBAoE, Minor DoT (Fire). Recharge: Very Fast
-- I havent played with this skill as I see its useful for only AOEing mobs and Tanks.
Consume - You can consume some fuel from your nearby enemies to recover Endurance. PBAoE, Minor DMG(Fire), Self +End. Recharge: Very Long
-- anything with +end is wonderful.
Burn - You can ignite the ground beneath yourself, 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. Location (PBAoE), Moderate DoT(Fire), Self Res(Immobilize). Recharge: Slow
--A great skill for AOE damaging (I dont prefer it for I only solo about 3-4 mobs at any given time).
Hot Feet - While active, you heat the earth in a large area around yourself. Enemy movement is slowed as they attempt to flee the immediate area. All foes in the effected area suffer some damage over time. You cannot fly and must be near the ground to use this power. Toggle: PBAoE, Minor DoT(Fire), Foe -SPD. Recharge: Slow
-- with this skill as well I find it rather useless unless you plan on soloing and doing a corner drag. Drop it on the corner with a Rain of Fire and the mobs will be close to rooted. (yay for root and nuke!)