Fire-Fire melee blaster...?


Another_Fan

 

Posted

Hello,

I have been playing my only hero,Fire blaster, in the past couple of days.When notice that I end up playing it like my Dom,stalkers,brutes, and MM spending 80% of the time in melee range using Combustion,Fire sword circle,fire ball,Rain of fire. All that in a team of +5 players.

Then I get this tell form a "veteran" blaster telling me that should drop x-y-z powers because they "Suck". Follow by a monologue of how to be a blasters.

Since I don't know [censored] about blaster I just stand there,rolling eyes, wondering why the hell /fire gets Melee AoE,blazing aura and hot feet in the first place; if isn't to jump in the middle of the mob and kill everything around you like a blazing death god.


    What is the popular opinion for fire/fire blaster?

    How good or bad could be if I go for a melee/AoE heavy blaster?
    [/list]All in all, I like blaster a lot, they are my first and only hero. There is nothing like then in CoV and will like to hear opinions.


I want /Fire stalker. Because nothing says stealth like dumping a can of gasoline on yourself and lighting a match. -Morac

 

Posted

You are describing the fire blapper. Yes /fire has some nice melee and PbAoE powers, but compared to its much safer ranged AoE/cone hitters, blapping is alot risker for fire/fire.

Blazing Aura is what Fire Armor tankers use to hold aggro. You dont want to hold aggro, you want to dispatch aggro. To that end, get Combustion and Fire Sword Circle instead of Blazing. Hot Feet is a major end hog so your milage will vary with it. I would also suggest Air Superiority because aside from Ring of Fire, you have no mez at all. Air Sup at least gives you some juggling capacity.


Tanker Tuesday #72 Oct 5 @Champion

"I am not sure if my portrayal of being insane is accurate, but damn its fun all the same."

 

Posted

Go ahead and blapp. That what I do. My fire/fire i my current project and he's going strong at lvl 33. I respeced out of combustion because of the long animation, but firebreath from a distance, then fireball as you run up, then fireswordcircle in the middle, with fire sword and blaze to finish off the straglers. On a big team, everything is mostly dead by then. Another good tactic is pulling RoF, then doing the same thing, but this only works on a team, as RoF makes the baddies disperse, unless the tank has solid agro.

I haven't picked up blazing aura or hot feet yet for endurance reasons, but I plan to get them at 35 and 38 respectively.
I never use my level 1 immob power, or any kind of mez at all. Everything is much too dead for that.


 

Posted

"Blapping" is actually a pretty viable approach for a Fire/Fire, if you can be clever about it.

The secret is to use the "Only Affecting Self" status and Hot Feet to your advantage. The idea is to get into the middle of a mob without being touched, and then unleash hell on them while they're trying (and failing) to run away due to Hot Feet. Here's how I do it:

Turn on Invisibility. Now, I can waltz into a mob safely and with Hot Feet already going.

Target the biggest threat in the group, use Aim and/or Build-Up, turn off Invisibility, and immediately hit Air Superiority or Char.

While that mob is busy not doin' s***, knock out the minions and lieutenants with Fire Ball -> Fire Sword Circle. (Once you get to 50, the purple knock-down proc works wonders in Fire Ball)

Proceed to kill beefier targets with Blaze, Fire Sword, and Air Superiority.

If I find I need more firepower (heh) to drop a spawn I can pop an inspiration, use Aim *and* BU, or drop Rain of Fire.

In any case, it's the fastest way for me to deal damage, and the faster I can do it the safer it is. Also, thanks to AS and HF, melee is the safest place for me to be. Sure, all this means that Fire Breath, a staple Fire/* power, isn't useful to me and isn't even in my build, but that's okay - it's still seeing plenty of use by every other Fire/* out there.


's doesn't make things plural.

 

Posted

[ QUOTE ]
You are describing the fire blapper. Yes /fire has some nice melee and PbAoE powers, but compared to its much safer ranged AoE/cone hitters, blapping is alot risker for fire/fire.


[/ QUOTE ]

This... but, it can be done, and done well if you're careful and once you get the right powers under your belt. Blaze is almost melee anyway, and Fire Sword delivers quite a whallop, not to mention the obvious advantage of hitting a group of half-dead enemies (already blasted to hell and gone with your range AoE's) with Fire Sword Circle. The trick is being able to move in and out of melee quick enough.

It's not like blapping with other blasters. You can't stay in melee for long, get in, do your thing and get out... Hit'em again with some range attacks, hop in, do your thing, get out.

Reccomend the /flame mastery APP for Fire Shield, Consume and Bonfire. The first two for obvious reasons, and the third for it's ability to take a bad situation and make it manageable, or to prevent an ambush from whiping you out. It's a great "Ima stand here where it's safe for a minute" power.


Brother of Markus

The Lord of Fire and Pain

The Legendary Living Hellfire

Fight my brute!

 

Posted

[ QUOTE ]
Reccomend the /flame mastery APP for Fire Shield, Consume and Bonfire. The first two for obvious reasons, and the third for it's ability to take a bad situation and make it manageable, or to prevent an ambush from whiping you out. It's a great "Ima stand here where it's safe for a minute" power.

[/ QUOTE ]

Did you mean char instead of consume? Consume is in */fire.


 

Posted

[ QUOTE ]
[ QUOTE ]
Reccomend the /flame mastery APP for Fire Shield, Consume and Bonfire. The first two for obvious reasons, and the third for it's ability to take a bad situation and make it manageable, or to prevent an ambush from whiping you out. It's a great "Ima stand here where it's safe for a minute" power.

[/ QUOTE ]

Did you mean char instead of consume? Consume is in */fire.

[/ QUOTE ]

Uh, yes, duh, sorry. It's exceptionally handy in the 40's.


Brother of Markus

The Lord of Fire and Pain

The Legendary Living Hellfire

Fight my brute!

 

Posted

Especially for sappers...


 

Posted

get your backside alongside the tanks and scrappers and set the world on fire. fire/fires are walking nukes, I get complains from kinetics on my STF teams because the mobs are dead before they can fire off fulcrum shift, I made it as a bit of a joke originally, as the secondary powers seem a bit lame for the most part I can fill up on secondaries but in ultimate spec I have every single fire secondary power, the only one I would be happy to lose is the one I cant, ring of fire.

Damage is your mitigation, mobs dont stay alive long, hotfeet makes them break off and start to run and burn makes them run even more, blazing aura and hotfeet rack up an alarming amount of damage over time. People dismiss hotfeet out of hand but its awesome at lowering the incoming damage, getting "in and out" will get you more attacks coming that staying in with HF on as it keeps making the mobs break off.

Ignore armchair pundits and find out what you enjoy, you can always respec but fire/fire EXCELLs in melee range, if you want to stay at range go energy manipulation and get boost range.

Rise of the phoenix is also very useful for getting yourself back on your feet to lay out some more smackdown


 

Posted

I have a lvl 50 /fire blapper build. Alot of fun to play.

The critical powers to have (in my opinion) are Hot Feet, Blazing Aura, Fire Sword Circle, Combustion, and of course, Build Up + Aim (depending on what your primary is).

Hot Feet offers a form of mitigation as enemies caught in the aura will be scrambling, though at a very slowed pace while they're taking tick damage. Blazing Aura offers that extra tick burn. Fire Sword Circle and Combustion are your bread and butter AoE attacks. Follow up with Rain of Fire for even more tick damage goodness.

One thing great about tick damage is that even enemies with a high defense will still get affected as long as they're within the aura's range., like those pesky evasive Rikti drones.

You'll find yourself focusing on /fire secondary powers alot. Fire's strong point is its strong AoE powers so use them as much as you can. Fire primary powers that you can consider to take are of course Inferno, Rain of Fire and Fireball for AoEs. Blaze is a nice mid-range single-target finisher. Fire Sword makes a good single target finisher in melee.

A standard attack chain I like to do is to hit Build Up and Aim with Hot Feet and Blazing Aura toggled on prior, teleport into the mob and start dishing out the AoE attacks. It is devastating to watch.

As for APP choices, Force Mastery is the way to go for me. Force of Nature increases your durability in melee by a far stretch. Personal Force Field helps you survive a mass aggro toward you from survivors after hitting an Inferno (provided you have a blue insp. + Consume). Temp Invulnerability gives you some protection against Smashing + Lethal.


 

Posted

Blapping eh? Sound like the only way to play it for max performance .I will focus in making it a good "blapping" blaster then. I'm just 32.Will pick what I find it would be efficient to deal Huge melee dmg.Is focus on recgh to have aim/BU often like it was say,I would like to see how i could add +def since there isn't many option. Should be ok?

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Flame Mastery

Hero Profile:
Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Ring of Fire -- Acc-I(A)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(9)
Level 4: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(50)
Level 6: Rain of Fire -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 8: Air Superiority -- Acc-I(A)
Level 10: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Acc/Dmg/Rchg(19), Oblit-%Dam(43)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 14: Fly -- Empty(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(25), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(27), Decim-Build%(27)
Level 26: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(31), Mantic-Dmg/EndRdx/Rchg(31), Mantic-Acc/ActRdx/Rng(33), Mantic-Dmg/ActRdx/Rchg(33)
Level 28: Consume -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc/Rchg(33), P'Shift-Acc/Rchg(34), P'Shift-EndMod/Acc(34), P'Shift-End%(48)
Level 30: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(45)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(43)
Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-%Dam(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 38: Hot Feet -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Dmg/Rchg(39), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg/EndRdx(46)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Acc/EndRdx/Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(46)
Level 44: Fire Shield -- ResDam-I(A), ResDam-I(45), ResDam-I(45)
Level 47: Rise of the Phoenix -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
------------
[u]Set Bonus Totals:[u]

    [*]17.5% DamageBuff(Smashing)[*]17.5% DamageBuff(Lethal)[*]17.5% DamageBuff(Fire)[*]17.5% DamageBuff(Cold)[*]17.5% DamageBuff(Energy)[*]17.5% DamageBuff(Negative)[*]17.5% DamageBuff(Toxic)[*]17.5% DamageBuff(Psionic)[*]7.5% Defense(Smashing)[*]7.5% Defense(Lethal)[*]3.13% Defense(Fire)[*]3.13% Defense(Cold)[*]5.31% Defense(Energy)[*]5.31% Defense(Negative)[*]15% Defense(Melee)[*]6.88% Defense(Ranged)[*]6.25% Defense(AoE)[*]4.5% Max End[*]53.8% Enhancement(RechargeTime)[*]45% Enhancement(Accuracy)[*]5% FlySpeed[*]67.8 HP (5.62%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]MezResist(Held) 3.3%[*]MezResist(Immobilize) 8.8%[*]MezResist(Stun) 8.8%[*]7% (0.12 End/sec) Recovery[*]22% (1.11 HP/sec) Regeneration[*]1.58% Resistance(Fire)[*]1.58% Resistance(Cold)[*]3.13% Resistance(Negative)[*]5% RunSpeed[/list]


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    this is just a wild build I make


I want /Fire stalker. Because nothing says stealth like dumping a can of gasoline on yourself and lighting a match. -Morac

 

Posted

[ QUOTE ]
One thing great about tick damage is that even enemies with a high defense will still get affected as long as they're within the aura's range., like those pesky evasive Rikti drones.

[/ QUOTE ]

Rikti drones have defence to melee and ranged attacks, not aoe so fire/fires can munch them all day long


 

Posted

[ QUOTE ]
Blapping eh? Sound like the only way to play it for max performance .I will focus in making it a good "blapping" blaster then. I'm just 32.Will pick what I find it would be efficient to deal Huge melee dmg.Is focus on recgh to have aim/BU often like it was say,I would like to see how i could add +def since there isn't many option. Should be ok?

[/ QUOTE ]

akk you left out combustion!!! shame on you, ditch that snipe

heres how I would change your build, I think the slottings better on many things such as

BA and hotfeet need significant endurance reductions

Positrons blasts need to lose damage/range, you want chance for energy damage in there and a generic +recharge IO

You wont be holding anything and bonfire can be a fun keep away power

perfromance shifter proc is far more use in stamina

Fly isnt a very good travel power for a fire/fire, I swapped out for leaping, combat jump adds some small defence too and that stacks with the +def bonuses in the build (24% for melee)

You dont need to focus so much on recharge, you have plenty of attacks to set the world on fire

anyway heres my trake on your build

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

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

Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(34)
Level 1: Ring of Fire -- Acc-I(A)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dam%(9), Posi-Acc/Dmg/EndRdx(9), RechRdx-I(46)
Level 4: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Dam%(21)
Level 6: Rain of Fire -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(15), Posi-Acc/Dmg(15), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(42), RechRdx-I(45)
Level 8: Combat Jumping -- DefBuff-I(A)
Level 10: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Acc/Dmg/Rchg(19), Oblit-%Dam(43)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(29)
Level 14: Super Jump -- Empty(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(21)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), P'Shift-EndMod(23), P'Shift-End%(48)
Level 24: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(48)
Level 26: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(48)
Level 28: Consume -- P'Shift-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(31), Efficacy-Acc/Rchg(33), Efficacy-EndMod(34)
Level 30: Blazing Aura -- HO:Nucle(A), HO:Nucle(37), Sciroc-Dmg/EndRdx(37), EndRdx-I(37), EndRdx-I(39)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(43)
Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-%Dam(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 38: Hot Feet -- HO:Nucle(A), HO:Nucle(39), Sciroc-Dmg/EndRdx(39), EndRdx-I(40), EndRdx-I(42)
Level 41: Bonfire -- RechRdx-I(A)
Level 44: Fire Shield -- HO:Ribo(A), HO:Ribo(45), HO:Ribo(45), S'fstPrt-ResDam/Def+(46), S'fstPrt-ResKB(50)
Level 47: Rise of the Phoenix -- RechRdx-I(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance



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Posted

OK, time for me to be anti- /fire in public.

When the OP said
[ QUOTE ]
wondering why the hell /fire gets Melee AoE,blazing aura and hot feet in the first place... .

[/ QUOTE ]

My first thought was, MANY people have wondered that.

Firebreath/Fireball takes about 3.5 seconds to do about 3.0 "damage scales" of ranged damage (or 3.4 standard damage scales) -with BU or Aim, pretty much killing minions all by themselves .

Combustion takes about TEN seconds to do 1.5 DS of damage, and you spend three seconds of that in easy reach of your desired targets waiting for your animation to finish.

If I can't finish my targets in four to ten seconds from the time I open up with AOEs, I assume I'm about to pay into the Blaster Medical Fund.

Fire Sword Circle, good. Frighteningly slow to activate, but good.

PBAOEDOT collection, bad. Your share of aggro is determined by how close you are, how much damage you did and how recently you did it. Standing there hassling someone with repeated applications of small amounts of damage every two seconds is... umm, bad.

You can stack up a ton of ENd-eating, slow-killing, aggro-grabbing toggles if you want. I'm a fan of boom, boom, "clear the survivors."

... you may notice that a lot of things in Blaster secondaries were apparently taken from Tankers. They work better on Tankers. (Chilling Embrace, I'm looking at you. Sternly.)


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Combustion really is a horrible power. After Fire Ball and Fire Sword Circle the minions and probably the lieutenants will be dead. If not, they'll be dead *long* before Combustion has done anything. Also, that time spent being vulnerable while using Combustion could be far-better used actually killing something, or at least ASing them. You do more damage and are safer by not using Combustion. Really.

Also on the list of bad powers is Blazing Aura. Little damage, TINY radius. Hot Feet will make the mobs run away from you slowly, but BA's radius is so freakin' small that the few enemies close enough to be affected by it in the first place will be out of the radius before a second tick gets off.


's doesn't make things plural.

 

Posted

[ QUOTE ]
Combustion really is a horrible power. After Fire Ball and Fire Sword Circle the minions and probably the lieutenants will be dead. If not, they'll be dead *long* before Combustion has done anything. Also, that time spent being vulnerable while using Combustion could be far-better used actually killing something, or at least ASing them. You do more damage and are safer by not using Combustion. Really.

Also on the list of bad powers is Blazing Aura. Little damage, TINY radius. Hot Feet will make the mobs run away from you slowly, but BA's radius is so freakin' small that the few enemies close enough to be affected by it in the first place will be out of the radius before a second tick gets off.

[/ QUOTE ]

There are NO bad powers in the /fire secondary, only misunderstood powers. Theory doesnt always add up to how things perform. The worst way to play a fire/fire is with manueverability, you stand there and dish out the damage, masses of it, thats how you put the mobs down fast and thats how you are safest. Fire/Fire excels at aoe damage and BA racks up impressive damage over time, as for combustion, thats got a 15 ft radius and hitting 10 foes with it is far better than tossing out a fire blast, in fact using it as its aoe is intended its more than NINE fire blasts.

a lot of the secondary powers seem terrible, I took them all for a joke but in use and unison they are insanely powerful, fire/fire is a walking nuke, leaving out your aoes only weakens your core strengths. Try them and see, its a lot of fun.


 

Posted

Don't take my word for it, but Aim/BU -> Fire Ball -> FSC with HF has always been all the AoE I've ever needed - I suppose I could use Combustion on the boss, but that's what I have single-target attacks for. Then again, I haven't done any of the crazy all-boss MA stuff yet.

Some powers are useful to a melee Fire/Fire Blaster, some aren't. By all means, though, use what you want and have fun.


's doesn't make things plural.

 

Posted

With regards to a fire/fire blapper, Combustion can be easily avoided and Fireball can takes its place. Combustion does have a annoyingly long activation time that can ruin the pacing of an AoE attack chain.

However if you're like me and don't have fire as a primary, and uses the second build option for fire blapping, then you'll grab all the AoE attacks you can get in the secondary.


 

Posted

[ QUOTE ]
Hello,

I have been playing my only hero,Fire blaster, in the past couple of days.When notice that I end up playing it like my Dom,stalkers,brutes, and MM spending 80% of the time in melee range using Combustion,Fire sword circle,fire ball,Rain of fire. All that in a team of +5 players.

Then I get this tell form a "veteran" blaster telling me that should drop x-y-z powers because they "Suck". Follow by a monologue of how to be a blasters.

Since I don't know [censored] about blaster I just stand there,rolling eyes, wondering why the hell /fire gets Melee AoE,blazing aura and hot feet in the first place; if isn't to jump in the middle of the mob and kill everything around you like a blazing death god.


    What is the popular opinion for fire/fire blaster?

    How good or bad could be if I go for a melee/AoE heavy blaster?
    [/list]All in all, I like blaster a lot, they are my first and only hero. There is nothing like then in CoV and will like to hear opinions.

    [/ QUOTE ]

    Get rid of combustion.

    You don't need it. Fireball+Firebreath+Fire Sword Circle give you all the AoE damage you'll need. If you're going to close to Melee make it worth it. Fire Sword and Fire Sword Circle are worth it. Combustion is not.


 

Posted

My experience as an Elec/Fire led me to similar opinions. Combustion is slow, dangerous, usually the extra damage isn't necessary.

Since she's just level 39, Hot Feet is still shiny, and I like it and won't understand any valid criticism for another couple of weeks.


 

Posted

[ QUOTE ]

There are NO bad powers in the /fire secondary, only misunderstood powers. Theory doesnt always add up to how things perform. The worst way to play a fire/fire is with manueverability, you stand there and dish out the damage, masses of it, thats how you put the mobs down fast and thats how you are safest. Fire/Fire excels at aoe damage and BA racks up impressive damage over time, as for combustion, thats got a 15 ft radius and hitting 10 foes with it is far better than tossing out a fire blast, in fact using it as its aoe is intended its more than NINE fire blasts.

a lot of the secondary powers seem terrible, I took them all for a joke but in use and unison they are insanely powerful, fire/fire is a walking nuke, leaving out your aoes only weakens your core strengths. Try them and see, its a lot of fun.

[/ QUOTE ]

There is some truth to this.

However, I would argue very strongly with your assertion that maneuverability is a weakness for a fire/fire blaster. I consider myself a decent blaster, and I've been around for a while, and Liv relies heavily on maneuverability. He has a number of PBAoE abilities, but Combustion is not one of them, neither is Hot Feet.

The problem with your assertion is that you have to play your blaster like a tank or a scrapper. That might work with the right team and with the right procs, but a level 35 blaster trying to take on Freaks, Crey and DE while standing still, on the ground probably isn't the best idea. I've tried it, it didn't work out so well. The reality is that while many powers rack up impressive damage over time, when you're working with a /fire blaster you just don't have the kind of time it takes to make it really worthwhile. It's gotta be in, kill, out.

Range might not be a defense for blasters, as we're all very aware, but it can be used as a makeshift damage mitigator because if you can keep the mobs at range then they'll use their less-damaging range attacks. Now, that being said the proper use of the /fire secondary necessarily requires melee range, but when playing solo it's often best used as a finisher once you've cleared one or two of the spawn with your more rangey attacks.

All that aside, at the same time I can see how a /fire blaster on a nice big team with a decent tank or controller can accomplish what you're talking about, but at that point you're not in any real danger, so you can afford to stroll through the mobs with relative impunity. But when you're solo, or on a small team it's a different story.


Brother of Markus

The Lord of Fire and Pain

The Legendary Living Hellfire

Fight my brute!

 

Posted

The my play style is to let the tank agro then or wait until the troller hold then.Then jump in the middle,stay there spaming all the AoE attacks,move to the next target with ST. All that done with atleast one healer on the team(I <3 Empaty :3)I use insp a lot to keep alive but can understand why Livinghellfire maneuverability in and out is safest option when the team is not great or lack of someone with rez... but staying in is the faster way to kill them in my small expirience.

What about the fear effect in Hotfeet + Rain of fire + burn combo? with that much "fear" then the wouldn't have time to attack since the npc AI just tell then to run away.Also Hotfeet slow they would be dead before the get out of range. This is just a theory but want to know if someone have try it.

So far I notice that minion die really fast with just a pair of application of FSC+fireball+combustion(with BU/AIM).I will pick blazing aura at lv 35, if the range is small like it was say will drop it.Finally the build made by Icesickle will help me now how i should slot the power I need. 8)

Bet I can melt AV like ice with this build.


I want /Fire stalker. Because nothing says stealth like dumping a can of gasoline on yourself and lighting a match. -Morac

 

Posted

I disagree with the whole "there are no bad powers" in the fire secondary assertion.

I've used them all and some of them simply suck. Combustion being one of them. Burn being HIGHLY situational. The problem with the fire secondary is that it's all re-treaded stuff from other AT's. Hotfeet for controllers is good. The mobs are locked down and containment and hot-feet are just nasty. For blasters it might be okay if paired with rain of fire or on teams. Solo it's usefulness is greatly blunted. Burn's activation time and root make it useless for a highly mobile blaster like me. Luckily we now have access to alt builds. I have a team build loaded with AoE powers from the secondary. I whip it out when I'm on control or tanker heavy teams. Otherwise I use my solo build which is tuned to my playstyle. I.E. pick your melee opportunities carefully and keep moving.


 

Posted

If you like Empathy, try running with a Forcefield Defender. It's one thing to have your damage healed, it's another to not be damaged in the first place!

When mobs experience the "avoid" status, they will occasionally attack you, but far less often than they would otherwise. Also, there is no "magnitude" to stack, so just one of those three powers will be enough. Burn isn't particularly good, and Rain of Fire recharges slowly, so I suggest going for Hot Feet.

Hot Feet, Fire Ball, Fire Sword Circle, and either Aim or Build-Up will be more than enough damage 90% of the time. For other times, an inspiration or Rain of Fire will be enough.


's doesn't make things plural.