Fire-Fire melee blaster...?


Another_Fan

 

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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.

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The rain of fire + hot-feet thing works in principle. But here's the problem with it.

Small fry like minions and most lieuts can be wiped out with an opening salvo of BU+AIM Fireball, fire breath, FSC. Bosses will gut you even with those psuedo fear effects going. And many of them can simply turn hot feet off by mezzing you. I suppose you could use that technique untill you have epics with control options available.


 

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jump in the middle of the mob and kill everything around you like a blazing death god.


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That needs to go in a Fire/Fire guide under the "Strategy" section. That and nothing else.


 

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Bosses will gut you even with those psuedo fear effects going.

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That's what Air Superiority is for.

/sigh


's doesn't make things plural.

 

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I use it solely for the mitigation. Between that and Char, I feel as safe as I could want to on a Blaster.


's doesn't make things plural.

 

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ooh nice, people are finally saying combustion sucks. I hate it hate it hate it. I'm glad to see more people saying so :P.

I hate it on my tank as well, altho a case can be made for it on a tank (nothing better to take and more agro generation)

/end rant


perma jump is ---> /up 1

 

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Bosses will gut you even with those psuedo fear effects going.

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That's what Air Superiority is for.

/sigh

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Air superiority was created to make you look stupid when you run up against a boss in a rain of fire with hot-feet on, only to realize that the boss is knockdown resistant.


 

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Bosses will gut you even with those psuedo fear effects going.

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That's what Air Superiority is for.

/sigh

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Air superiority was created to make you look stupid when you run up against a boss in a rain of fire with hot-feet on, only to realize that the boss is knockdown resistant.

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I chuckled.


 

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Stupid Blasters look stupid. Smart Blasters look, well, still kinda "one IO short of a set bonus"...

Compare that to stupid Scrappers - they always look good. *glares*


's doesn't make things plural.

 

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I love fire fire blasting. It's the only blaster I've played over 34, and the only toon I have at 50. It's the only toon I'm just about guaranteed to play every session, if for nothing more than a few RotP blitzes for lulz.

Don't fear the melee. Melee is your friend, if you play smart, which you already do based on

"jump in the middle of the mob and kill everything around you like a blazing death god."

Many people take the "blasters are ranged damage dealers" as the word, and don't realize that melee is ranged. Point blank range.

I don't care for rain or hot feet at all, though I do have an alternate build that has those powers slotted heavily. I think that skipping those powers doesn't hurt your damage ability, and having them doesn't really add to it. Yes, they do plenty of damage, I just am not a fan of playing the way those powers make me play if you want the watery controls they provide.

I am not a fan of combustion, and I'd rather see it's overall damage reduced but frontloaded. I have it because it does eventually produce quality damage, and that's usefull on AV fights, or in situations where I am waiting on something to click.

Blazing Aura? Why have a high end cost toggle (even if it is high damage which is debateable considering electrice only does 2 points of damage less, with a 20ft radius for less end cost, not to mentions that it has -end) when it only has a 7ft range, and at best is going to tick off 3 pulses worth of damage per spawn because everything that close is already dead or you are already moving away? The end cost doesn't justify keeping it on to deliver the "kill tick", and I've got better things to do than micro manage it like granite armor.

Burn. I see and concede to the high damage of char/ring/burn on a boss or AV. I just find the surviveablitity of the medicine pool to add more to my overall playstyle than a situational high maintenance combo, even if it is a heavy hitter. I found it to be mostly worthless for area denial. Why bother to bloack a doorway when you can just FSC it?

I don't slot but use often Ring of Fire. Not for damage, but for the "hold on right there for me for just a second" aspect.

fire epic:
Char is usually the start of an attack cycle for me. Bonfire gets used a lot, because it's a great control, and nothings more funny than tossing it on a granite tank in the ITF on a rooftop, even if it does drive the kin crazy. RotP is my favorite power in the game. The animation pwns all animations. It should be the inherent instead of defiance.

Fire Breath, Blaze, Fire Sword Circle, Combustion, Fire Sword, Consume, Inferno. I can't imagine not playing at point blank range. It just wouldn't be fun with a fire fire blaster.


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

 

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Here's the build I play the most. I haven't bothered with sets.

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

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

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

Hero Profile:
Level 1: Fire Blast -- Acc(A), Dmg(19), Dmg(37), Dmg(37)
Level 1: Ring of Fire -- Acc(A)
Level 2: Fire Sword -- Acc(A), Dmg(3), Dmg(3), Dmg(36), EndRdx(45)
Level 4: Fire Ball -- Acc(A), Dmg(5), Dmg(5), Dmg(15), RechRdx(19), EndRdx(43)
Level 6: Hasten -- RechRdx(A), RechRdx(7), RechRdx(7)
Level 8: Fire Breath -- Acc(A), Dmg(9), Dmg(9), Dmg(13), RechRdx(15), EndRdx(46)
Level 10: Fire Sword Circle -- Acc(A), Dmg(11), Dmg(11), Dmg(13), RechRdx(27), EndRdx(40)
Level 12: Hurdle -- Jump(A), Jump(36), Jump(40)
Level 14: Super Speed -- Empty(A)
Level 16: Aim -- RechRdx(A), RechRdx(17), RechRdx(17)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Blaze -- Acc(A), Dmg(23), Dmg(23), Dmg(27), RechRdx(34), EndRdx(46)
Level 24: Build Up -- RechRdx(A), RechRdx(25), RechRdx(25)
Level 26: Stimulant -- RechRdx(A)
Level 28: Aid Self -- RechRdx(A), IntRdx(29), IntRdx(29), RechRdx(36), RechRdx(40)
Level 30: Consume -- Acc(A), Acc(31), RechRdx(31), RechRdx(31), RechRdx(37)
Level 32: Inferno -- Dmg(A), Dmg(33), Dmg(33), RechRdx(33), RechRdx(34), RechRdx(34)
Level 35: Combat Jumping -- EndRdx(A)
Level 38: Combustion -- Acc(A), Dmg(39), Dmg(39), Dmg(39), EndRdx(46)
Level 41: Char -- Acc(A), Acc(42), Hold(42), Hold(42), RechRdx(43), RechRdx(43)
Level 44: Bonfire -- RechRdx(A), RechRdx(45), RechRdx(45)
Level 47: Rise of the Phoenix -- RechRdx(A), RechRdx(48), RechRdx(48), Heal(48), EndMod(50), Dmg(50)
Level 49: Fire Shield -- EndRdx(A), ResDam(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance


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

 

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Bet I can melt AV like ice with this build.

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Yes, the amount of time it takes for most AV's to drop when a fire fire blaster is on the team is imo markedly different than a team without. Except that AV on the Statesman task force with the anti melee blaster pbaoes.

It's great being on an ITF and people start blabbering like mad about the cyst rooms and how to work them. I just run in, Rotp, BU AIM Nuke cab consume AoE chain and that ends all the talk.


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

 

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play how you want to play, dont listen to any "experts" as bad are completely based on how you play.
fire blapping is very strong but very risky. if your dieing alot on a team mabye you should back it up and play at range. Don't expect to be healed every time as blasters typically suppose to play at range even though most blasters deal more damage close up believe it or not.


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

Fire/Fire is not as simple as some other Fire combos, but it's not overly complex, and there is more than one way to play it. I play the Invisible, melee Fire/Fire strat most of the time myself. I run:

Blazing Aura
Hot Feet
Combat Jumping
Invisibility

Position myself in a group, hit Aim and Build Up, drop Invisibility, and, depending on the composition of the group (how much burst damage and intrinsic mez it has available), I hit:

Fireball
Burn
Fire Sword Circle

or

Fireball
Fire Sword Circle
Burn

Past that point, if there is anything more than a couple of mobs still standing, and in melee range, I'll click Combustion to finish them off; otherwise, I use my single-target attack chain and polish off the wounded stragglers. If I need to increase the carnage (say if there are Bosses running around), I drop Rain of Fire in the middle of things.

The primary reason I don't use the breath/ball combo that I use with Fire/Energy b/c /Fire doesn't have Boost Range at its disposal. It's still very effective with Fire/Fire, but when it runs up against its performance limits, you are better off leveraging the powers in /Fire.

I have yet to see any evidence that there is an overwhelmingly *best* way to build and play Fire/Fire, but I can tell you that, no matter how you cut it, it's going to pump out damage--your job is to keep it alive long enough to finish the fight.