Anyone play Fire/SS?


abnormal_joe

 

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I have the famous ABko fire/ss on freedom. The 2 builds posted above are terrible.. you need hasten on fire/ss and u will need better endurance than 2.21 and 2.46.. even with consume coming up every 65 sec u will run dry. 2.65 final end use and over i suggest. Plus slot out those sets! whats with 4 slotted posi blast? u scared of better recharge for heal flames and rage stacking? and for the Smothers child build try 4 or 5 slotting a set in stamina. 5 slots of normal IOs is a waste..u only gain 0.01 end per sec and miss out on 1.88% Hit point buff or 10% regen depending on the set you use. I play my tank like regen scrapper..u will get hit and take damage ..u must be aggressive enough to kill and be able to heal back the damage b4 u are overwhelmed. also slot better Acc IOs in KoB. even with rage 26% acc will miss enough times for dark armor stalkers to laugh at u.

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First. Paragraphs are your friends. Walls of text are hard to read.

Second. Your advice is contradictory and confusing. First you insist that the build requires Hasten to speed up the attacks and then also insist that there isn't enough endurance recovery in to to sustain what is already there.

As the build already has Consume, Stamina, the +recovery Miracle IO, the Numina +heal/+recovery IO, a Performance Shifter Chance for +End IO and 16.5% Recovery bonuses from IO sets I really don't see where much more is likely to come from in that area..

If possible, could you elaborate as to where the extra endurance to power the extra attacks from Hasten is supposed to come form?


 

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I have the famous ABko fire/ss on freedom. The 2 builds posted above are terrible.. you need hasten on fire/ss and u will need better endurance than 2.21 and 2.46.. even with consume coming up every 65 sec u will run dry. 2.65 final end use and over i suggest. Plus slot out those sets! whats with 4 slotted posi blast? u scared of better recharge for heal flames and rage stacking? and for the Smothers child build try 4 or 5 slotting a set in stamina. 5 slots of normal IOs is a waste..u only gain 0.01 end per sec and miss out on 1.88% Hit point buff or 10% regen depending on the set you use. I play my tank like regen scrapper..u will get hit and take damage ..u must be aggressive enough to kill and be able to heal back the damage b4 u are overwhelmed. also slot better Acc IOs in KoB. even with rage 26% acc will miss enough times for dark armor stalkers to laugh at u.

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First. Paragraphs are your friends. Walls of text are hard to read.

Second. Your advice is contradictory and confusing. First you insist that the build requires Hasten to speed up the attacks and then also insist that there isn't enough endurance recovery in to to sustain what is already there.

As the build already has Consume, Stamina, the +recovery Miracle IO, the Numina +heal/+recovery IO, a Performance Shifter Chance for +End IO and 16.5% Recovery bonuses from IO sets I really don't see where much more is likely to come from in that area..

If possible, could you elaborate as to where the extra endurance to power the extra attacks from Hasten is supposed to come form?

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The best way to play a fire/ss is to its strengths. That is what he is talking about.

It is "strongest" when paired with a lot of recharge to maximize the very high damage and to get your key survivability tool firing as much as possible.

He is absolutely right when he says it is a lot like regen. Fire/ss feels and performs like a super scrapper ime, just takes a long time to get there.
(well actually, the combo is absolutely devastating by lvl 30, so not so long, but it is pretty lame until 27 and then just explodes with FE and then Rage)

With regard to the first build posted:

A hasten free fire/ss isn't a fire/ss that is playing to its strengths. Protracted fights aren't why you play fire/ss. Get in, mosh everything fast enough to make scrappers and some blasters jealous and then get out. There are far better tanks for prolonged engagements that withstand sustained debuffs and damage far better than fire armor.

It is running weave, but only pushing ~7% def (10% w/ hover)..why?

Shoehorning extra survivability into fire armor is a fine goal (after you take care of the strengths), but if the goal is to increase defense then it needs to actually be increased. Anything less than 20-25% is effort better spent increasing recharge.

The second build listed just has some weird slotting choices. Really weird.

You also want temp protection and the slow resist travel proc for 40% slow/-rech protection. Nothing says "you're dead and you can't do a thing about it" like -rech on a fire armor toon.

High recharge to get damage through the roof and to get healing flames up more often is the "best" way to improve the toon. -rech protection ensures you can continue doing what you do best.


 

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You also want temp protection and the slow resist travel proc for 40% slow/-rech protection. Nothing says "you're dead and you can't do a thing about it" like -rech on a fire armor toon.

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If you get the correct Day Job bonus you can increase this up to 60% slow resist too. Yummy!!


 

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About to hit 50 with my Fire/SS/Fire. I hit 49 and haven't lvl'd yet. I would like to farm with this guy, and I'm not sure what to take at 49. I'm sure I'll end up respeccing him. which of these powers would be best?

FE; Melt Armor; Assault; Hasten

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Probably Hasten unless you've got a buttload of cash available for IOs to add global recharge, which is my plan when mine gets there.

Speed_Force, that's a solid build, but I'd put Blazing Aura off until after Stamina, or at least Consume. Running a damage aura early ends up costing an outrageous amount of endurance.


 

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Probably Hasten unless you've got a buttload of cash available for IOs to add global recharge, which is my plan when mine gets there.


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I did take Hasten. I used it taking on the Praetorians...man it came in handy. The End usage is a beast tho. I'm working on Mids trying to find a +Rec build. I still haven't found a way to add FE tho. Still trying to find a way to increase +Def too. I'm sitting at 13% all right now...trying to get to 20%.


50 Inv/SS Tank, 50 Inv/EM Tank, 50 FA/SS Tank, 50 Shield/SS Tank, 50 WP/SS Tank, 50 Dark/Dark Tank, 50 EM/Elec Brute, 50 SS/FA Brute, 50 SS/SR Brute, 50 Fire/Kin Controller, 50 Plant/Storm Controller, 50 Earth/Therm Controller, 50 Necro/Dark MM, 50 Bots/FF MM, 50 Elec/SD Scrapper, 50 Arch/MM Blaster, 50 Emp/Psi Defender

 

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I can't say anything about Shield_slave's build only my own.

While I understand the "Hasten makes thinks die faster" concept (I have a DM/Regen scrapper after all), the problem that I am seeing is attackspeed/end consumption vs Recovery.

I just don't see where I can find the extra 0.5+ recovery per second that would be needed to fuel a hastened build.

As it stands this build can barely support its endurance needs. If I speed up the attack chain further then it pushes the build into the realm of not sustaining itself in an fight lasting more than 30 seconds.

And while prolonged fights are to be avoided on a Fire tank, sometimes they are simply something that you have to deal with.

I realize that there are some problems. Hover/Fly is a theme choice where CJ/SL would be much better for optimizing but I already have two other Fire tanks and am sick of leaping everywhere and just want a flying character this time. So I am willing to make that choice.

Also keep in mind that this build was meant for AoE carnage vs. groups of Minions and LTs and as it stands they won't survive even one cycle of Rage fueled Burn-Stomp-Stalagmites making higher recharge unnecessary.

If I were focusing on single target damage then I would find a way to add hasten, more recharge and optimize the single target attacks but right now if I have to focus on just one enemy, Stone Prison+Burn+KO Blow should ruin most villain's days.

I have tinkered with it a bit though and pushed the melee defense up to 17.7% (w/o hover running) and that should be fairly noticeable.

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

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

Fire SS: Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Blazing Aura -- Dmg/EndRdx(A), Acc/Dmg/EndRdx(3), %Dam(17), Acc/Dmg/EndRdx/Rchg(31), Acc/Dmg/Rchg(31)
Level 1: Jab -- Dmg/EndRdx/Rchg(A), Acc/Dmg(3), Acc/Dmg/EndRdx(15), Dmg/Rchg(33), Acc/Dmg/Rchg(34)
Level 2: Fire Shield -- ResDam(A), ResDam/EndRdx(15), ResDam-I(17)
Level 4: Healing Flames -- Heal/EndRdx/Rchg(A), Heal/Rchg(5), EndRdx/Rchg(5), EndRdx/Rchg(9), Heal/Rchg(34), Heal/EndRdx/Rchg(34)
Level 6: Haymaker -- Dmg/EndRdx/Rchg(A), Acc/Dmg(7), Acc/Dmg/Rchg(7), Acc/Dmg/EndRdx(9), Dmg/Rchg(40)
Level 8: Hover -- Flight-I(A)
Level 10: Consume -- EndMod/EndRdx(A), EndMod(11), EndMod/Acc/Rchg(11), EndMod/Rchg(37), Acc/Rchg(37)
Level 12: Plasma Shield -- ResDam(A), ResDam/EndRdx(13), ResDam-I(13)
Level 14: Fly -- Flight-I(A)
Level 16: Swift -- Flight-I(A)
Level 18: Burn -- %Dam(A), Dmg(19), Acc/Rchg(19), Dmg/Rchg(36), Acc/Dmg/Rchg(37), Acc/Dmg/EndRdx/Rchg(46)
Level 20: Knockout Blow -- Acc/Dmg(A), Dmg/EndRdx/Rchg(21), Acc/Dmg/Rchg(21), Dmg/Rchg(45), Acc/Dmg/EndRdx(46)
Level 22: Health -- Heal(A), Heal/EndRdx(23), Regen/Rcvry+(23), Rcvry+(36)
Level 24: Stamina -- End%(A), EndMod(25), EndMod/Acc(25), EndMod/Rchg(36), EndMod/Acc/Rchg(43)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Rage -- Build%(A), ToHit/EndRdx(29), ToHit/Rchg/EndRdx(29), Rchg/EndRdx(31), ToHit/Rchg(42), ToHit(43)
Level 30: Boxing -- Empty(A)
Level 32: Tough -- ResKB(A), ResDam(33), ResDam/EndRdx(33)
Level 35: Taunt -- Taunt/Rchg/Rng(A), Taunt/Rng(40)
Level 38: Foot Stomp -- Dmg(A), Acc/Rchg(39), Acc/Dmg/Rchg(39), %Dam(39), Acc/Dmg/EndRdx/Rchg(40), Dmg/Rchg(46)
Level 41: Stone Prison -- Acc/Dmg/EndRdx/Rchg(A), Dmg/EndRdx(42), Dmg/Rchg(42), Acc/Dmg/Rchg(43)
Level 44: Quick Sand -- Slow-I(A), Slow-I(45), Dam%(45)
Level 47: Stalagmites -- Dam%(A), Acc/Dmg/EndRdx(48), Dmg/EndRdx(48), Dmg/Rng(48), Acc/Dmg(50)
Level 49: Weave -- Rchg+(A), Def(50), Def/EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet


 

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Well, Captain Galaxy just hit 50th today.

He's an End eating, AoE dealing, Scrapper-like monster of a character.

Thanks to everyone for all the advice.