Burn with quicksand? Viable? fire/fire/earth build
Wouldn't mind knowing if anyone has tried this also. I run the usual fire/fire/pyre but would love to use Burn again as an offensive and "oh crap" mitigation power, without huge scatter.
You get an extra tick or two out of Burn depending how well the slow is slotted up for in Quicksand. If you max slot Quicksand for slow, then you can almost get your full Burn damage off (targets at the edge will most likely escape with just getting hit with a couple of ticks).
Might be worth it , hrmm. Even with 5 Detonation and a 50 recharge IO I can still only get Fireball down to 19 second recharge for 97 damage. With 6 Obliterations I can get Burn down to 9 second recharge for 380 damage. Even if only get half the ticks its still twice the damage ( 4 to 8 times the damage if you take 9 second recharge into account ).
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You get an extra tick or two out of Burn depending how well the slow is slotted up for in Quicksand. If you max slot Quicksand for slow, then you can almost get your full Burn damage off (targets at the edge will most likely escape with just getting hit with a couple of ticks).
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I tried six slotting it with slows for the heck of it on test months back, it does work, but I can't see taking that set just to set up burn, especially when you get several tics on a mob as is.
Agreed, it will slow your foes providing extra damage in that respect. Ice Storm from Arctic Mastery would act the same way as well as provide some extra damage.
Tanker Tuesdays: Meet in King's Row by IP Gate 6pm PT9pm ET.
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yeah i was also looking at Stlagmites ad a ghetto defense thing and a cheap purple set...
mmm gonna look into it more
Snow storm has a 41s recharge time (with max recharge in it) ...and duration of 15 seconds....while quicksand is up all the time basiclly (unless i read it wrong..have to go look again....)
Snow storm with BU/FE
41 sec recharge ....800 damage...41% slow
Stalagmites 21 recharge...355 damage...Mag 3 stun 3 sec...-14% defense with Quicksand....13 recharge...45 sec duration...98% slot...10% defense reduction...
I would think (of course im falling asleep so my brain my be farting) that Earth would be better combined with Burn...
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quicksand is up all the time basiclly (unless i read it wrong..have to go look again....)
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It has a very quick recharge.
Quicksand on my Fire/Stone works very well with burn. Between Quicksand, Fault, and Tremor the mobs don't go very far.
50 Tankers: Ice/EM, Stone/WM, Fire/Stone, Dark/Ice, Inv/SS, Inv/Dark, Elec/Elec
50 Brutes: ElecMelee/EA, WM/Elec
well ...fire/fire tank....love to have quicksand..but I dont...WHOA is me
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You get an extra tick or two out of Burn depending how well the slow is slotted up for in Quicksand. If you max slot Quicksand for slow, then you can almost get your full Burn damage off (targets at the edge will most likely escape with just getting hit with a couple of ticks).
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I tried six slotting it with slows for the heck of it on test months back, it does work, but I can't see taking that set just to set up burn, especially when you get several tics on a mob as is.
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Yeah I haven't run them side by side to check out the slotting differences and I *believe* you can reach the max slow with one L45 IO, so over slotting slow won't gain you anything (max slow being 90% iirc).
I don't know if I'd be a fan of Ice Storm in this instance (for the other poster) since its base slow is lower (40%) and it scatters the mobs the same as Burn does. Since Burn has a 2 sec (about) animation time, you'd lose some ground there.
*EDIT* Of course having said all that, you'll get Quicksand down (or Ice Storm) max slotted for Slow, the mobs will be merrily charring away in your Burn and your insightful desires will have been fully realized until that PB/Ill Troller/Eng Blaster comes along and blasts all the mobs out of the area of effect of both.
yeah when they do ask nicely not to ...then /BOOT TO THE HEAD! MUH HAHAHAHAHAHA
Ok I am trying this tonight, I have one free respec left that I want to use up before i15 goes live. If it doesnt work out I can always use the i15 one in a week or so.
It should be also useful for mitigation on things like ITF or anything with huge amounts of melee mobs. Even if only half of them are doing the MJ moonwalk and not running to the hills, it would go along way to help tanking.
Which one are you tryin? The ice Storm? or the quicksand?
I think quicksand and stalagmites might work for me personally..wanna try it
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Ok I am trying this tonight, I have one free respec left that I want to use up before i15 goes live. If it doesnt work out I can always use the i15 one in a week or so.
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Try it on the Test server... then you can try again and again.
YMMV---IMO
Ice Ember
Well been doing quicksand and stlagmites....working very well so far. I still get some scatter but I definatly see more DPS and drop the mobs faster.
Now to finish slotting everything lol
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Well been doing quicksand and stlagmites....working very well so far. I still get some scatter but I definatly see more DPS and drop the mobs faster.
Now to finish slotting everything lol
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I'm planning on going this route with my Fire/DM Tanker ... thanks for the heads up
Curious as to why Stalagmites with its 64 second recharge? I didnt find it all that useful and fully slotted I found it was still to slow. Also I had to dump a full slotted Fire Blast and Fireball to try Earth, so I needed an AoE plus and single target attack to make up the difference. I decided to fully slot Scorch since with a full set of Makos and hasten it does 113 damage and a 1.22 sec recharge ( very good DPS ). This along with my Greater Fire Sword at 38 gives me enough DPS for Bosses.
Jump in drop Quicksand > Buildup > Burn > FSC > Combustion = all dead . I do Combustion last because of the 15 radius , it still manages to get them even with scatter.
P.S. by the way , this is amazing mitigation. I did an ITF and it made the hordes of melee so much easier to handle. I would do the chain above , then wait 2 seconds to sucker them all back in , then do it again. I actually didnt have to use Healing Flames for most of the night.
This is what I am using now, I might get 2 more Obliteration sets for Consume and Combustion next as they are more Recharge and less End heavy powers. Oh did I mention Obliterations in Burn is super fun with the chance for smashing damage ? I swear its per tick as I have seen it fire multiple times!
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Blazing Aura -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(3), M'Strk-Dmg/Rchg:50(7), M'Strk-Acc/EndRdx:50(17), M'Strk-Acc/Dmg/EndRdx:50(34), M'Strk-Dmg/EndRdx/Rchg:50(34)
Level 1: Scorch -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(45), Mako-Dmg/Rchg:50(45), Mako-Acc/EndRdx/Rchg:50(45), Mako-Acc/Dmg/EndRdx/Rchg:50(46), Mako-Dam%:50(46)
Level 2: Fire Shield -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/Rchg:50(3), TtmC'tng-EndRdx/Rchg:50(15), TtmC'tng-ResDam/EndRdx/Rchg:50(19), TtmC'tng-ResDam:50(37), TtmC'tng-EndRdx:50(37)
Level 4: Healing Flames -- RechRdx-I:40(A), H'zdH-Heal:40(5), H'zdH-Heal/EndRdx:40(5), H'zdH-EndRdx/Rchg:40(23), H'zdH-Heal/EndRdx/Rchg:40(23), H'zdH-Heal/Rchg:40(25)
Level 6: Combustion -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(7), M'Strk-Dmg/Rchg:50(15), M'Strk-Acc/EndRdx:50(17), M'Strk-Acc/Dmg/EndRdx:50(33), M'Strk-Dmg/EndRdx/Rchg:50(33)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(9), RechRdx-I:50(9)
Level 10: Consume -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(11), M'Strk-Dmg/Rchg:50(11), M'Strk-Acc/EndRdx:50(25), M'Strk-Acc/Dmg/EndRdx:50(42), M'Strk-Dmg/EndRdx/Rchg:50(43)
Level 12: Plasma Shield -- RctvArm-ResDam/Rchg:30(A), S'fstPrt-ResDam/Def+:30(13), S'fstPrt-ResKB:30(13), RctvArm-ResDam/EndRdx:40(19), RctvArm-ResDam/EndRdx/Rchg:40(39), RctvArm-ResDam:40(39)
Level 14: Super Speed -- Zephyr-ResKB:50(A)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Numna-Regen/Rcvry+:40(A), Numna-Heal:40(43), Heal-I:40(43)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Taunt -- RechRdx-I:50(A)
Level 24: Boxing -- Acc-I:50(A)
Level 26: Tough -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/Rchg:50(27), TtmC'tng-EndRdx/Rchg:50(27), TtmC'tng-ResDam/EndRdx/Rchg:50(29), TtmC'tng-ResDam:50(46), TtmC'tng-EndRdx:50(50)
Level 28: Fire Sword Circle -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(29), M'Strk-Dmg/Rchg:50(31), M'Strk-Acc/EndRdx:50(31), M'Strk-Acc/Dmg/EndRdx:50(31), M'Strk-Dmg/EndRdx/Rchg:50(33)
Level 30: Combat Jumping -- Krma-ResKB:30(A)
Level 32: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(34)
Level 35: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(36), RedFtn-EndRdx/Rchg:50(36), RedFtn-Def/EndRdx/Rchg:50(36), RedFtn-Def:50(37), RedFtn-EndRdx:50(42)
Level 38: Greater Fire Sword -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(39), Mako-Dmg/Rchg:50(40), Mako-Acc/EndRdx/Rchg:50(40), Mako-Acc/Dmg/EndRdx/Rchg:50(40), Mako-Dam%:50(42)
Level 41: Stone Prison -- Acc-I:50(A)
Level 44: Quick Sand -- Slow-I:50(A)
Level 47: Burn -- Oblit-%Dam:50(A), Oblit-Acc/Dmg/EndRdx/Rchg:50(48), Oblit-Acc/Dmg/Rchg:50(48), Oblit-Dmg/Rchg:50(48), Oblit-Acc/Rchg:50(50), Oblit-Dmg:50(50)
Level 49: Build Up -- RechRdx-I:50(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Interesting idea on the mitigation from Quicksand + Burn; I was debating going Ice for epic, for the ST Immob which should let me pin an AV in Burn (learned how useful this was for AVs on a bots/traps MM). It also allows for things like pinning Ghost Widow at range while taunting her in the STF.
Which do folks think is more useful for an end game Fire tank, fairly well IOed out? Spawn mitigation from Earth's Quicksand/Burn, or AV control and takedown with the Immob/Burn of Ice?
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Which do folks think is more useful for an end game Fire tank, fairly well IOed out? Spawn mitigation from Earth's Quicksand/Burn, or AV control and takedown with the Immob/Burn of Ice?
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Who says you have to choose? Earth mastery gets a single-target immobilize too.
Not only can you get the ST immobilize with Earth, Stone Prison is mag 4 while Chilblain is mag 3. Allows you to immobilize a boss/AV in one application.
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Not only can you get the ST immobilize with Earth, Stone Prison is mag 4 while Chilblain is mag 3. Allows you to immobilize a boss/AV in one application.
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Exactly this. My Fire/Stone/Earth leverages Fault+Stalagmites, Tremor+Burn+Fault, Burn+Quicksand, and Seismic Smash+Stone Prison+Burn to great effect. The enemy spends all their time bouncing, drunk walking, or slow rolling, all while getting toasted.
The mitigation has helped quite a bit with survivability (crotchety old Tanker refuses to take Tough), and the -def is a nice bonus. Don't have sets in most of the epics yet, but they're perfectly serviceable with regular IOs.
have tried it on My old fire/ice tank and it works very good of course having ice patch not as needed but it works very good (I tend to use my old fire/ice as a test bed for new ideas)
"...well I have wrestled with reality for thirty-five years, Doctor and I am happy to state I finally won out over it." Elwood P Dowd (from the movie Harvey)
Tell me what everyone thinks of this...
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Technology Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(43)
Level 1: Scorch -- Empty(A)
Level 2: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7)
Level 4: Combustion -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(5), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(43)
Level 6: Blazing Aura -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(34), Oblit-Acc/Rchg(36), Oblit-%Dam(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(40)
Level 8: Consume -- Efficacy-EndMod/Acc(A), Efficacy-EndMod(9), Efficacy-EndMod/EndRdx(9), Efficacy-EndMod/Rchg(15), Efficacy-EndMod/Acc/Rchg(15), RechRdx-I(37)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(40)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(17), Zephyr-Travel/EndRdx(17)
Level 16: Hurdle -- Empty(A)
Level 18: Burn -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(19), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(23), Oblit-%Dam(50)
Level 20: Build Up -- GSFC-Build%(A), GSFC-ToHit/EndRdx(21), GSFC-ToHit(21), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46)
Level 22: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(42)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(25), P'Shift-EndMod(25), P'Shift-EndMod/Acc/Rchg(27), P'Shift-EndMod/Rchg(27)
Level 26: Boxing -- Empty(A)
Level 28: Fire Sword Circle -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(29), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-%Dam(43)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam(33), RctvArm-ResDam/EndRdx/Rchg(40)
Level 32: Weave -- Krma-ResKB(A)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39), Zephyr-ResKB(39), Empty(39)
Level 41: Stone Prison -- Empty(A)
Level 44: Quick Sand -- P'ngTtl-EndRdx/Rchg/Slow(A), P'ngTtl-Acc/Slow(45), P'ngTtl-Dmg/Slow(45), P'ngTtl-Rng/Slow(45), TmpRdns-EndRdx/Rchg/Slow(50)
Level 47: Stalagmites -- Amaze-EndRdx/Stun(A), Amaze-Stun(48), Amaze-Stun/Rchg(48), Amaze-Acc/Stun/Rchg(48), Amaze-Acc/Rchg(50)
Level 49: Taunt -- Mocking-Rchg(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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figured it might make the mobs stick around for burn a bit more (goshdarndevsruiningburnARRRGGHHH)