Fire Tank with Granet stats????
The damage resistances can go up, but not enough to be worthwhile. RES set bonuses are really too small and too far apart.
Granite defense is, what, 20% unslotted? 32%ish defense to the same sets of damage types isn't possible, though you may be able to achieve something like 30% to melee and ranged if you heavily focus on it, which would likely also limit your epic choies (like needing two epic ranged attacks for thunderstrike sets). 45% to one position, or damage type pair, is possible.
Any of that would seriously impact how much recharge you'd be able to get, which is one of the more popular bonuses for fire tanks, as there aren't many useful IO sets that give defense bonuses and recharge bonuses.
It's not that expensive actually.
Tough/Weave/CJ
Multi-Strikes in your auras and Obliterations in your PBAOEs (including Consume and Burn especially). Mako's Bites in your melee attacks and Reactive Armors in your resist sets (while they are typed defense they still notch up your positional defenses without using extra slots). If you have the spare slots you can go Aegis (5 needed for full aoe defense buff) or even Titanium Coating (6 slots for melee defense).
I'm not sure if you can get to soft cap, but I've gotten my Spines/Fire Scrapper to 34% melee (20% other positions) which seems to do the trick (no more squishiness).
ive gotten to 40% defense and 74% resist on my fire tank shown here
i can get him to 45 % which is the soft cap for defense but..i would have to move slots that im not prepared to do honestly.
however it was hella exspensive
some of the best sets for fire/fire is obileration..you have 5 pbaoes blazing aura,burn,consume and fire sword cirlce.
plus you can get bonus's from taunt and to hit guassian set
for your melee powers like incinerate and gfs you can also use touch of deaths..all melee defense
plus there are the steadfast 3% defense that you can buy cheap now . glad armor also has one but its bigger in cost.also titanium coating for your sheilds is another too look at as well like krunch said
as far as resistance goes..the only two i have to help is the sheild wall 3% resist i.o and bonus's from the pvp melee set .both are crazy high in price though
edit: yes you need to take c.j. and weave to help..i forgot to mention that
would you mind sharing your build Coldmed??? i would love to see it to get some good ideas.
lvl 50 AR/EM, lvl 50 SS/Shld brute, lvl 50 Shld/SS, lvl 50 Stone/SS
lvl 50 Dark/Fire, lvl 50 WP/EM, lvl 50 WP/Fire, lvl 50 Fire/Kin
lvl 50 Emp/Dark, lvl 50 Thug/Pain, lvl 50 Fire/Shld, lvl 48 Ill/Rad
lvl 45 BS/Regen lvl 42 Ice/EM
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would you mind sharing your build Coldmed??? i would love to see it to get some good ideas.
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sure..since mids isnt updated ill have to do it the hard way so here goes.. my build
i have obileration in blazing aura,combustion and fire sword circle
touch of death in gfs and incinerate.
consume has mutlistrikes.
temp protection is a great place for the two 3% defense i.o's
weave has a lotg+ recharge and the sheild wall 3% resist i.o
my other sheilds are using glad armors cause of the kb protection and the recov bonus's to help with any end issues.
i went for the most melee defense i could get cause frankly the hardest hits i take is from melee range.
i could move slots to get more like taking them out of cp and putting it in tough and placing titanium coating in it to puch it higher.
and of course guassians set in b.u. is perfect.
mocking breavement in taunt
the pvp recipes arent realistic atm since their low on demand and high on the prices right now...but thats what i did
Look at the i9-era Fire/Fire/Pyre regen tank build. I've been running a slightly modified version of that build since i9 and have been very, very pleased with it.
HF is on a 10 second recharge (with hasten inactive) and returns 920 HP (roughly 40% of total HP). The regen rate is 1.53%/sec (34.36HP/sec or 135ish/4 second tick). I have 69% resistance to S and L, capped Fire res, 45% energy, and 54% neg. Cold resistance is low (17%). Defense is negligible (about 6.2%), but w/e. The build I run is geared toward killing *everything* quickly. The resistances are high enough to easily survive alphas, and hte rapidly recharging heal and the high regen rate help overcome any noticable resistance shortcomings. The build was made before Oblits were introduced, and I'd like to have more procs in a few things, but i doubt i'll respec any time soon.
The other thing is the build was made before some of the more desirable IOs got stupid expensive--numi++, miracle+, regen tissue+, and lotg+. So, while it didn;t cost me too terribly much to build the toon, it's likely cost more now.
@Ba'alat/@Zizka
"Plausibility is nothing compared to nerdrage." --PumBumbler
i actually have 2 builds...one is straight up farmers build and the other is defenseively.
i also agreee on the built to destroy more then built to take the hit...they cant hit you if their dead is my way of thinking..
i never use my defense build honestly.
Building to kill faster does not make for a good team player. On any team that is slightly balanced you will be getting more damage coming from the Blasters and Scrappers than you, as a damage specced fire tank, could ever compete against. Solo it is great but on teams it is just a drop in a nearly full bucket.
Defense builds help to leverage the resistance we already have in a multi-layered mitigation strategy. The more layers you can build up the better you will be overall.
My build is more solo friendly and is heavy on recharge followed by regen and recovery. After that I aim for defense, but I only have 7% melee at the moment so it is not much help.
My Fire/EM has 45% S/L def and as high resists are Fire usually gets (70-ish S/L, capped Fire, etc). Does really well, except against Psi. As someone else mentioned, Oblits in your PBAoEs, Reactives in your armors, Tough, Weave, CJ and *Maneuvers* to put you to cap. Slot some BotZs for the -KB and pick up some ranged def while you're at it (no, you won't cap your positionals). Kinetic Combats, not Makos, in your melee attacks though (and those prices have really gone through the roof lately). You need to sacrifice Hasten for this build, but otherwise, it's not too gimped elsewhere. Sorry, but I don't post builds any more, though you might be able to find one I posted in an older thread that just won't die. If you post your own attempt, I'll be happy to critique.
An Offensive Guide to Ice Melee
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Building to kill faster does not make for a good team player. On any team that is slightly balanced you will be getting more damage coming from the Blasters and Scrappers than you, as a damage specced fire tank, could ever compete against. Solo it is great but on teams it is just a drop in a nearly full bucket.
Defense builds help to leverage the resistance we already have in a multi-layered mitigation strategy. The more layers you can build up the better you will be overall.
My build is more solo friendly and is heavy on recharge followed by regen and recovery. After that I aim for defense, but I only have 7% melee at the moment so it is not much help.
[/ QUOTE ]
sure but whos on a balanced team EVERY time?..certainly not on my server..lol
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My Fire/EM has 45% S/L def and as high resists are Fire usually gets (70-ish S/L, capped Fire, etc). Does really well, except against Psi. As someone else mentioned, Oblits in your PBAoEs, Reactives in your armors, Tough, Weave, CJ and *Maneuvers* to put you to cap. Slot some BotZs for the -KB and pick up some ranged def while you're at it (no, you won't cap your positionals). Kinetic Combats, not Makos, in your melee attacks though (and those prices have really gone through the roof lately). You need to sacrifice Hasten for this build, but otherwise, it's not too gimped elsewhere. Sorry, but I don't post builds any more, though you might be able to find one I posted in an older thread that just won't die. If you post your own attempt, I'll be happy to critique.
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I would never suggest maneuvers on anything but a taunt bot (which a Fire Tanker shouldn't be aspiring to ... there are better primaries for that purpose). Waste of endurance for little return.
Also you may find that raising positional defenses is easier then raising typed defenses via IOs ... especially on a Fire Tanker (there are no good typed defense prime IOs for PBAOEs). Also considering that Kinetic Combats are not only expensive ... but literally don't exist right now at WWs (as of last night there wasn't one recipe for sale). Concentrate on melee defense first, ranged defense second and AOE defense third (if at all).
You will never be mistaken for a Stone Tanker but you can get to some fairly decent level of toughness on a Fire Tanker.
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Building to kill faster does not make for a good team player. On any team that is slightly balanced you will be getting more damage coming from the Blasters and Scrappers than you, as a damage specced fire tank, could ever compete against. Solo it is great but on teams it is just a drop in a nearly full bucket.
Defense builds help to leverage the resistance we already have in a multi-layered mitigation strategy. The more layers you can build up the better you will be overall.
My build is more solo friendly and is heavy on recharge followed by regen and recovery. After that I aim for defense, but I only have 7% melee at the moment so it is not much help.
[/ QUOTE ]
sure but whos on a balanced team EVERY time?..certainly not on my server..lol
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Yeah, most teams have more damage than anything else.
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there are no good typed defense prime IOs for PBAOEs
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Erradication, +3.13% e/ne def; only takes 3 slots, too.
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there are no good typed defense prime IOs for PBAOEs
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Erradication, +3.13% e/ne def; only takes 3 slots, too.
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And I rest my case.
Unless you're telling the OP that they should be concentrating on typed defenses with their Fire Tanker.
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I would never suggest maneuvers on anything but a taunt bot (which a Fire Tanker shouldn't be aspiring to ... there are better primaries for that purpose). Waste of endurance for little return.
[/ QUOTE ]
You don't have to run it unless you need to actually get to cap, but when you do, there's a decent difference bet. 41.5% and 45% defense. It's also a good mule for the LotG set and I don't have end problems w/my Fire tank even w/o Consume so I actually end up running it all the time (helps all my teammates a tiny amount too), but in principle, you should prolly shut it off most of the time. Sure, you'll be a bit more effective if you take Hasten and settle for "merely" 40% def, but if you happen to need/want that last few points, or simply can't afford the 3 power slots for Weave, Maneuvers isn't a bad option, even for a tank (or scrapper).
[ QUOTE ]
Also you may find that raising positional defenses is easier then raising typed defenses via IOs ... especially on a Fire Tanker
[/ QUOTE ]
I usually do positional, but I found the S/L cap easier to hit, and more effective on my resist-based tanks. It's not like you can do all 3 positions on Fire w/o *seriously* gimping stuff (not even sure if it's possible), and I'd rather have the S/L def for the ranged/AoE attacks w/S/L components. Melee almost always has an S/L component, so the typed def takes care of that already. Again, this is very weak to psi, but against almost everything else, I find it a really good mix. I do the same on my Stone (out of Granite,) & WP tanks and plan on doing the same w/my Dark, and w/psi mitigation built into them, it works out great (should for Dark too). Shields is positional, obviously.
On my Invul (planned) build, I don't bother w/ S/L def since he's gonna have capped S/L resists, but went for high exotic typed and ranged positional def, but that's using Invinc. That's planned only so I'll have to see how that works out in practice, though I suspect really well, though the untyped psi will likely suck. My Elec will prolly cap S/L.
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(there are no good typed defense prime IOs for PBAOEs).
[/ QUOTE ]
Lockdowns, BotZ, there are a few others, but yeah, AoE def is kinda hard to come by. My strategy is Ranged 1st (cap it), AoE 2nd for my "squishies", but my melee toons really depend on their powerset.
Edit: I may have misread what you wrote. Did you mean there are no good typed for exotics? If so, sure, but again, most things have S/L components (except psi--psi just sucks for Fire & Invul). See a few paragraphs up.
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Also considering that Kinetic Combats are not only expensive ... but literally don't exist right now at WWs (as of last night there wasn't one recipe for sale).
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I bought up a ton of KCs way back, but the triple & D/E prices are out of control, and steadily going up. I'm hoping some hungry farmer takes it as an opportunity for some profits sometime soon.
An Offensive Guide to Ice Melee
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[ QUOTE ]
[ QUOTE ]
there are no good typed defense prime IOs for PBAOEs
[/ QUOTE ]
Erradication, +3.13% e/ne def; only takes 3 slots, too.
[/ QUOTE ]
And I rest my case.
Unless you're telling the OP that they should be concentrating on typed defenses with their Fire Tanker.
[/ QUOTE ]
No, not necessarily. I haven't really looked at making a typed def build for sets without a def base since the change to def set bonuses. (There are advantages to both, positional covers all damage types including most psi and toxic, while typed defends against specific types and is available with fewer slots than positional. Kin Combat for 4 slots and Erradication in 3, for example.) In general I'd default to positional.
I was just pointing out that there was at least one nice PBAoE set that had very nice typed defense. (The first four bonuses are pretty good overall.) It was a side point to your post rather than arguing with your entire premise.
http://img35.imageshack.us/img35/743...0721121232.jpg
Relatively easy to get. Of course, I'm missing a few helpful IOs to make it to that soft cap for Melee (PvPOs and such), so in essence, it's incomplete. Though I doubt I'll get them anytime soon.
My build:
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Kat Erine: Level 50 Natural Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Energy Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Hero Profile:
Level 1: Fire Shield <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (50) Reactive Armor - Resistance[*] (50) Reactive Armor - Resistance/Recharge[*] (50) Reactive Armor - Resistance/Endurance/Recharge[/list]Level 1: Barrage <ul type="square">[*] (A) Touch of Death - Accuracy/Damage[*] (43) Touch of Death - Damage/Endurance[*] (43) Touch of Death - Damage/Recharge[*] (46) Touch of Death - Accuracy/Damage/Endurance[*] (48) Touch of Death - Damage/Endurance/Recharge[*] (48) Touch of Death - Chance of Damage(Negative)[/list]Level 2: Healing Flames <ul type="square">[*] (A) Numina's Convalescence - Heal/Endurance[*] (3) Numina's Convalescence - Endurance/Recharge[*] (3) Numina's Convalescence - Heal/Recharge[*] (40) Numina's Convalescence - Heal/Endurance/Recharge[*] (42) Numina's Convalescence - Heal[*] (43) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 4: Bone Smasher <ul type="square">[*] (A) Touch of Death - Accuracy/Damage[*] (5) Touch of Death - Damage/Endurance[*] (5) Touch of Death - Damage/Recharge[*] (7) Touch of Death - Accuracy/Damage/Endurance[*] (7) Touch of Death - Damage/Endurance/Recharge[*] (37) Touch of Death - Chance of Damage(Negative)[/list]Level 6: Hurdle <ul type="square">[*] (A) Jumping IO[/list]Level 8: Consume <ul type="square">[*] (A) Performance Shifter - EndMod[*] (9) Performance Shifter - EndMod/Recharge[*] (9) Performance Shifter - EndMod/Accuracy/Recharge[*] (17) Performance Shifter - Accuracy/Recharge[*] (29) Performance Shifter - EndMod/Accuracy[*] (34) Performance Shifter - Chance for +End[/list]Level 10: Combat Jumping <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (11) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (11) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 12: Plasma Shield <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (13) Reactive Armor - Resistance[*] (13) Reactive Armor - Resistance/Recharge[*] (17) Reactive Armor - Resistance/Endurance/Recharge[/list]Level 14: Super Jump <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance[*] (15) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 16: Health <ul type="square">[*] (A) Healing IO[/list]Level 18: Blazing Aura <ul type="square">[*] (A) Multi Strike - Accuracy/Damage[*] (19) Multi Strike - Damage/Endurance[*] (19) Multi Strike - Damage/Recharge[*] (23) Multi Strike - Accuracy/Endurance[*] (27) Multi Strike - Accuracy/Damage/Endurance[*] (29) Multi Strike - Damage/Endurance/Recharge[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - EndMod[*] (21) Performance Shifter - EndMod/Accuracy[*] (21) Performance Shifter - EndMod/Recharge[*] (23) Performance Shifter - Chance for +End[/list]Level 22: Boxing <ul type="square">[*] (A) Empty[/list]Level 24: Tough <ul type="square">[*] (A) Reactive Armor - Resistance[*] (25) Reactive Armor - Resistance/Endurance[*] (25) Reactive Armor - Resistance/Recharge[*] (27) Reactive Armor - Resistance/Endurance/Recharge[/list]Level 26: Fiery Embrace <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 28: Build Up <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 30: Energy Punch <ul type="square">[*] (A) Touch of Death - Accuracy/Damage[*] (31) Touch of Death - Damage/Endurance[*] (31) Touch of Death - Damage/Recharge[*] (31) Touch of Death - Accuracy/Damage/Endurance[*] (34) Touch of Death - Damage/Endurance/Recharge[*] (34) Touch of Death - Chance of Damage(Negative)[/list]Level 32: Weave <ul type="square">[*] (A) Luck of the Gambler - Defense[*] (33) Luck of the Gambler - Defense/Endurance[*] (33) Red Fortune - Defense[*] (33) Red Fortune - Defense/Endurance[/list]Level 35: Energy Transfer <ul type="square">[*] (A) Touch of Death - Accuracy/Damage[*] (36) Touch of Death - Damage/Endurance[*] (36) Touch of Death - Damage/Recharge[*] (36) Touch of Death - Accuracy/Damage/Endurance[*] (37) Touch of Death - Damage/Endurance/Recharge[*] (37) Touch of Death - Chance of Damage(Negative)[/list]Level 38: Total Focus <ul type="square">[*] (A) Touch of Death - Accuracy/Damage[*] (39) Touch of Death - Damage/Endurance[*] (39) Touch of Death - Damage/Recharge[*] (39) Touch of Death - Accuracy/Damage/Endurance[*] (40) Touch of Death - Damage/Endurance/Recharge[*] (40) Touch of Death - Chance of Damage(Negative)[/list]Level 41: Maneuvers <ul type="square">[*] (A) Endurance Reduction IO[*] (42) Defense Buff IO[*] (42) Defense Buff IO[/list]Level 44: Tactics <ul type="square">[*] (A) Gaussian's Synchronized Fire-Control - To Hit Buff[*] (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[*] (46) Gaussian's Synchronized Fire-Control - Chance for Build Up[/list]Level 47: Temperature Protection <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%[*] (48) Steadfast Protection - Knockback Protection[/list]Level 49: Rise of the Phoenix <ul type="square">[*] (A) Recharge Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
you could always put in multistrikes in your consume to up your defense more in that build..consuyme does take pbaoe damage sets
Oblits are better for Consume as they concentrate on Recharge (better stats too). Multistrikes are better for auras as they concentrate on Endurance.
I know it wasn't part of the OP's requirements, but that's just a horrible lack of AoE offense (other than BA). WH's isn't much, but it's a whole lot better than nothing, not to mention the lack of epics. YMMV and all that.
An Offensive Guide to Ice Melee
[ QUOTE ]
Oblits are better for Consume as they concentrate on Recharge (better stats too). Multistrikes are better for auras as they concentrate on Endurance.
[/ QUOTE ]
true but the bonus's from 5 of them will go against the bonus's in gaussians toohit set.. thats always an issue when you have 5 pbaoes..no rom for the same bonus's so ya gotta be careful
Here's a bit of a different take on the subject, bumping the taunt value of Consume since it does such crap damage anyway, but the Mocking Berate does have a high concentration of recharge IOs with very good Set Bonuses also. I highly recomend the Blessing of the Zephys sets for both Combat Jumping and SJ both for the -KB/KU aspects as well as the best set bonuses for a 3 IO set availible. Additionally with a couple billion availible for your build I would try to swing both the Miracle and Numina procs for your Healing powers.
Note: I don't particularly think that a Fire/Fire/Pyre Tank needs the Taunt Power, but with the Perfect Zinger proc sloted it becomes another ranged attack IMO so I left it in. you could easily change it out for another Poll or Ancillary power and be just as happy.
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: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(3), M'Strk-Dmg/Rchg(3), M'Strk-Acc/EndRdx(5), M'Strk-Acc/Dmg/EndRdx(5), M'Strk-Dmg/EndRdx/Rchg(7)
Level 1: Scorch -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(13), P'ngFist-Acc/Dmg/EndRdx/Rchg(13)
Level 2: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(9), RctvArm-EndRdx(17)
Level 4: Healing Flames -- Numna-Heal/Rchg(A), Numna-Regen/Rcvry+(15)
Level 6: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(17), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 8: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(11), Zephyr-ResKB(11)
Level 10: Consume -- Mocking-Taunt(A), Mocking-Taunt/Rchg(15), Mocking-Taunt/Rchg/Rng(37), Mocking-Acc/Rchg(37), Mocking-Rchg(45)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(45)
Level 16: Taunt -- Zinger-Dam%(A)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(19)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Acc(23), P'Shift-End%(25)
Level 22: Plasma Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(37), S'fstPrt-ResKB(40)
Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(27), GSFC-ToHit/EndRdx(29), GSFC-Build%(29)
Level 26: Fiery Embrace -- RechRdx-I(A)
Level 28: Kick -- Acc-I(A)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(46), RctvArm-EndRdx(46)
Level 32: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(34), RedFtn-EndRdx(43)
Level 35: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(50)
Level 38: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(48)
Level 41: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45)
Level 47: Melt Armor -- ExVuln-DefDeb(A), ExVuln-DefDeb/Rchg(48), ExVuln-DefDeb/Rchg/EndRdx(48)
Level 49: Incinerate -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(50), P'ngFist-Acc/Dmg/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]19% DamageBuff(Smashing)[*]19% DamageBuff(Lethal)[*]19% DamageBuff(Fire)[*]19% DamageBuff(Cold)[*]19% DamageBuff(Energy)[*]19% DamageBuff(Negative)[*]19% DamageBuff(Toxic)[*]19% DamageBuff(Psionic)[*]14.6% Defense(Smashing)[*]14.6% Defense(Lethal)[*]15.5% Defense(Fire)[*]15.5% Defense(Cold)[*]17.4% Defense(Energy)[*]17.4% Defense(Negative)[*]3% Defense(Psionic)[*]18.6% Defense(Melee)[*]24.3% Defense(Ranged)[*]23.3% Defense(AoE)[*]1.8% Max End[*]2.5% Enhancement(Held)[*]15% Enhancement(RechargeTime)[*]21% Enhancement(Accuracy)[*]10% FlySpeed[*]126.5 HP (6.75%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -12)[*]Knockup (Mag -12)[*]MezResist(Held) 8.25%[*]MezResist(Immobilize) 7.7%[*]MezResist(Sleep) 6.05%[*]MezResist(Stun) 6.05%[*]9% (0.15 End/sec) Recovery[*]12% (0.94 HP/sec) Regeneration[*]2.21% Resistance(Fire)[*]2.21% Resistance(Cold)[*]10% RunSpeed[/list]
"Now remember, things look bad and it looks like you're not gonna make it, then you gotta get mean. I mean plumb, mad-dog mean. 'Cause if you lose your head and you give up then you neither live nor win. That's just the way it is." Josey Wales
Yep, Mocking Beratement is a perfect substitute for Oblit or similar set. Nice change up.
Well, gonna throw my hat in the ring, my gf wants to play her old fire/fire/pyre tanker again, and I spend a lot more time build tinkering than she does, so I got to try it out.
I worked this up with the same mindset I have for my DA/DM tank, but tweaked of course due to there being more AoE in her sets. I used a build that was on the tanker guides forums initially, but completely reworked it because it was regen based, and well, to put it bluntly, it's better to not get hit than to hope you can heal it off.
She feels the same way I do about RotP, the utility of it is nice, especially in those "oh [censored]" situations.
I came to the same conclusion as DocOz on the consume slotting, but seeing as I am going with S/L instead of positional, I went with perfect zinger instead. I did something similar on my DA tanker already.
Kinetic Combats and Oblits are still expensive, but seriously, not that expensive, and it's not like influence is hard to come by.
The purple sets will be filled with Oblits and Posi Blasts til she can get em.
Will this tank be as tough as a Stone in Granite? Of course not, but it will be far from squishy, and will be able to hold its own against most Invulns out there. I said most, as I have seen a rash of really crappy ones lately.
Any input would be appreciated, with the exception of "scrap it and go with this." My DA i built in a similar fashion and is tough as nails, so I know the base of the build is sound.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Fire Tanker 1: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (3) Reactive Armor - Resistance/Recharge[*] (9) Reactive Armor - Resistance/Endurance/Recharge[*] (31) Reactive Armor - Resistance[*] (37) Steadfast Protection - Resistance/+Def 3%[*] (43) Steadfast Protection - Knockback Protection[/list]Level 1: Scorch <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (3) Kinetic Combat - Damage/Endurance[*] (7) Kinetic Combat - Damage/Recharge[*] (17) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 2: Blazing Aura <ul type="square">[*] (A) Obliteration - Damage/Recharge[*] (5) Obliteration - Accuracy/Recharge[*] (13) Obliteration - Damage[*] (17) Obliteration - Accuracy/Damage/Recharge[*] (45) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (45) Obliteration - Chance for Smashing Damage[/list]Level 4: Healing Flames <ul type="square">[*] (A) Numina's Convalescence - Endurance/Recharge[*] (5) Numina's Convalescence - Heal/Recharge[*] (7) Numina's Convalescence - Heal/Endurance/Recharge[*] (23) Numina's Convalescence - Heal/Endurance[/list]Level 6: Combat Jumping <ul type="square">[*] (A) Luck of the Gambler - Recharge Speed[/list]Level 8: Combustion <ul type="square">[*] (A) Obliteration - Damage[*] (9) Obliteration - Accuracy/Recharge[*] (11) Obliteration - Damage/Recharge[*] (27) Obliteration - Accuracy/Damage/Recharge[*] (34) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (40) Obliteration - Chance for Smashing Damage[/list]Level 10: Consume <ul type="square">[*] (A) Perfect Zinger - Chance for Psi Damage[*] (11) Perfect Zinger - Taunt/Range[*] (15) Perfect Zinger - Taunt[*] (33) Perfect Zinger - Taunt/Recharge[*] (39) Perfect Zinger - Taunt/Recharge/Range[*] (43) Perfect Zinger - Accuracy/Recharge[/list]Level 12: Plasma Shield <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (13) Reactive Armor - Resistance/Endurance/Recharge[*] (15) Reactive Armor - Resistance[*] (23) Reactive Armor - Resistance/Recharge[/list]Level 14: Super Jump <ul type="square">[*] (A) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 16: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 18: Health <ul type="square">[*] (A) Miracle - +Recovery[*] (19) Numina's Convalescence - Heal[*] (19) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - Chance for +End[*] (21) Performance Shifter - EndMod[*] (21) Endurance Modification IO[/list]Level 22: Burn <ul type="square">[*] (A) Obliteration - Accuracy/Recharge[*] (29) Obliteration - Damage/Recharge[*] (34) Obliteration - Accuracy/Damage/Recharge[*] (40) Obliteration - Damage[*] (45) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (46) Obliteration - Chance for Smashing Damage[/list]Level 24: Boxing <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (25) Kinetic Combat - Damage/Endurance[*] (25) Kinetic Combat - Damage/Recharge[*] (33) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 26: Tough <ul type="square">[*] (A) Reactive Armor - Resistance/Endurance[*] (27) Reactive Armor - Resistance/Recharge[*] (37) Reactive Armor - Resistance/Endurance/Recharge[*] (43) Reactive Armor - Resistance[/list]Level 28: Fire Sword Circle <ul type="square">[*] (A) Armageddon - Chance for Fire Damage[*] (29) Armageddon - Damage/Recharge[*] (31) Armageddon - Accuracy/Damage/Recharge[*] (34) Armageddon - Accuracy/Recharge[*] (40) Armageddon - Damage/Endurance[/list]Level 30: Build Up <ul type="square">[*] (A) HamiO:Membrane Exposure[*] (31) HamiO:Membrane Exposure[*] (39) HamiO:Membrane Exposure[/list]Level 32: Fiery Embrace <ul type="square">[*] (A) HamiO:Membrane Exposure[*] (33) HamiO:Membrane Exposure[*] (37) HamiO:Membrane Exposure[/list]Level 35: Weave <ul type="square">[*] (A) Luck of the Gambler - Defense[/list]Level 38: Incinerate <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (39) Kinetic Combat - Damage/Endurance[*] (50) Kinetic Combat - Damage/Recharge[*] (50) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 41: Ring of Fire <ul type="square">[*] (A) Enfeebled Operation - Accuracy/Recharge[*] (42) Enfeebled Operation - Endurance/Immobilize[*] (42) Enfeebled Operation - Accuracy/Endurance[*] (42) Enfeebled Operation - Immobilize/Range[*] (46) Enfeebled Operation - Accuracy/Immobilize/Recharge[*] (46) Enfeebled Operation - Accuracy/Immobilize[/list]Level 44: Melt Armor <ul type="square">[*] (A) Recharge Reduction IO[/list]Level 47: Fire Ball <ul type="square">[*] (A) Ragnarok - Damage/Endurance[*] (48) Ragnarok - Damage[*] (48) Ragnarok - Damage/Recharge[*] (48) Ragnarok - Accuracy/Damage/Recharge[*] (50) Ragnarok - Accuracy/Recharge[/list]Level 49: Rise of the Phoenix <ul type="square">[*] (A) Recharge Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Kinetic Combat - Accuracy/Damage[*] (36) Kinetic Combat - Damage/Endurance[*] (36) Kinetic Combat - Damage/Recharge[*] (36) Kinetic Combat - Damage/Endurance/Recharge[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Gauntlet
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]11.5% DamageBuff(Smashing)[*]11.5% DamageBuff(Lethal)[*]11.5% DamageBuff(Fire)[*]11.5% DamageBuff(Cold)[*]11.5% DamageBuff(Energy)[*]11.5% DamageBuff(Negative)[*]11.5% DamageBuff(Toxic)[*]11.5% DamageBuff(Psionic)[*]34.6% Defense(Smashing)[*]34.6% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]6.75% Defense(Energy)[*]6.75% Defense(Negative)[*]3% Defense(Psionic)[*]29.6% Defense(Melee)[*]4.88% Defense(Ranged)[*]3% Defense(AoE)[*]57% Enhancement(Accuracy)[*]51.3% Enhancement(RechargeTime)[*]6% Enhancement(Heal)[*]3% Enhancement(Immobilize)[*]5% FlySpeed[*]147.6 HP (7.88%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Immobilize) 14.3%[*]MezResist(Stun) 6.6%[*]MezResist(Terrorized) 2.75%[*]9.5% (0.16 End/sec) Recovery[*]34% (2.66 HP/sec) Regeneration[*]5.04% Resistance(Fire)[*]5.04% Resistance(Cold)[*]1.88% Resistance(Negative)[*]5% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Reactive Armor[u]
(Fire Shield)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Steadfast Protection[u]
(Fire Shield)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[*] 3% Defense(All)[*] Knockback Protection (Mag -4)[/list][u]Kinetic Combat[u]
(Scorch)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Obliteration[u]
(Blazing Aura)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Numina's Convalescence[u]
(Healing Flames)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[*] 35.1 HP (1.88%) HitPoints[*] 6% Enhancement(Heal)[/list][u]Luck of the Gambler[u]
(Combat Jumping)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Obliteration[u]
(Combustion)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Perfect Zinger[u]
(Consume)<ul type="square">[*] MezResist(Terrorized) 2.75%[*] 10% (0.78 HP/sec) Regeneration[*] 5% Enhancement(RechargeTime)[*] 2.5% DamageBuff(All)[*] 3.13% Defense(Smashing,Lethal), 1.56% Defense(Melee)[/list][u]Reactive Armor[u]
(Plasma Shield)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Blessing of the Zephyr[u]
(Super Jump)<ul type="square">[*] Knockback Protection (Mag -4)[/list][u]Numina's Convalescence[u]
(Health)<ul type="square">[*] 12% (0.94 HP/sec) Regeneration[/list][u]Performance Shifter[u]
(Stamina)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[/list][u]Obliteration[u]
(Burn)<ul type="square">[*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Kinetic Combat[u]
(Boxing)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Reactive Armor[u]
(Tough)<ul type="square">[*] MezResist(Immobilize) 1.1%[*] 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)[*] 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)[/list][u]Armageddon[u]
(Fire Sword Circle)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Kinetic Combat[u]
(Incinerate)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list][u]Enfeebled Operation[u]
(Ring of Fire)<ul type="square">[*] 3% Enhancement(Immobilize)[*] 1.88% Resistance(Negative)[*] 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)[*] 3.75% Enhancement(RechargeTime)[*] 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)[/list][u]Ragnarok[u]
(Fire Ball)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Kinetic Combat[u]
(Brawl)<ul type="square">[*] MezResist(Immobilize) 2.75%[*] 28.1 HP (1.5%) HitPoints[*] 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)[/list]
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Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.
My wife has a Fire/Fire tank (her first 50 from way back when) and with all the new set bonuses out there she wants me to beef it up a bit. Well i dont know how to do things "a bit" lol so what i was wondering is it possible to give a Fire/Fire Tank near cap defense with good damage res?? I've pooled all my influence together on the server and i have roughly 2.2 Billion to work with, i know i wont need it but with how unpredictable the market is, you never now.
lvl 50 AR/EM, lvl 50 SS/Shld brute, lvl 50 Shld/SS, lvl 50 Stone/SS
lvl 50 Dark/Fire, lvl 50 WP/EM, lvl 50 WP/Fire, lvl 50 Fire/Kin
lvl 50 Emp/Dark, lvl 50 Thug/Pain, lvl 50 Fire/Shld, lvl 48 Ill/Rad
lvl 45 BS/Regen lvl 42 Ice/EM