Fire Tank with Granet stats????
consume really doesnt need to be slotted with end mods IOs, with the accuracy involved, it will work just fine without them. Taunt really isnt necessary, whereas consume actually serves a purpose of more than just getting set bonuses, plus the bonuses from the taunt IOs are more important than pushing consumes end drain through the roof.
Maneuvers is not something I would even consider. It has hellacious end use, from what I can tell is more just an IO holder. Like I said in my original post, I do not like building for regen unless you can get that regen to an insane level, and that is apparently how you reallocated those slots. Since I had to take Ring of Fire to get Fireball anyway, I used that as my slotholder, and those set bonuses give almost as much S/L defense as maneuvers does, even with the slots you added to it, I still get half of the recharge bonus you added with LotG, and I get to pick another power to boot. Plus that whole set costs less than any of the single LotGs you slotted into it.
Dropping RotP is not in the cards, we like it, it is more useful than people give it credit for.
Reducing the recharge on fiery embrace and buildup is also detrimental, if for no other reason than because Hasten isn't in this build. At the very least, keeping the HOs in BU for the ToHIt buff, switched FE to recharge reduction IOs as there is no To Hit component in it
Also, as far as scorch and incinerate go, placing those Mako's Bites is really expensive for a very little return, only a few more points of damage with them slotted in.
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.
I like how you your build is set with just a few changes;
1. Hami's are kool but I think your wasting them in Fiery Embrace, by changing the current 3 slot Hamis to 2 slot with Rech Redux you get the same recharge for a lot less cost. Additionally you free up a slot to place somewhere else, like;
2. Stamina, adding a 4th slot to stamina with PS in it gives you additiona +End/sec which every Fire Tank needs in spades.
3. Char is a much better Ancillary over RoF simply because Incapacitate > Immobilize IMHO. Additionally the [Lockdown] set has way better set bonuses.
4. Just my personal opinion, but Brawl is kind of an "eh" choice for your attack chain I think those extra 3 slots would be better served to be placed in something else, like;
5. Add 2 slots to Combat jumping and 1 slot to weave and change the sets a little with what you already have putting the LotG Def that you have slotted in Weave to CJ and instead go with GotA 2 slotted for an additional +End/sec (see 2. above for my reasons).
6. If your going to go for the complete Numina's set I think you'd be better off fully 6 slotting it for the addiotional +Def bonus the set gives at 6 then splitting in between HF and Health. Leaving the Miracle Proc in health is fine.
Here's what it looks like with the changes I suggested;
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 -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(31), S'fstPrt-ResDam/Def+(37), S'fstPrt-ResKB(43)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 2: Blazing Aura -- Oblit-Dmg/Rchg(A), Oblit-Acc/Rchg(5), Oblit-Dmg(13), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
Level 4: Healing Flames -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(7), Numna-Heal(19), Numna-Regen/Rcvry+(19), Numna-Heal/EndRdx(23)
Level 6: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(36), LkGmblr-Rchg+(36)
Level 8: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(40)
Level 10: Consume -- Zinger-Dam%(A), Zinger-Taunt/Rng(11), Zinger-Taunt(15), Zinger-Taunt/Rchg(33), Zinger-Taunt/Rchg/Rng(39), Zinger-Acc/Rchg(43)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(15), RctvArm-ResDam/Rchg(23)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(37)
Level 22: Burn -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(34), Oblit-Dmg(40), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(46)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(43)
Level 28: Fire Sword Circle -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(29), Armgdn-Acc/Dmg/Rchg(31), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(40)
Level 30: Build Up -- HO:Membr(A), HO:Membr(31), HO:Membr(39)
Level 32: Fiery Embrace -- RechRdx-I(A), RechRdx-I(33)
Level 35: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(36)
Level 38: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
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(46), Lock-%Hold(46)
Level 44: Melt Armor -- RechRdx-I(A)
Level 47: Fire Ball -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
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[u]Set Bonus Totals:[u]<ul type="square">[*]14.5% DamageBuff(Smashing)[*]14.5% DamageBuff(Lethal)[*]14.5% DamageBuff(Fire)[*]14.5% DamageBuff(Cold)[*]14.5% DamageBuff(Energy)[*]14.5% DamageBuff(Negative)[*]14.5% DamageBuff(Toxic)[*]14.5% DamageBuff(Psionic)[*]26.8% Defense(Smashing)[*]26.8% Defense(Lethal)[*]4.25% Defense(Fire)[*]4.25% Defense(Cold)[*]10.5% Defense(Energy)[*]10.5% Defense(Negative)[*]3% Defense(Psionic)[*]23.3% Defense(Melee)[*]12.4% Defense(Ranged)[*]5.5% Defense(AoE)[*]57% Enhancement(Accuracy)[*]6% Enhancement(Heal)[*]2.5% Enhancement(Held)[*]47.5% Enhancement(RechargeTime)[*]5% FlySpeed[*]175.7 HP (9.38%) HitPoints[*]5% JumpHeight[*]5% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 5.5%[*]MezResist(Immobilize) 11.6%[*]MezResist(Stun) 6.6%[*]MezResist(Terrorized) 2.75%[*]14% (0.23 End/sec) Recovery[*]32% (2.5 HP/sec) Regeneration[*]5.04% Resistance(Fire)[*]5.04% Resistance(Cold)[*]5% 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
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1. Hami's are kool but I think your wasting them in Fiery Embrace, by changing the current 3 slot Hamis to 2 slot with Rech Redux you get the same recharge for a lot less cost. Additionally you free up a slot to place somewhere else, like;
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yeah, is what I said in my post, when I did the build initially I wasnt paying attention and slotted it like build up
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2. Stamina, adding a 4th slot to stamina with PS in it gives you additiona +End/sec which every Fire Tank needs in spades.
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may actually do that.
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3. Char is a much better Ancillary over RoF simply because Incapacitate > Immobilize IMHO. Additionally the [Lockdown] set has way better set bonuses.
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The bonuses would be better if I were building for positional defense, I am not. The set in Enfeebled Operation set in RoF gives 4.06% s/l defense, which as I stated i am building for, between the 4 and 6 slot bonuses, which is nothing to sneeze at.
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4. Just my personal opinion, but Brawl is kind of an "eh" choice for your attack chain I think those extra 3 slots would be better served to be placed in something else, like;
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Brawl isn't going into the attack chain, the slots are there purely for the set bonus, 3.75% s/l defense.
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5. Add 2 slots to Combat jumping and 1 slot to weave and change the sets a little with what you already have putting the LotG Def that you have slotted in Weave to CJ and instead go with GotA 2 slotted for an additional +End/sec (see 2. above for my reasons).
[/ QUOTE ]
well, the main reason I won't be switching those slots is as I have stated above, the 3.75% defense is too important.
also, thank you for pointing out that I screwed up, there should have been a +recharge LotG in both CJ and Weave. These are critical as I passed up on Hasten.
Also, my build on Mids, with the change to FE and Stam shows that total end recov is 3.4 end per sec, on your build it is 3.43. However, in practice, my build actually has more end recovery, which I will get to on my response to your last point.
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6. If your going to go for the complete Numina's set I think you'd be better off fully 6 slotting it for the addiotional +Def bonus the set gives at 6 then splitting in between HF and Health. Leaving the Miracle Proc in health is fine.
[/ QUOTE ]
The reason I broke up the complete Numina set is that putting the +regen/+recovery proc in healing flames gimps the proc. In Health, the proc is constant, every ten seconds if i remember right. In healing flames it will only proc when she activates healing flames.
Slotted the way I have it slotted, the proc is constant, so actual recovery is higher, as when the proc is not active between uses of healing flames, end recovery drops to 3.25end/sec.
Plus, as slotted, she gets a second 12% regen bonus, and still gets all the bonuses from the set that she needs. The Def bonus in Numina's is, again, positional, and not what I am pushing for in this build.
Don't take my response the wrong way, I value all input. The change to stamina will help a good bit I think, and I would have completely missed putting the wrong IO in weave. I think I may have the build that she is looking for.
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.
I've recently changed the focus of my Fire/Fire from Melee defense to S/L. It makes a lot of sense because a vast majority of attacks have S/L in them. If you're going to cap only one typed or positional, S/L gives you the most coverage.
Plus, capping S/L still leaves me with over 40% to Melee, and enough slots to hit 25% ranged.
Part of the change in the build was to go towards the Stone ancillary. I took Stone Prison to mule Enfeebled Operation, which is one of the most underrated defense bonus sets in the game. I also took Quicksand and because of that decision I have dropped Combustion and picked up Burn. I also took Stalagmites for more damage mitigation.
So capped S/L defense, +40% Melee defense, +25% Ranged Defense, Quicksand + Burn means they'll stop attacking but not be able to get out of Burn, and Stalagmites means all but bosses will be stunned.
I also have the Numina and Miracle procs, the standard single target attack chain etc. I don't have access to the build to post right now but I'm pretty happy with it.
Stalagmites doesnt stun everything. But I really like your thinking and is what I am going to do with my current freespec. My numbers will not be quite as high, but still in the lower forties.
YMMV---IMO
Ice Ember
Stalagmites is mag 3, so it will stun Lt's. Obviously it will miss one or two per cast, but it will stun the majority of mobs.
Stalagmites is mag 3, so it will stun Lt's. Obviously it will miss one or two per cast, but it will stun the majority of mobs.
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Hmm. I didn't realize the Epic version had that distinction. That's unfortunate.
yeah, to put it bluntly, for disorienting, the app version of stalagmites sucks balls. I tried it out to stack disorients with OG on my DA, completely worthless. However, I am using the earth mastery set on my new fire/fire tank with excellent results. Quicksand does a pretty good job of keeping the mobs in burn. Am very happy with how my fire/fire has turned out, and the build I posted above my gf is using now, and she is extremely happy with it. Essentially, just swap out RoF for the earth master single immob(the name escapes me atm), quicksand for melt armor, and stalag for fireball. Stalagmites does similar damage to fireball, just hate that you have to be on the ground to use it.
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.
Stalagmites also has twice the recharge of Fireball. Overall, I was not impressed with the Tanker version of the power.
YMMV---IMO
Ice Ember
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.
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Scrap
Yeah, that actually is a good idea, don't know how I missed that, I usually abuse the hell out of those IOs.
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.
Do you have a complete ST attack chain w/o FS or GFS? And those ST attacks you do have (and 4-slotted w/Kin Combat) really need to be topped off w/something. Esp Incinerate--not ED capping that for damage is... well, just wrong. Also, Consume really should be slotted w/end mod IOs, otherwise just take Taunt and slot that with the Zinger set. Oh and BA prolly needs more end redux, though if you have enough recovery, you can keep that slotting.
If you're really into capping your defenses, consider dropping RotP and grabbing Maneuvers. You'll only turn it on when you need to, but when you do, you'll have capped S/L defenses... which hopefully means you'll never have a chance to miss RotP. Maybe something like this:
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
Power Pool: Leadership
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(31), S'fstPrt-ResDam/Def+(37), S'fstPrt-ResKB(43)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 2: Blazing Aura -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(5), M'Strk-Dmg/EndRdx(13), M'Strk-Acc/Dmg/EndRdx(17)
Level 4: Healing Flames -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(7), Numna-Heal/EndRdx(23)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(46)
Level 8: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(40)
Level 10: Taunt -- Zinger-Dam%(A), Zinger-Taunt/Rng(11), Zinger-Taunt(15), Zinger-Taunt/Rchg(33), Zinger-Taunt/Rchg/Rng(39), Zinger-Acc/Rchg(43)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(15), RctvArm-ResDam/Rchg(23)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Heal(19), Numna-Regen/Rcvry+(19)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(21)
Level 22: Burn -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(34), Oblit-Dmg(40), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(46)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(43)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
Level 30: Build Up -- RechRdx-I(A), RechRdx-I(31)
Level 32: Fiery Embrace -- RechRdx-I(A), RechRdx-I(33)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def(45)
Level 38: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/EndRdx/Rchg(39), KntkC'bat-Dmg/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 41: Ring of Fire -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42)
Level 44: Melt Armor -- RechRdx-I(A)
Level 47: Fire Ball -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg(48), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(50)
Level 49: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
An Offensive Guide to Ice Melee