Fire/SS build, need ur advice before i ReSpec
i played with your slots some for somit to do
Primary:
Fire Shield (3 Damage Resistance, 1 End Red)
Blazing Aura (3 Damage resistance, 1 End Red)
Healing Flames (3 Heals, 3 Recharge)
Consume (3 EndMod, 3 recharge)
Plasma Shield (3 Damage Resistance, 1 End Red)
RoTP (1 Recharge, jst got this 1)
Secondary:
Jab (1 End, 1 Acc)
haymaker (3 Dam, 1 End Red, 1 Acc)
Taunt (1 Taunt effectiveness 2 Recharge Red)
Knockout Blow (3 Dam, 1 Acc, 1 End Red, 1 Hold)
Fitness:
Hurdle (1 Jump)
Health (3 Heals)
Stamina (3 End Mod)
Super Speed:
Hasten (1 Recharge Red)
Super Speed (1 Speed Boost)
Leaping:
Combat Jumping (1 Defense Buffs)
Superjump (1 End Red)
Acrobatics (1 end Red)
Fighting:
Kick (1 Acc, 1 end)
Tough (3 dam resistance, 3 End Red)
Weave (3 Defense Buffs, 3 End red)
I am currently somewhat guessing at my choice of slotting here (with not having fire and ss together) and i think i would definately remove weave for 1 more slot elsewhere in order to be more offensive and get footstomp and slot it like haymaker.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
cant edit above post now but its 2 slots short so that would be 3 rec red on hasten, i do value my 2 life bars, the endurance bar and healthbar. When you have no resistance or defence to something, keeping your stamina up to kill fast and being able to heal as much as possible is of great value to me. I'm guessing your lvl 41 and your power choices work for you.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Consume needs Acc enhancements i belive too.
i slot mine with 2 acc 1 end mod and 2 recharge and with about 3 nme around you you just about get a full end bar anyway so 3 end mod is way over the top imo.
Remember that anything typed in here is just In My Humble Opinion.
I would take Boxing instead of Kick because of its shorter animation lower end cos and seein both are useless.
I would leave both Jab and Boxing unslotted, waste of slots and would rather add those 2 slots to Hasten.
KO Blow is a great attack, his Hold duration is not worth enhancing but it's worth having that attack up faster, so I would go with 1 acc, 3 dmg, 1 end red, 1 rec red.
With Consume without Acc enhance you'll hardly hit anything, so my suggestion would be to put 2 acc, 1 end mod 3 rec red in it.
I would put a Jump in SJ since it costs little end already and it's not sposed to be running while fighting so little end worries from it.
RotP should be just a situational power to save you an awaken or for messy situation where you plant and come back asap to save the team, so the basic slot is more than enough.
For the rest of the slots I agree with Shannon's suggestions.
I'll keep Weave due to the lack of protection from Immobilization in the Fire primary, wich is provided by both Combat Jumping and Weave, granting you a good protection.
I slotted my Footstomp(wich is one of the must-have of SS, along with KO Blow)with 1 acc, 3 dmg, 1 end red, 1 recharge.
For the rest of the slots I agree with Shannon's suggestions.
I think that with Consume you could slot your attacks with 2 acc, 3 dmg 1 rec red to maximize your damage output since you should have little endurance worries and you will perform better with that slots, but if you'll have any go back with 1 acc, 3 dmg, 1 end red, 1 rec red.
Just going to toss some things in here . I've played with both sets, just not together.
First off, love Jab. Seeing how few attacks you have, I highly recommend it. If you're just cycling Jab it has the highest DPS of all the powers in the SS line. Even Trying to cycle Punch and Haymaker alone would give you less damage over time (due to gap and downtime).
So, Jab is well worth slotting for damage.
Even while Burn has been severly nerfed (from the divine power it was before at least) it's still well worth picking up. Teaming does wonders with this power.
my bad, good spot on the accuracy enhancements on consume! as for unslotting any attack, if your attacks have become -recharged or you need those attacks in an attack chain then accuracy is nice to go against a possible complete waste of endurance and i always slot an endurance slot it means i can fight 33% longer than anyone without any endurance slots as i see some builds do without (i personally dont like to tire too easy and take more punches than i need too). The endurance bar can sometimes be the bar you need to worry about most and every attack used is a guantlet. Jiaozy's footstomp is like mine but with 9 lvls left and 3 power choices left what comes next is a matter of priorities, the build was upto lvl 41 to my priorities. Weave sadly doesnt do much for a firetank and i wonder if its worth the slots or endurance overtime (no i dont i dont think its worth it) combat jump is enough to resist immobilisation on its own afaik. As firetank i am more for killing things before they kill me not standing there taking hits for an extra 3 minutes by being less offensive. Jab isnt instant high damage, seeing to the instant high damage attacks would come first, over next 9 lvls it maybe worth adding damage slots to it, mine has 3.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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it means i can fight 33% longer than anyone without the endurance slot.
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I think that if you hit something with 2 KO Blow and kill him you'll save far more endurance than makin 3 and missing one of them..
The blue bar is indeed the one that may give you more problems, but I had little worries with end with my Inv/SS with the 2acc/3dmg/1rec red slotting both while soloing(less toggles needed due to less foes to face)and teaming(SB, AB, RA, AM and Transference and you'll have no worries about end)so I think that he'll have far less problems due to having Consume in his Primary
when i think of endurance i think of level 52 electrodes hitting me with charged bolts, when i think of damage overtime i think of smacking marauder, when i think of killing things asap i think of mother mayhem.
But having said that Firetanks are better equiped for praetorian electrodes, mesons and nuons and psionic AV's due to higher energy resist, additional offense and consume than my invuln, when my fire/fire makes 50 i may have a different set of ideas.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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when i think of endurance i think of level 52 electrodes hitting me with charged bolts, when i think of damage overtime i think of smacking marauder, when i think of killing things asap i think of mother mayhem.
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Marauder for damage over time?Why?
He never regen enough during those 3 minutes of Unstoppable has never been a problem at all for damage dealing..
For end drains I think Carnies are worse because they're usually around you when they die and the triggered end-drains circle can't miss..
Agreed with Mayhem tho (and I would add Psi Babbage)
Marauder is tough and i have to keep hitting him for long periods. With carnies its tank fast,kill fast, no problem really providing i have a team that lets me tank to suit me.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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Jab isnt instant high damage, seeing to the instant high damage attacks would come first, over next 9 lvls it maybe worth adding damage slots to it, mine has 3.
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As it's a vital part of any attack chain, IMHO, has a chance to Disorient and you have to pick it up (and in most cases can spare the slots) I think it's worth at least slotting up for 1 Acc, 3 Dam.
All up to one's own, but I went this route for my SS Tanker instead of having to Pick up Punch as well as Air Superiority, seeing how Air Superiority deals exactly the same damage as Punch, but with a -Fly and a nice Knockdown animation on top of that.
I'm pretty much alone in this thinking it seems, many people neglect Jab for it's Minor Damage. I find it excellent for keeping up Punch-voke and the Damage racks up over Time.
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Jab isnt instant high damage, seeing to the instant high damage attacks would come first, over next 9 lvls it maybe worth adding damage slots to it, mine has 3.
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As it's a vital part of any attack chain, IMHO, has a chance to Disorient and you have to pick it up (and in most cases can spare the slots) I think it's worth at least slotting up for 1 Acc, 3 Dam.
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you have to pick it up? you made it sound like as tanks we get a choice! as for slots mine has 3 put in late though.
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I'm pretty much alone in this thinking it seems, many people neglect Jab for it's Minor Damage. I find it excellent for keeping up Punch-voke and the Damage racks up over Time.
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No not alone, obviously your not reading my post as i intended people too, when your endurance is dropping fast (sappers are not the only one) i dont suggest relying on jab for damage over time i suggest fast kills hence slot heavy hitters first.
Every single power in every tanker set has its day, only frozen aura eludes me in thought as i have never seen it and can only imagine frozen aura as a rarely unwasted used power if used by anyone at all perhaps meant for selective situations ie "5 secs to hibernate" people stop fighting ice/ice slaps frozen aura on.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
OK so im finally getting round to ReSpecing my Fire / SS Tank to include Acrobatics. I had all three of the fighting pool (Kick,Tough, Weave) + I kinda didnt want to loose them so ive tried to cram everythign in. This my first toon so no previous experience, am eager to hear what some more experienced players think before i implement.
Primary:
Fire Shield (3 Damage Resistance, 2 End Red)
Blazing Aura (3 Damage resistance, 2 End Red)
Healing Flames (3 Heals, 1 Recharge)
Consume (3EndMod, 1 recharge)
Plasma Shield (3 Damage Resistance, 2 End Red)
RoTP (1 Recharge, jst got this 1)
Secondary:
Jab (3 Dam, 1 Acc)
haymaker (2 Dam, 1 End Red, 1 Acc)
Taunt (1 Taunt effectiveness)
KnockOut Blow (2 Dam, 1 Acc, 2 End Red)
Super Speed: Fitness:
Hasten (1 Recharge Red) Hurdle (1 Jump)
Super Speed (2 Speed Boost) Health (4 Heals)
Stamina (4 End Mod)
Leaping:
Combat Jumping (2 Defense Buffs, 2 End Red)
Jumpkick (2 Dam, 1 Acc, 1 End Red)
Acrobatics (2 Damage resistance, 2 end Red)
Fighting:
Kick (3 dam)
Tough (2 dam resistance, 2 End Red)
Weave (2 Defense Buffs, 2 End red)
Any (constructive) ideas/criticism welcome,
Thx.