Flying Fire/Fire tank concept build.


Captain_Solaris

 

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If it doesn't get rid of the immob problem I'm probably going to ditch the toon, tanking without immob protection is a nightmare. It's not as though I have much to lose.


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Oh the immob protection seems effectively permanent - it lasts longer than the burn patch and I've only seen multiple CoT dark tentacles actually manage to snare me, and using burn always breaks any existing immob AFAICS.

I've been kinda spoilt playing this game so long without worrying about mez effects at all

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That is encouraging to know. This means my major Achilles heel after my next level will be -fly ( == knockback protection disabling ), currently -immob is a true pain in the %&£$"%^^&.


@Unthing ... Mostly on Union.

 

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acorbatics is the knock back resist but like you say at lower lvls you are not libale to meet to many knock back giving mobs .
i always think long term on my builds so i may slightly gimp myself lower on


 

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My flying fire tank is very similar in concept, and currently level 45. I don't use any of the sword attacks, Burn seems to work very well to ignore the very few times I get immobilised (heck... I remember back in I2 having to spam burn in order to get to standard status defenses that they thankfully moved to the shield toggles!). Hover handles all knockback too.

It's not an 'easy' build to play, but I have far more fun with it than I would with a standard cookie-cutter build, and its still very effective.


 

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My flying fire tank is very similar in concept, and currently level 45. I don't use any of the sword attacks, Burn seems to work very well to ignore the very few times I get immobilised (heck... I remember back in I2 having to spam burn in order to get to standard status defenses that they thankfully moved to the shield toggles!). Hover handles all knockback too.

It's not an 'easy' build to play, but I have far more fun with it than I would with a standard cookie-cutter build, and its still very effective.

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I agree with that, it is not easy, especially trying to use Burn in combat ( drop down deactivate hover, activate burn, reactivate hover ) to avoid being immobolised. Luckily the status protection from burn seems to last for about 2 minutes.

As for level of effectiveness, a flying fire/fire tank is slower than a jumping one ( making it less suitable for herding ), is very susceptable to -fly and needs to spend 2 slots on hover. On the other hand I save a power choice, look far cooler ( flying breath of fire looks amazing ) and am able to do flying taunt kiting on dangerous melee mobs.


@Unthing ... Mostly on Union.

 

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I agree that it is annoying how Burn causes a scatter, but if you use it right, it can be an advantage, and now I wouldn't have it any other way. For example, when protecting allies or doing the protect the reactor mission, all you have to do is set up burn and you get the bad guys away from whoever or whatever you are guarding.

It also makes a sweet boobie trap when enemies are chasing you through doorways, and can work sort of like a very very basic and uninteligent pet, in as much as it gives you two points of fire (run over to one mob, and set of burn, run over to another and kick some [censored], dealing damage in both places at the same time.)

I specialise in AoE's, combustion, FSC, even consume. Link them up with burn and you get a very deadly combo against mobs.

My preferred strategy is to activate all available shields (including Blazing aura, for the taunt factor) then leap into the middle of the mob, I activate combustion, by the time the animation is done, I will have blasted them all a couple of times with the aura as well.

Once I have everyone's attention they will begin to attack me, so I activate burn, this sets everyone ablaze and takes the heat off me, However, most of them dont get far as my aura blasts them again and it sparks their attention. It's rather funny to see them constantly switch from running for their lives to marching after me again.

In spite of that, the majority will still run away, so I quickly activate Fire Sword Circle, it has a quick animation so it gets them before they escape.

As they brace the impact, I then fire off consume. This serves two purposes, first it recovers all the end I ate up doing all the above AoE's while running maximum shields, secondly, it makes all the enemies brifly hesitate as they endure the damage of the move (thus prolongueing the time they are being subjected to burn). As a bonus, if you enhance it properly you can actually do a fair amount of damage with consume.

Throughout all of this your blazing aura is thrashing them, basically, even if you're up against purples there's a good chance you'll get everyone's health down by close to half. As a bonus, get yourself Fiery Embrace and REALLY make them suffer. I also suggest Healing flames for after the combo is completed.

I have yet to unlock Incinerate, but if it's any good, it will be added to my arsenal of AoE's, so there you have it, my favorite mob clearing startegy for your build. Use it wisely grasshopper, as Consume has a painfully long recharge.

Also, if you're lookin for a punchy move so as to feel less squishy, might I suggest you get Air superiority, since you have the flight pool open anyway it should be no fuss, and since you like mid-air combat you couldn't go better. It has the Tanker's feel-good factor of knocking down the enemy almost every time you use it, as well as having some tasty benefits when fighting flying oponants.

Works wonders in PVP. Can deal some good damage too.

Oh, and finally, visit bloody bay frequently, run the meteorite mish with the scientist and get yourself some Shivan Shard pets, the mish is easy if you know what to do and can be done in a couple of minutes, and there's nothing more useful to a Tanker than a handful of tough blob friends with LONG RANGE capability protecting you.

All the best, hope it works well for you.

By the way, someone suggested the fighting pool for your build, having never sampled that pool, I am cuious as to what it could do for me, could someone fill me in? Is it worth investing in the fighting pool, cos it looks pretty... mediocre, and I already have my firesword powerfully slotted.

Thanks for listeing.


The Founder


 

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I agree that it is annoying how Burn causes a scatter, but if you use it right, it can be an advantage, and now I wouldn't have it any other way. For example, when protecting allies or doing the protect the reactor mission, all you have to do is set up burn and you get the bad guys away from whoever or whatever you are guarding.

It also makes a sweet boobie trap when enemies are chasing you through doorways, and can work sort of like a very very basic and uninteligent pet, in as much as it gives you two points of fire (run over to one mob, and set of burn, run over to another and kick some [censored], dealing damage in both places at the same time.)

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I have played around a bit more with burn, it is pretty effective for improving my damage output at the risk of losing aggro, however it does make soloing far easier. In teams it can be good if someone is doing AoE holds/immobolizes, otherfwise it is only worth while for melee bosses/lieutenants. The melee guys seems to come back often as the burn patch is quite small.

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..... Use it wisely grasshopper, as Consume has a painfully long recharge.

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I'm no grasshopper, I fly properly, none of this jumping rubbish


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By the way, someone suggested the fighting pool for your build, having never sampled that pool, I am cuious as to what it could do for me, could someone fill me in? Is it worth investing in the fighting pool, cos it looks pretty... mediocre, and I already have my firesword powerfully slotted.

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I would take the fighting pool purely for the tough power. Tough stacks with Fire shields Slash/Lethal resistance to go from about 50% to about 70%. As a result this reduces incoming damage of the most common damage types by about 40%. It does cost more than one of the firey aura shields and so probably needs a end red or 2 as well as the 3 slots for damage resistance. Whether this is worhtwhile is up to you, but in my book it seems to be.

Also whilst Fireswords are actually pretty effective power they are against the concept of the build so I can't take them. My fire tank doesn't have that level of control of Fire, he can just make it explode or gush out flames.


Generally I am quite happy about the effectiveness of my tank, whilst he doesn't have quite the toughness my Ice or Inv tanks enjoyed at this level ( 24 ) he does seem to be functioning well and probably soloes better than both of them did ( given he has 3 attacks and a damage aura , rather than 2 attacks and perhaps an damage aura, that is hardly suprising ).


@Unthing ... Mostly on Union.

 

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I would take the fighting pool purely for the tough power. Tough stacks with Fire shields Slash/Lethal resistance to go from about 50% to about 70%. As a result this reduces incoming damage of the most common damage types by about 40%. It does cost more than one of the firey aura shields and so probably needs a end red or 2 as well as the 3 slots for damage resistance. Whether this is worhtwhile is up to you, but in my book it seems to be.

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God yes! Take tough!

It effectively halves the damage you're taking from big lethal/smashers, and there are some VERY HEAVY HITTERS in that department that I would not survive against without it. They'd hurt faster than I'd heal. For those you DO need it against, you can typically drop your plasma shields, as stuns accompany melee attacks (which your fireshield blocks), not the holds/sleeps your plasma blocks.

That said, I spend *at least* 95% of my game time with it off, and only use it if I'm in too deep, or tanking an AV, so I only have it slotted for resistance.

The downside is needing a prerequisite. My build actually needed another melee, so boxing got the nod, and the occasional disorient drops toggles which can be very handy indeed. It only seems to need one accuracy SO too.


[i]If they get there first they'll make our dreams come true.
If we get there first we can stop them.[/i]

 

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Fire/fire tanks are very, very good in PvE with only one problem. The build is strict, and you dont have many options to divert if you want to min/max.

Fire/fire tanks can outdamage most blasters simply due to fiery embrace, and you would be a fool not to take it.
Get every AoE power you can including fireball. It gets truely mad when you add the figures. The entire AoE chain of a min/maxed fire/fire tank hurts more than a blaster using nova (with AIM and BU).

I wouldnt make a fire/fire tank for concept, I would make one to own in PvE, since its probably one of the only tank builds that really does well in this department.


A Paragon Defender

 

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Your concept build for your Fire/Fire Tank is looking interesting and find it commendable that you're choosing Fly over Jump.

With Earth, it was always easy to make him competant in taking in the hits. I've sacrified Resist Elements & Energies for other powers that compliment his bio. Despite this loss it adds character in the sense he is vulnerable to those types of attacks. In order to compensate for this I've made him able to take a lot of Smash/Lethal damage.

Can't give much advice in what powers to take as I've never really played past lvl10 on a Fire/Fire Tank. However hopefully words of encouragement will allow you to see this Concept build to the end. Good Luck fella.


@Captain Solaris
Guild of Extreme Heroes
"Strength is in Unity"