Bonfire Question


Animal_Mutha_EU

 

Posted

Hello All,

I have a couple of questions about Bonfire:

1. Does anyone have any info on the damage from this power?
2. I pressume it can be used in conjunction with Fire Cages or Cinders to stop your foes running pell mell? Can someone please confirm?
3. In the scenario above combined with Fire Cages (and therefore getting the containment bonus) is it a viable offensive power? I'm imagining Cinders+Fire Cages+Bonfire+Burning Feet for loads of DoT fun.
4. If it is a viable attack how should I slot it? 3x Damage 3x Recred?

Thanks in advance.


 

Posted

Does Bonfire do any more than minimal damage?

I thought it was just useful for knockback and could only really be used for controlling.

And Fire Cages would completely negate Bonfire I believe.


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Posted

Bonfire does do damage, but to be honest it is negligable. the only point of Bonfire is the knockback in my opinion and so adding in fire cages would make it a complete waste of a power slot.

I find it to be very useful for preventing foes getting into melee range or as a panic power. It is also great fun. If placed correctly it can pretty much negate a boss and it is also useful when trying to protect something. But, as I say, damage is negligable.


 

Posted

Bonfire and Hotfeet are great on +5 enemies, knockback becomes knockdown. On anything less than that it is only good in certain situations. A small room for example where the knockback is limited or certain robots/mobs who have knockback protection.

As Days says the damage is minimal and it is the anti-melee zone, glowie protector or door/corridor blocker that you will use it for. I wouldn't slot for damage - one or two recharges at most. I certainly wouldn't use it with hotfeet as iirc the knockback protection from fire cages only lasts 10 seconds and then everyone would be blown away from you.


 

Posted

Is the damage minimal but fast ticking like tornado? I solo by using arctic air, frostbite and tornado and whilst tornados usually do very minimal damage as they knockback, if you can keep something knockback immune then the tornado ticks a rapid AoE dot. My AoE immob is slotted with accuracy and endurance reduction and is probably my most activated power simply to keep things knockback immune and trapped under a grinding, defence debuffing tornado and attacking each other.

Is it worth trying the same thing with bonfire/fire cage spam?


 

Posted

I respecced out Bonfire for Smoke at level 30. Basically its just an placeable AOE knockback patch, nothing more.

I found it useful in small rooms / against tunnel walls for locking down bosses but the scattering annoyed my Fire / Rad too much. In certain situations (Rooms of Death when "oh [bleep]" happens) it can be a great last-gasp panic button, good for retreating / regrouping. Plus Knockbacked Mobs aren't Contained.

But I much prefer RI, Fireflashing them and then Firecaging so you've a tight group of dazed and contained mobs to get in amongst with EF, Hotfeet and Choking Cloud.

Smoke I've found pretty handy for Imp Wrangling. Lets you get close enough to a group for the little buggers to trigger and swarm plus although the debuff is tiny it stacks with RI which can't hurt.


 

Posted

I see what you mean Carni. Flashfire + Fire Cages is a cheap and dirty hold until I get Cinders. Does anyone slot either FF or FC for damage?

FC in particular recharges reasonable quickly but I should imagine 2x Acc. 2x Dam 1x Imob Dur and 1x Recharge would be pretty effective.


 

Posted

The Damage in Fire Cages doesn't build well. After level 10 I didn't bother with Damage for it really, the slots were more useful in Flashfire, RI and AM. 1 Accuracy on Firecages was all I have now to help the lock-down. Firecages is quite dear in terms of End too.

I did have 3 damages in Hotfeet until my level 30 respec. Now its 1 slow, 1 damage at level 36 as the imps do most of the damage. I still have Hotfeet because I like being a toxic area with Hotfeet & Choking cloud. Lots of times soloing I've been swarmed by council doggies who get slowed by HF and then choked & burnt away.

Air Sup was my chief single-target damage doer before I got imps.

You'll find yourself using Flashfire lots more than Cinders.


 

Posted

I agree with Carnifax, Flashfire and Fire Cages is a far better hold than cinders and is pretty much my opening move. Works wonders! Cinders is just a backup for me if the fight goes on too long or there is a boss!


 

Posted

As said before in these posts Bonfire is more of a KB patch, I t can be effective for a blaster in there epic powers since it leaves a KB patch with Rise of Phoenix also, but imo Bonfire for an Controller is really annoying spreads the imps causing more aggro, then before yer know it your dead =/ Ice Slick although boring power for me is a better power than Bonfire that I can tell you besides Ice Control gets it an much earlier level also provides KD rather than KB which allows the imps to eat any thing inside the ice slick >.<


 

Posted

Ah but Bonfire really isn't Fires second AOE control in the way Ices is Ice Patch. Flashfire is.

And you get both Flashfire & Cinders (12 & 18) before you get Ice Slick and the Ice AOE hold (18 & 26).

Bonfire is really just a panic button. Occasionally it can be used as a control mechanism, generally in the sort of small rooms I'd unleash Tornado in with my Ill/Stormie, but generally I wouldn't bother. No Containment? Bah. At least Tornado disorientates a bit.