Fire/SS Build
The key power from FA set is Healing Flames. Make sure she slots it with 3Rech3Heal SOs.
Fire Tankers are not meant to be the best holding the aggro , but they do kill faster thanks to Blazing Aura and Burn. With Fiery Embrace and Rage running, she should be able to kill things faster than any other Tanker.
The lack of kb protection and having no MaxHP increase might be the downsides of a Fire Tanker. But then again, Healing Flames is a fantastic power and it has been improved a few time ago.
As I said before, HF is the key power, so make sure she 6slot it. Another tip is picking Tough. Fire Shield + Plasma Shield + Tough will give you good resistence numbers (70% S/L, 45% Energy & NegEnergy, 90% Fire and 15% Cold IIRC). Plus, HF will give you some nice resistence against Toxic for a while.
Having both toggle shields, Tough and Acrobatics you'll be running 4 toggles. You'll probably need to slot some of your secondary powers with EndReds. You can also pick consume, that might help a bit (not much, the end recovery isn't that great). Conserve power from Body Mastery might be another good option.
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Blazing aura isnt a autohit taunt aura. Blazing Aura can be -acc'd by hurricanes but look at perma rage for +tohit and i'd look at consume to counter balance the end loss. Blazing aura isnt a autohit taunt aura.
Damage stacks with taunt so you couuld have 3 damage slotted to keep fight duration down and still have taunt duration. I suggest possibly 1 - 2 acc 1 - 2 end (although id just have 1) and 2-3 dam (firetanks need to keep fight duration down and damage stacks with taunt) so not much need for taunt slots.
Subjected to a lot of -tohit Blazing aura on its own may not hit and but taunt is autohit. If anything is knocked outside of the aura consider it untaunted as in some cases (level dependent) it could be.
On a firetank you have no defense and so get hit by alot of secondary effects and -rechg is one of them. Id suggest atleast 2 rechgs and 1 taunt but preferably 2 taunts after 40 (although just 1 is normally just about fine). I have done experiments with mixed results on AVs with different tankers. On runners that run after taunt atleast they should run back looking for one person and one person only.
I hope she has alot of luck with it. On a fire/ss being a more of a longer stayer (less aoe and sec effect than other sets) in a group id consider tough as a useful power to take and acrobatics or flight route. With flight route she can be easily -flied and burn only works on ground anyway so i went leap pool as my patience is short.
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.
As a fire tanker for almost 2 years, i have experimented with many variations, with all the changes that have occurred in time. Blazing Aura is now a useless power unless wanting to detect stalkers in PvP, it does very little damage and taunt is far superior to stop them from running.
Tough and weave are essential, as well as health and stamina with most tankers.
Fire Tankers are predators, more so like tanker/scrappers rather than defenders, they kill before being killed.
Gone are the days of burn, consume is worth 6 slotting and it does consume end to the full if you slot it right, 4 end and 2 recharge.
The healing flames doesn't require full slotting, 2 heals and 1 end reduction takes it to 30 seconds, which is enough for most tankers.
slot your tough and weave to about 4 each
and when you get epics look to acurracy and conserve energy
Take Acrobatics (2 Endred) and Combat Jumping (don't slot it, use a defbuff or something in the default slot).
I would definately advise you to pickup Tough if you want to tank. Typical slotting is 3Res/2Endred SOs.
Taunt by itself may let you control aggro, but you WILL need to spam it constantly to maintain aggro if you skip Blazing Aura. Blazing Aura is not autohit, and really requires two accuracies to work well unless you constantly run with tohit buffs (Rage/Focussed Accuracy). I'd agree with Shannon that slotting it for damage is better than Taunt Duration- suggest 2Acc/1-2Endred/2-3Damage.
Do NOT take weave. You will gain a little defence from it (7-8% slotted) but you have nothing to stack it with so it is effectively useless. You will gain much more survivability by 6-slotting Healing Flames (3xHeal/3xRecharge is the norm)than by taking Weave.
Consume is not Autohit either, so 2accuracy/2-3recharge/1-2endmod is the usual way to go. The other power of note in FA is Firey Embrace, which can be skipped if you're planning on tanking but is definately a worthwhile pick for a more damage-orientated build: it does +damage, not +damage and +accuracy.
[u]Necessary for tanking:[u]
(i) Taunt
(ii) Your Armors - Fire Shield/Plasma Shield
(iii) Healing Flames - Very powerful self heal
(iv) Acrobatics - Knockback Protection
(v) Combat Jumping - Immobilisation Protection
(vi) Stamina - Endurance
(vii) Tough - Extra Resistance. Some say it isn't "needed" but it's VERY high on any "Optional Powers" list.
[u]Good for Tanking:[u]
(i) Blazing Aura - Taunt/Damage Aura
(ii) Consume - Endurance Recovery
(iii) Rise of the Pheonix - Self Rez, can be useful
(iv) Hasten - Can help to get your heal up sooner, especially if -recharged.
[u]So-so for Tanking:[u]
(i) Firey Embrace - short +damage boost. Good for damage orientated toons but less effective than Build Up.
(ii) Burn - Good damage but makes mobs scatter in fear so is bad unless there is an AoE immobilise handy.
[u]Do NOT take:[u]
(i) Temperature Protection - useless, useless, useless!! You'll already be at the Fire damage resistance cap.
(ii) Weave - It gives small +defense, but FA has nothing to stack this with and it's a considerable end drain.
Blazing aura when it does hit is better than spamming taunt. Only under -tohit circumstances has it been poo, thats tsoo sorcerors, storm shamans, spectral daemons. Mainly i had to acc it high anyway removing chance for other slots and participate in attacks more so as to spend less time in each mob.
Some secondaries are better AoE than others so whether ya can just get rid of blazing aura and still have time to attack and not need to spam taunt and keep aggro is based around that. With 10 around you, you can do more damage over time with blazing aura than autoing say combustion and for much less endurance so i'd definately have BA in lower levels when ya got few attacks or at any level on a low aoe secondary. On a fire/ss itll be second to footstomp in terms of multihit damage over time and for good damage per endurance as long as you regularly effect more than a certain amount. I think 10 is a nice figure . With gauntlet having so many different durations (some sweet nothing) and chances to hit, i still think blazing aura is good enough to not lose - for aggro purposes.
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.
Thanks a lot boys, she's gonna love this, great feedbacks
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The healing flames doesn't require full slotting, 2 heals and 1 end reduction takes it to 30 seconds, which is enough for most tankers.
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IMHO I would definately six slot Healing Flames. 3x Heal 3x Recharge and just stick it on autofire. IF end becomes an issue swap in some end redux to suit.
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[u]So-so for Tanking:[u]
(i) Firey Embrace - short +damage boost. Good for damage orientated toons but less effective than Build Up.
(ii) Burn - Good damage but makes mobs scatter in fear so is bad unless there is an AoE immobilise handy.
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Those 2 powers are really good ones especially if you are runing with super strength. Perma rage constantly power boosts Burn and stacks with Fiery Embrace. "damage but makes mobs scatter in fear so is bad" not so bad in fact, with a footstomp you can knock down monsters keeping them longer in the fire. With the combo rage+fiery embrace+burn+footstomp you can deal really heavy AoE damage. Even if you cannot keep monsters from fleeing your burn, this is still a good skill: monsters are running but it deals enough damage to keep aggro on yourself so they will comme back and while they're runnig they're not attacking anyone (and lets more time for healing flamme to recharge).
Hi,
I'm making a request on behalf of a friend of my sg
She would like to have a build for a Fire/SS Tanker; she's actually level 32, and now that the game is getting tough she's noticed she has a very low aggro capability... All in all she'd like to have some advise on tanking proficiently.
Can you give a hand? I know you can
Thanks in advance!