Fire/Fire build....
mayby have Sj instaed of fly as When you get in trouble ,Which will happen alot with fire /fire build Sj lets you get out of danger alot faster also mayby drop swift or hurdle just keep 1 or the other and id prefer fire sword then combustion it does more dmg
Fire/ fire is the best build ive done in this game so far , but its debtfeast
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Left out Blazing Aura and Hotfeet simply because i'm hoping that nothing stands up long enough to be effected by those....but not sure if thats shooting myself in the foot.
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No, they're not very good and will just be an end hog, fire blast is more about front loaded damage really.
Take a look at this thread for some suggestions on fire/fire builds (the initial poster's build, in my opinion, is quite weak, you may find some of the suggestions on there helpful). Although the builds I've posted on there have a lot of money spent on them in IOs/HOs, you could make them work with regular IOs (I'd generally go with 2 accuracy, 3 damage, 1 recharge on single target attacks, and 1 accuracy, 1 recharge, 1 endurance reducer, and three damage on AOEs, exceptions being the nuke and rain of fire - which I slot 3 dam/3 recharge as they don't really need accuracy that much).
Edited to be a bit more specific:
Overall, I think that's a reasonable build, you've just taken too many attacks, probably not slotted a couple of the best ones well enough. Also, Fire Breath is an excellent AOE, for all it's a cone and has a longish animation, the damage is excellent and the dark defender can group things easily enough to make it well worth taking - if used as the opener, the long animation is less of a problem.
Fire Ball, Fire Breath, Rain of Fire (definitely needs to be six slotted if teaming with a dark defender - tar patch and rain of fire is great!), and Fire Sword Circle, will give you a full AOE attack chain if you slot them sensibly (and six slot them all). Adding in extra powers like Burn and Combustion won't do you any favours. They simply aren't as good as the four AOEs I listed above, you'd be using them in place of something better which had already recharged, and taking slots from a better power to get them partially slotted.
From a single target point of view, personally, I'm not a big fan of the snipe, but for a flier it can be useful. Fire Blast, Blaze and Fire Sword (which I would definitely take over Combustion) give you a nice solid single target attack chain for boss killing. I think in a duo with a dark defender, you'd actually use the snip relatively little. Certainly I'd move it later on in the build and limit it to just three slots (damage - it doesn't need accuracy and as you wouldn't want it mid-fight, recharge isn't that great).
Slotting health: I don't think you get enough back from it to warrant it.
Basically making a few changes like this, cutting down your number of attacks (certainly AOEs), making sure that all your AOEs are six slotted, and your single target attacks are at least 5 slotted, will then let you take a couple of extra pool powers.
Fligth v Leaping
Leaping is better in my opinion, immobilise protection and some hold protection, but flight is alright, and can be made to work, particularly now you can put a KB IO in Hover so you don't have to be running it constantly in order to get some protection (I'd put another KB IO into the epic shield at higher level, as two seems to be noticably better than one against some of the higher level mobs).
I'm not convinced about stealth, I suspect that was just a filler as you had no slots for the power anyway?
Medicine works very well on a fire blaster, mostly for aid self, which slotted 3 heal, 1 recharge, 2 interrupt duration, will be useful - the blaster is going to pull all the aggro and sometimes the dark debuffs and heal won't be enough on their own. In addition to which taking stimulant as a first power from the set will help the dark defender. It's got a rubbish duration, it's interruptable, it's a pain in the bum in most situation, but sticking it on the dark at the start of the fight will make sure the toggles don't drop while you get your debuffs set up and things grouped - so not a wasted power, and it doesn't need slotting. I wouldn't take aid other as it needs slotting, and you're a little tight on slots for your attacks.
I would definitely try to find six slots for Char if possible, certainly 5.
Fire Blast + Dark Defence = lots and lots of fun. Enjoy.
I thought a toggle had to be active for you to get the IO benefit from it, at least thats my understanding of it from reading Bridgers post about IO's
It depends on the enhancement.
KB protection IOs work constantly, providing that all the usual rules about your effective level compared to the level of the enhancement aren't preventing it from doing so, and you haven't exemped below the level you took the power you slotted it in. You can, after all, slot them in buffs in addition to in toggles, which you never use on yourself at all.
Trying to work out a build for my g/fs blaster, trying for a AoE build that duo's with a Dark/Elec Defender (group them together with Darkest Night/Tar Patch....then let her loose with everything):
Hero Plan by Mids' Hero Designer 1.153
http://www.onthejazz.co.uk/hu/mhd.php
Level 50 Technology Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Fire Blast -- Acc(A), Acc(40), Dmg(40), Dmg(46), Dmg(48), EndRdx(48)
Level 1: Ring of Fire -- Acc(A)
Level 2: Fire Ball -- Acc(A), Acc(3), Dmg(3), Dmg(7), Dmg(7), EndRdx(27)
Level 4: Combustion -- Acc(A), Acc(5), Dmg(5), Dmg(9), Dmg(9), EndRdx(27)
Level 6: Swift -- Run(A), Run(50)
Level 8: Hover -- Krma-ResKB(A)
Level 10: Fire Sword Circle -- Acc(A), Acc(11), Dmg(11), Dmg(13), Dmg(13), EndRdx(29)
Level 12: Rain of Fire -- Dmg(A), Dmg(15), Dmg(15), RechRdx(48)
Level 14: Fly -- Flight(A), Flight(17), Flight(17)
Level 16: Hurdle -- Jump(A)
Level 18: Build Up -- RechRdx(A), RechRdx(19), RechRdx(19)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Blaze -- Acc(A), Acc(23), Dmg(23), Dmg(25), Dmg(25), EndRdx(29)
Level 24: Hasten -- RechRdx(A), RechRdx(31), RechRdx(31)
Level 26: Aim -- RechRdx(A), RechRdx(31), RechRdx(37)
Level 28: Consume -- Acc(A), Acc(33), EndMod(36), EndMod(36), RechRdx(36), RechRdx(37)
Level 30: Health -- Heal(A), Heal(50), Heal(50)
Level 32: Inferno -- Dmg(A), Dmg(33), Dmg(33), RechRdx(34), RechRdx(34), RechRdx(34)
Level 35: Burn -- Dmg(A), Dmg(37), Dmg(39), RechRdx(39), RechRdx(39), RechRdx(40)
Level 38: Blazing Bolt -- Acc(A), Acc(43), Dmg(43), Dmg(43), Dmg(46), EndRdx(46)
Level 41: Char -- Acc(A), Acc(42), Hold(42), Hold(42)
Level 44: Fire Shield -- ResDam(A), ResDam(45), ResDam(45), EndRdx(45)
Level 47: Rise of the Phoenix -- RechRdx(A)
Level 49: Stealth -- DefBuff(A)
------------
Level 1: Defiance
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Left out Blazing Aura and Hotfeet simply because i'm hoping that nothing stands up long enough to be effected by those....but not sure if thats shooting myself in the foot.
Any comments are welcomed as the only blaster i've ever worked was a pre-ED AR/Dev...and thems a different kettle of fish.