Fiery/DB Tanker - Need help with the build


Cathryn_EU

 

Posted

I am new to the game, started playing 5 days ago and if possible would like some help with my current char.

I got him to level 24 last night and i am sure i need to respec, i just dunno which powers to choose and what to enhancements to put into those powers :P

So here is the info and current abilities and enhancements:

Fiery Aura:

Fire Shield - Training: Resist Damage (25); Aegis Device (25); Training: Resist Damage (25+); Training: Endurance Reduction (25+); Dragon Scales (25+)

Healing Flames - Training: Recharge Reduction (25+); Training: Healing (25++); 3x Military Healing (25)

Consume - Military Speed (25); Training: Accuracy (25)

Plasma Shield - Training: Resist Damage (25)


DB:

Nimble Slash - Training: Accuracy (25+); Training: Damage (25+)

Ablating Strike - Crowley's Incense (25+); Training: Recharge Reduction (25); Training: Damage (25); Training: Accuracy (25+); Li Tieh Kuai's Earring (25+); Training: Endurance Reduction (25)

Power Slice - Training: Damage (25+); Li Tieh Kuai's Earring (25); Training Accuracy (25+)

Taunt - Training: Accuracy (25+)

Typhoons Edge - Training: Accuracy (25+); Training Damage (25); Li Tieh Kuai's Earring (25); Crowley's Ring (25)


Leaping:
Combat Jumping - empty
Super Jump - Training: Jumping (25+)

Fitness:
Hurdle - Training: Jumping (25+)
Health - empty
Stamina - empty

So i know i did something wrong besides Ablating Strike and Typhoon's Edge. Also whats the big deal with Plasma Shield ? It doesn't help me all that much (that's why i didn't put more slots into it)

Thanks in advance,
Zoddy, lvl 24 Natural Tanker, Fiery/DB


 

Posted

What do you mean Plasma Shield doesn't help you? It gives you resistance to a lot of dmg types.

Afraid since Mid's Hero Designer appeared I can't see builds without it , but it seems to me you took too many attacks too early for a tanker while forgot about your resistances. Bear in mind that tankers are not the best damage dealers (and in my humble opinion, they're not even supposed to deal damage but hey ho).

I'd slot Resistance toggles (Plasma Shield and Fire Shield) with 2xendrdx and 3xdmgres enhancements, Healing Flames is your main survivability tool, so 3xrchg and 3xheal enhancements there.

You'll also need some form of Knockback protection, being Acrobatics from Leaping Pool the most obvious way, For Acrobatics usually is enough to slot it with a couple endrdx enhancements.

If your blue bar burns down quickly, I'd slot Consume with 2xacc, 3xrchg and 1xendmod enhancements.

For added smashing/lethal resistance, Fighting Pool (Tough) is highly recomended.

Bear in mind that, from lvl 1 - 12 you can only equip Training Origin enhancements, which are very weak, from lvl 12 to lvl 22 you can equip Dual Origin enhancements, which give double % than Training Origin, and after lvl 22 you can equip Single Origin Enhancements which give double % than Dual Origin Ones. Enhancements can be equipped up to -3 lvls of the enhancement level (at lvl 22 you can equip lvl 25 Single Origins) and their effectivity decreases while you gain lvls and outlevel them. there are also Invention Origin enhancements which grant a fixed bonus no matter if you outlevel them or not.

Check paragonwiki.com for information about enhancement types, levels etc...


 

Posted

Firstly, welcome to the game; I hope you're having a lot of fun tanking!

Respeccing at this level is a great idea; at the moment you have a lot of attack powers, which is a great idea early on when shields cost a lot of endurance to run and don't do much in terms of protection.

Once you hit level 22, Tankers tend to really come into their own. At level 22, you can start buying level 25 Single Origin enhancements to replace Training or Double Origin - each one of those is worth about four Training origin enhancements, so they're definitely worth stocking up on.

Depending on how you play, you can take a couple of routes; you can try to max out your defences and Taunt, and become a very team-oriented tanker (you'll be able to solo only very slowly), or you can try going for more offence, but you'll sacrifice your ability to tank without a fair bit of support.

Plasma shield is a good power - it comes into its own later in the game, when you start to face much more varied enemy damage types; it's also your protection against being Held and Slept (these get very common around your level, and you'll notice if you lose it!)

Your shields should generally be slotted with three resistances; any more won't confer a significant benefit. If you're struggling for endurance, add a fourth slot for Endurance reduction, too; you'll find what sucks up endurance is attacks, rather than shields, so it's generally ill-advised to put more of your precious slots into them.

You've made great choices with regards to power pools; Leaping is good as you can get Acrobatics soon (that'll stop you getting thrown around like a puppet in a washing machine), and Fitness is almost a must for Fire tanks. I'd advise putting three slots of endurance modification into stamina asap, and dropping Hurdle in favour of swift to help you move around the combat floor that bit quicker.

Healing flames will take all the slots you can give it; as you've no doubt figured out, it's brilliant. Put three recharges and three heals in there as soon as possible!

Consume is a tricky animal. If you like it, it's probably worth slotting up; in that case, go for recharge and accuracy. With any luck, there'll be enough mobs around you when you use it that endurance modification is less important, but you definitely want it up as often as possible and to hit as much as possible.

If you want to be a good teaming tank, try getting Blazing Aura. It's your taunting aura, although it eats a LOT of endurance and affords you no protection. If you get it, slot it mostly for accuracy and endurance reduction.

Temperature protection is generally a bit pants, unless you're going to fight a lot of enemies that deal cold damage.

Now for Dual Blades.

I think I'd be tempted to go for the taunt, the AoE, the cone (later on), and enough attacks to make a combo out of.

For me, that means Nimble Slash, Ablating Strike, and Typhoon's Edge. The added benefit of Typhoon's edge is that you can use it as an aggro-grabber for mobs near to you. Another good thing about this is that if you then get Blinding Feint, you'll have a second combo available.

Attacks for Tankers generally get slotted with whatever you have left over from the shields. You'll want one Accuracy and one Endurance Reduction. After that, slot up to three damages and one recharge, depending on how many slots you have to spare.

So essentially, if it was up to me, I'd have almost the same build as you, with Power Slice dropped in favour of acrobatics, and the slots rejigged a bit.


DON'T eat muffins while I'm developing you.

Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!

 

Posted

Dunno why but when i tried to import my own build it didn't work ... so hopes this helps a bit more

Hero Plan by Mids' Hero Designer 1.401

Zoddy: Level 23 Natural Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Dual Blades
Power Pool: Leaping
Power Pool: Fitness

Hero Profile:
------------
Level 1: Fire Shield
(A) Resist Damage
(3) Aegis Device (10,5% Dmg Reduction)
(3) Resist Damage
(5) Endurance Reduction
(5) Dragon Scales (22% Dmg Reduction)


Level 1: Nimble Slash
(A) Damage Increase
(11) Accuracy


Level 2: Power Slice
(A) Damage Increase
(17) Li Tieh Kuai's Earring (17,5% Damage)
(19) Accuracy


Level 4: Healing Flames
(A) Recharge Reduction
(7) Healing
(7) Military Healing (36,7% Inc. Healing)
(9) Empty
(9) Military Healing (35% Inc. Healing)
(23) Military Healing (35% Inc. Healing)


Level 6: Ablating Strike
(A) Crowley's Incense (18,3 inc. Recharge rate)
(13) Recharge Reduction
(13) Damage Increase
(15) Accuracy
(15) Li Tieh Kuai's Earring (18,3% Inc. Damage)
(17) Endurance Reduction


Level 8: Consume
(A) Military Speed (Inc. recharge rate 36,7%)
(11) Accuracy


Level 10: Taunt
(A) Accuracy


Level 12: Plasma Shield
(A) Resist Damage


Level 14: Combat Jumping
(A) Empty


Level 16: Typhoon's Edge
(A) Accuracy
(19) Damage Increase
(21) Li Tieh Kuai's Earring (17,5% Damage Inc.)
(21) Crowley's Ring (17,5 Accuracy inc.)


Level 18: Super Jump
(A) Jumping


Level 20: Hurdle
(A) Jumping


Level 22: Health
(A) Empty


Level 24: Stamina
(A) Empty


------------
Level 1: Brawl
(A) Empty


Level 1: Sprint
(A) Empty


Level 2: Rest
(A) Empty
(23) Empty


Level 1: Gauntlet



Hope this helps a bit more - few things i couldn't find in Hero Designer - so i left it like empty slots and added afterwards ... sorry for inconvenience


 

Posted

Here's roughly what I'd be aiming for by level 24. All enhancements SO's, or more likely DO's if you haven't been very lucky selling salvage and are struggling for cash. If you've got loads of inf (2-2.5million) you could even go for IO's.

By the way, Taunt is autohit in PvE, so don't worry about accuracy unless you decide to indulge in Player vs. Player fighting.

Hero Plan by Mids' Hero Designer 1.4006
http://www.cohplanner.com/

Level 25 Natural Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Dual Blades
Power Pool: Leaping
Power Pool: Fitness

Hero Profile:
Level 1: Fire Shield -- ResDam(A), ResDam(3), ResDam(3)
Level 1: Nimble Slash -- Acc(A)
Level 2: Healing Flames -- RechRdx(A), RechRdx(5), RechRdx(5), Heal(7), Heal(7), Heal(9)
Level 4: Ablating Strike -- Acc(A), EndRdx(19)
Level 6: Combat Jumping -- Jump(A)
Level 8: Consume -- Acc(A), RechRdx(9), RechRdx(15), RechRdx(17), Acc(17), Taunt(19)
Level 10: Taunt -- Taunt(A), Taunt(11), RechRdx(11), RechRdx(13)
Level 12: Plasma Shield -- ResDam(A), ResDam(13), ResDam(15)
Level 14: Super Jump -- Jump(A)
Level 16: Swift -- Run(A)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Typhoon's Edge -- Acc(A), EndRdx(23), Dmg(23)
Level 24: Acrobatics -- EndRdx(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
------------


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DON'T eat muffins while I'm developing you.

Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!

 

Posted

Pretty much what Wilf said, your power choices are not bad at all at your current lvl, just a few bits and pieces to polish.

If you are going to respec, follow always the two golden rules:

1.- Take Travel Power as soon as available (lvl 14)
2.- Take Stamina as soon as available (lvl 20)

The slotting I'd take is the one I mentioned on previous post, as for the power choices, I'd add Fighting Pool (at least tough) to round up your Smashing/Lethal Resistance and Acrobatics for knockback protection. Regarding Dual Blades, I would concentrate in getting the Weaken and Sweep combos which should add to your survivability (can't remember which attacks are required for them) and as Wilfred said, attacks are to be slotted with whatever slots are left after focusing on the defensive side.


 

Posted

First of all sorry for double posting - but i am not all too familiar what Single Origin Enhancements are ? Is Military Speed, Military Healing or Li Tieh Kuai's Earring Single Origin Enhancement ? If so - i am on a lucky role

Thanks for the input so far guys.

Well Endurance Mod. was tricky to me duo to its wording - i didn't knew what it does so i didn't dare use it.

As for consume, i am always using it, as i am usually first one to charge into enemies and do a weakening combo after which rest of my team charge in and kill everything.

I will probably go with team oriented tank, but will try to make it so i can still leash out some damage and not be totally useless by myself.

Another question - Blazing Aura is it worth putting Damage into it next to Accuracy and Endurance Reduction ? That way my taunting would be better and i would lose aggro to mobs harder, no ?

Figured out Single Origin stuff It took me a bit to get my brain up, but i figured it out


 

Posted

No need to apoligize, forums are for people to post. You're right about Fiery Aura, I'd slot it with 2xAcc, 2xEndrdx and 2xdmg, it's a good power where to invest in slots, but i wouldn't worry about taking Blazing Aura yet, I usually take it after level 35 or so, depending on the secondary.
In this case, if you want all the dual blades combos you are going to need all attacks, leaving you with a very tight build, that's why I'd concentrate on Sweep and Weaken combos to help your survivability.

I'll try putting the build I'd use at your level when I get home since I don't have Mid's at the office.


 

Posted

Endurance modification is dark blue. It increases the amount of endurance you drain from the enemy, or in the case of stamina, the amount of endurance you regain every time it 'ticks'.

Endurance reduction is light blue. It decreases the endurance cost associated with using each power.

Blazing Aura's a matter of taste. It can do a lot of damage all told; I like an Accuracy, two Endurance reductions, Two Damages and a Taunt, if I've six slots to spare on it. I find for some reason putting a single taunt in it works really well; after that, it's all about the damage, baby.

(I suspect it might be that the taunt effect lasts a certain time, then drops for a bit, then is reapplied; putting a taunt duration in must extend the taunt cover until it's reapplied, sparing the aggro drop. If I've time, I might look at the numbers someday.)

I think you're right to go for the middle ground; it's perfectly possible to make a solo-capable tank that works well in teams, and that's what I usually go for.

With Fiery Aura, it's easier to do as you get an extra build-up type power (powers that increase your damage and accuracy for a few seconds) compared to what most tanks get.

The other thing you could try is dual-building. When you see a trainer, he'll give you the option to switch to your second build. So you can have two at once, if you can afford to slot them. I use this to have one build specifically for soloing, and another that's mostly team-oriented.


DON'T eat muffins while I'm developing you.

Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!

 

Posted

[ QUOTE ]

The other thing you could try is dual-building. When you see a trainer, he'll give you the option to switch to your second build. So you can have two at once, if you can afford to slot them. I use this to have one build specifically for soloing, and another that's mostly team-oriented.

[/ QUOTE ]

Already done that - and yet another newbie question is, when i do respec mish, do i get to respec both builds or just one of 'em ?


 

Posted

Do you know, I haven't checked. The Issue 13 Freespec was only good for one build though, so I'm guessing just one!


DON'T eat muffins while I'm developing you.

Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!

 

Posted

Yup, i did my respec and spent 1mil inf on ench. ... still didn't give it a run as RL keeping me busy, but after a test run i will post a complete build - which i hope will be tommorow

Thanks for all of your help guys


 

Posted

I ended up looking a bit more tank-ish than i thought, but i don't mind

Here's the build, please comment on it

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89% fire reduction xD lol


 

Posted

When using a respec, I generally tend to try take the travel power at 14, and concentrate on taking Stamina at 20... however, some builds can delay that (consume on Fire Aura does help).

Fire Shield
slotting 4x resistance is not really worth it due to Enhancement Diversification (ED), the extra % from the 4th of a same enh in 1 power is really not worth it.

Generally when it comes to the "protective" powers, 1x end reducer and 3x resistance / defence (depending on the type)... adding a 2nd end reducer isn't a waste if you can affoard the slots. Don't know if you are going IOs in the future and you are planning ahead for some set IOs for Fire Shield... but 6 slotting it is a bit too hefty imo.

My advice on fire shield is 1x end reducer and 3x resistance.

Blazing Aura
Mmm goodie power, skip recharge reducer and add a 6th slot. 2x end reducers, 1x acc, 1x taunt and 2x dmg or 1x end reducer, 1x acc, 1 taunt &amp; 3x dmg.

Consume: 3x recharge reducers, 2x acc and 1x end mod.


 

Posted

Agree. Except...

[ QUOTE ]
adding a 2nd end reducer isn't a waste if you can affoard the slots.

[/ QUOTE ]

You'll get far more mileage by slotting endurance reduction in your attacks rather than in your toggles. For instance, Fire shield uses 0.26 endurance per second. Nimble slash, if you fire it off every time it comes around, uses 1.1 endurance per second, 4-5 times as much. If you use nimble slash every 17 seconds or less, you'll get a lot more by dropping endurance reduction into nimble slash. The same applies to ablating strike and typhoon's edge.

As regards your build... still got that unnecessary accuracy in taunt. Replace it with taunt or recharge. At this level, while you're struggling for slots, I'd leave the two shields (Fire and Plasma) with just three slots, three resistances in each. I'd then use the four slots spare from that to either drop endurance reduction into your attacks or to max out the slots on consume and stamina.

Stamina's very important - try and get it three-slotted, if possible!

Looking good.


DON'T eat muffins while I'm developing you.

Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!

 

Posted

[ QUOTE ]

You'll get far more mileage by slotting endurance reduction in your attacks rather than in your toggles.


[/ QUOTE ]

Agree, fire toggles are one of the cheaper ones for tanks, so yes, 2nd end reducer won't be as noticable as slotting 1 on the attacks. (or for example Shield toggles, which are 0.52 on 1 or two toggles), but we're talking Fire here with both Consume and Stamina, so 1 is more than enough. =)