Is this a good fire/ss farming build?
*bump*
I went back and edited the original post to make it more read-able.
hey iv got one here, give me a few minutes to edit it and ill post it.
@MachineSlave | Infinity Server | Deepdown Traumahounds Supergroup | Co-Founder
Tankers : Ice/Ele, Fire/SS, Fire/DM, Invul/Fire, Ele/Stone Corrupter : Arch/TA
Scrappers : DM/DA, Kat/SR Brutes : Fire/Shield, Ele/Fire(Villian)
Controllers : Fire/Kin, Ele/Rad, Earth/Cold
[color:#489AFF]Hero Plan by Mids' Hero Designer 1.401[/color]
[color:#489AFF]http://www.cohplanner.com/[/color]
[color:#B1C9F5]Click this DataLink to open the build![/color]
[color:#B3CAF7]Level 50 Technology Tanker[/color]
[color:#489AFF]Primary Power Set: [/color][color:#B3CAF7]Fiery Aura[/color]
[color:#489AFF]Secondary Power Set: [/color][color:#B3CAF7]Super Strength[/color]
[color:#489AFF]Power Pool: [/color][color:#B3CAF7]Leaping[/color]
[color:#489AFF]Power Pool: [/color][color:#B3CAF7]Fitness[/color]
[color:#489AFF]Power Pool: [/color][color:#B3CAF7]Speed[/color]
[color:#489AFF]Power Pool: [/color][color:#B3CAF7]Fighting[/color]
[color:#489AFF]Ancillary Pool: [/color][color:#B3CAF7]Pyre Mastery[/color]
[color:#489AFF]Hero Profile:[/color]
[color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Fire Shield[/color]
- (A) [color:#7AA4EF]Titanium Coating - [/color][color:#7AA4EF]Resistance/Endurance[/color]
- (3) [color:#7AA4EF]Titanium Coating - [/color][color:#7AA4EF]Resistance[/color]
- (3) [color:#7AA4EF]Titanium Coating - [/color][color:#7AA4EF]Endurance[/color]
- (5) [color:#8BAFF1]Resist Damage[/color][color:#8BAFF1] IO[/color]
- (5) [color:#8BAFF1]Resist Damage[/color][color:#8BAFF1] IO[/color]
- (A) [color:#7AA4EF]Crushing Impact - [/color][color:#7AA4EF]Accuracy/Damage[/color]
- (7) [color:#7AA4EF]Crushing Impact - [/color][color:#7AA4EF]Accuracy/Damage/Recharge[/color]
- (7) [color:#7AA4EF]Crushing Impact - [/color][color:#7AA4EF]Damage/Endurance[/color]
- (9) [color:#7AA4EF]Crushing Impact - [/color][color:#7AA4EF]Damage/Endurance/Recharge[/color]
- (9) [color:#7AA4EF]Crushing Impact - [/color][color:#7AA4EF]Damage/Recharge[/color]
- (A) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]Heal[/color]
- (11) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]Endurance/Recharge[/color]
- (11) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]Heal/Recharge[/color]
- (13) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]Heal/Endurance/Recharge[/color]
- (13) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]Heal/Endurance[/color]
- (A) [color:#7AA4EF]Crushing Impact - [/color][color:#7AA4EF]Accuracy/Damage[/color]
- (15) [color:#7AA4EF]Crushing Impact - [/color][color:#7AA4EF]Damage/Endurance[/color]
- (15) [color:#7AA4EF]Crushing Impact - [/color][color:#7AA4EF]Damage/Recharge[/color]
- (17) [color:#7AA4EF]Crushing Impact - [/color][color:#7AA4EF]Accuracy/Damage/Recharge[/color]
- (17) [color:#7AA4EF]Crushing Impact - [/color][color:#7AA4EF]Damage/Endurance/Recharge[/color]
- (A) [color:#7AA4EF]Scirocco's Dervish - [/color][color:#7AA4EF]Accuracy/Damage[/color]
- (37) [color:#7AA4EF]Scirocco's Dervish - [/color][color:#7AA4EF]Damage/Endurance[/color]
- (37) [color:#7AA4EF]Scirocco's Dervish - [/color][color:#7AA4EF]Damage/Recharge[/color]
- (40) [color:#7AA4EF]Scirocco's Dervish - [/color][color:#7AA4EF]Chance of Damage(Lethal)[/color]
- (43) [color:#7AA4EF]Scirocco's Dervish - [/color][color:#7AA4EF]Accuracy/Recharge[/color]
- (43) [color:#7AA4EF]Scirocco's Dervish - [/color][color:#7AA4EF]Accuracy/Damage/Endurance[/color]
- (A) [color:#7AA4EF]Karma - [/color][color:#7AA4EF]Knockback Protection[/color]
- (34) [color:#7AA4EF]Luck of the Gambler - [/color][color:#7AA4EF]Recharge Speed[/color]
- (A) [color:#8BAFF1]Jumping[/color][color:#8BAFF1] IO[/color]
- (A) [color:#7AA4EF]Titanium Coating - [/color][color:#7AA4EF]Resistance/Endurance[/color]
- (43) [color:#7AA4EF]Titanium Coating - [/color][color:#7AA4EF]Resistance[/color]
- (46) [color:#7AA4EF]Titanium Coating - [/color][color:#7AA4EF]Endurance[/color]
- (46) [color:#8BAFF1]Resist Damage[/color][color:#8BAFF1] IO[/color]
- (50) [color:#8BAFF1]Resist Damage[/color][color:#8BAFF1] IO[/color]
- (A) [color:#7AA4EF]Blessing of the Zephyr - [/color][color:#7AA4EF]Knockback Reduction (4 points)[/color]
- (A) [color:#7AA4EF]Numina's Convalescence - [/color][color:#7AA4EF]+Regeneration/+Recovery[/color]
- (A) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
- (19) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
- (19) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
- (A) [color:#8BAFF1]Endurance Modification[/color][color:#8BAFF1] IO[/color]
- (21) [color:#8BAFF1]Endurance Modification[/color][color:#8BAFF1] IO[/color]
- (21) [color:#8BAFF1]Endurance Modification[/color][color:#8BAFF1] IO[/color]
- (A) [color:#7AA4EF]Crushing Impact - [/color][color:#7AA4EF]Accuracy/Damage[/color]
- (23) [color:#7AA4EF]Crushing Impact - [/color][color:#7AA4EF]Damage/Endurance[/color]
- (23) [color:#7AA4EF]Crushing Impact - [/color][color:#7AA4EF]Damage/Recharge[/color]
- (34) [color:#7AA4EF]Crushing Impact - [/color][color:#7AA4EF]Accuracy/Damage/Recharge[/color]
- (34) [color:#7AA4EF]Crushing Impact - [/color][color:#7AA4EF]Damage/Endurance/Recharge[/color]
- (A) [color:#7AA4EF]Efficacy Adaptor - [/color][color:#7AA4EF]EndMod[/color]
- (25) [color:#7AA4EF]Efficacy Adaptor - [/color][color:#7AA4EF]EndMod/Recharge[/color]
- (25) [color:#7AA4EF]Efficacy Adaptor - [/color][color:#7AA4EF]EndMod/Accuracy/Recharge[/color]
- (31) [color:#7AA4EF]Efficacy Adaptor - [/color][color:#7AA4EF]Accuracy/Recharge[/color]
- (31) [color:#7AA4EF]Efficacy Adaptor - [/color][color:#7AA4EF]EndMod/Accuracy[/color]
- (33) [color:#7AA4EF]Efficacy Adaptor - [/color][color:#7AA4EF]EndMod/Endurance[/color]
- (A) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
- (27) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
- (27) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
- (A) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
- (29) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
- (29) [color:#8BAFF1]Recharge Reduction[/color][color:#8BAFF1] IO[/color]
- (31) [color:#7AA4EF]Rectified Reticle - [/color][color:#7AA4EF]Increased Perception[/color]
- (A) [color:#8BAFF1]Accuracy[/color][color:#8BAFF1] IO[/color]
- (A) [color:#7AA4EF]Titanium Coating - [/color][color:#7AA4EF]Resistance/Endurance[/color]
- (33) [color:#7AA4EF]Titanium Coating - [/color][color:#7AA4EF]Resistance[/color]
- (33) [color:#7AA4EF]Titanium Coating - [/color][color:#7AA4EF]Endurance[/color]
- (A) [color:#7AA4EF]Luck of the Gambler - [/color][color:#7AA4EF]Recharge Speed[/color]
- (36) [color:#7AA4EF]Luck of the Gambler - [/color][color:#7AA4EF]Defense[/color]
- (36) [color:#7AA4EF]Luck of the Gambler - [/color][color:#7AA4EF]Defense/Endurance[/color]
- (36) [color:#7AA4EF]Luck of the Gambler - [/color][color:#7AA4EF]Endurance/Recharge[/color]
- (37) [color:#7AA4EF]Karma - [/color][color:#7AA4EF]Knockback Protection[/color]
- (A) [color:#7AA4EF]Scirocco's Dervish - [/color][color:#7AA4EF]Accuracy/Damage[/color]
- (39) [color:#7AA4EF]Scirocco's Dervish - [/color][color:#7AA4EF]Damage/Endurance[/color]
- (39) [color:#7AA4EF]Scirocco's Dervish - [/color][color:#7AA4EF]Damage/Recharge[/color]
- (39) [color:#7AA4EF]Scirocco's Dervish - [/color][color:#7AA4EF]Accuracy/Recharge[/color]
- (40) [color:#7AA4EF]Scirocco's Dervish - [/color][color:#7AA4EF]Chance of Damage(Lethal)[/color]
- (40) [color:#7AA4EF]Scirocco's Dervish - [/color][color:#7AA4EF]Accuracy/Damage/Endurance[/color]
- (A) [color:#7AA4EF]Devastation - [/color][color:#7AA4EF]Chance of Hold[/color]
- (42) [color:#7AA4EF]Devastation - [/color][color:#7AA4EF]Accuracy/Damage[/color]
- (42) [color:#7AA4EF]Devastation - [/color][color:#7AA4EF]Damage/Recharge[/color]
- (42) [color:#7AA4EF]Devastation - [/color][color:#7AA4EF]Accuracy/Damage/Recharge[/color]
- (A) [color:#7AA4EF]Decimation - [/color][color:#7AA4EF]Chance of Build Up[/color]
- (45) [color:#7AA4EF]Decimation - [/color][color:#7AA4EF]Accuracy/Damage[/color]
- (45) [color:#7AA4EF]Decimation - [/color][color:#7AA4EF]Damage/Recharge[/color]
- (45) [color:#7AA4EF]Decimation - [/color][color:#7AA4EF]Damage/Endurance[/color]
- (46) [color:#7AA4EF]Decimation - [/color][color:#7AA4EF]Accuracy/Damage/Recharge[/color]
- (A) [color:#7AA4EF]Positron's Blast - [/color][color:#7AA4EF]Chance of Damage(Energy)[/color]
- (48) [color:#7AA4EF]Positron's Blast - [/color][color:#7AA4EF]Accuracy/Damage[/color]
- (48) [color:#7AA4EF]Positron's Blast - [/color][color:#7AA4EF]Damage/Recharge[/color]
- (48) [color:#7AA4EF]Positron's Blast - [/color][color:#7AA4EF]Damage/Endurance[/color]
- (50) [color:#7AA4EF]Positron's Blast - [/color][color:#7AA4EF]Accuracy/Damage/Endurance[/color]
- (A) [color:#8BAFF1]Damage Increase[/color][color:#8BAFF1] IO[/color]
- (50) [color:#8BAFF1]Damage Increase[/color][color:#8BAFF1] IO[/color]
[color:#4FA7FF]Level 1:[/color] [color:#B3CAF7]Brawl[/color]
- (A) [color:#5EAEFF]Empty[/color]
- (A) [color:#5EAEFF]Empty[/color]
- (A) [color:#5EAEFF]Empty[/color]
@MachineSlave | Infinity Server | Deepdown Traumahounds Supergroup | Co-Founder
Tankers : Ice/Ele, Fire/SS, Fire/DM, Invul/Fire, Ele/Stone Corrupter : Arch/TA
Scrappers : DM/DA, Kat/SR Brutes : Fire/Shield, Ele/Fire(Villian)
Controllers : Fire/Kin, Ele/Rad, Earth/Cold
1) the few percentage doesn't matter..
2) you're really gimping (imo) your end reduction and global rech in order to get sm/leth def AND melee def. I would go with one type or the other, not both..
sm/leth def will cover melee def (sometimes). example, if a dude with a sword walks up to you (and your sm/leth is softcapped) then it wont matter if your melee def is 41% or 0% because only the greater value is used..
granted if a dude attacks you with a fire melee attack (with no sm/leth component) then the sm/leth def is worthless and in that case melee def would be better, but the majority of attacks have a sm/lethal component..
the sm/leth def will also work with aoe and ranged attacks, so i would stick with it.
these are my understanding's, hope i explained it correctly
3) I would remove the Acc IO's from Jab and Boxing (you prolly wont use them much, and even if you miss..its a puny attack :P)
perma jump is ---> /up 1
Yes, Super Strength needs recharge to be really effective as a farming toon because of its one AoE you want it back as fast as you can. Also, you should remove those Acc IO's, between global accuracy and rage, you'll be fine.
I Love my tank build. Heres the Data Chunk. ATM i only have Doctored Wounds on my Healing Flames, but im trying to save for those numinas.
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@MachineSlave | Infinity Server | Deepdown Traumahounds Supergroup | Co-Founder
Tankers : Ice/Ele, Fire/SS, Fire/DM, Invul/Fire, Ele/Stone Corrupter : Arch/TA
Scrappers : DM/DA, Kat/SR Brutes : Fire/Shield, Ele/Fire(Villian)
Controllers : Fire/Kin, Ele/Rad, Earth/Cold
Hindenburg & OblivionX:
Thanks so much for your advice! That's exactly what I needed.
I have another question, if you don't mind. Even after Stamina and a ton of End Redux SOs, I still run out of Endurance and drop my toggles often.
Do you think I could get away with dropping Acrobatics for Consume?
I plan to use both Steadfast Protection:Knockback Protection and Blessing of the Zephyr:Knockback Reduction which should give me Mag -8 knockback protection.
I was looking at the numbers for Acrobatics and it looks like it offers Mag -9 knockback protection (7 of which is not enhancable, if I am understanding the description at RedTomax.com correctly)
http://www.redtomax.com/data/powers/...l.Leaping.Leap
Do you think I could get away with only Mag -8 knockback protection?
Or should I stick Acrobatics as it also offer's hold resistance as well?
Or are there other IOs I could slot that add additional KB protection that I have overlooked?
MachineSlave:
Thanks very much for your build, I took a look at it and I'm affraid I need to go with a build that offers higher defense.
I just got the Tanker to level 50 and I have serious survivability issues on Lt. Farms and have to constantly rely on Purple Insperations + buff on boss farms.
yea np, i can farm lt farms np, its the boss farms which can get tuff, but alongs i have some support im good..that build i have is meant for farming.
@MachineSlave | Infinity Server | Deepdown Traumahounds Supergroup | Co-Founder
Tankers : Ice/Ele, Fire/SS, Fire/DM, Invul/Fire, Ele/Stone Corrupter : Arch/TA
Scrappers : DM/DA, Kat/SR Brutes : Fire/Shield, Ele/Fire(Villian)
Controllers : Fire/Kin, Ele/Rad, Earth/Cold
Drop acrobatics. Even without it you have 8pts of knockback resistance which is more than enough against 99.9% of the content in the game.
You need more slots for Hasten to speed its recharge up and to help keep Rage running.
Drop Char for Ring of Fire and move two of its slots to Hasten. Four slots in RoF gives you 2.5% S/L Defense from Enfeebled Operation.
remove burn unless you're farming Siege's minions because they don't run away
personally one of my favorite things you can do with Super Strength
is slot them with Forced feedback's Chance for recharge IO
it gives 100% recharge for 10 second when it triggers.
I have it on my MA/SR on both Craine kick and Dragon's tail and it comes up everyonce in a while it's while handy.. with almost every attack slotted with Forced feedbacks +recharge Chance it will be of a common occurrence and I made a Granite/ Super Strength Tanker who is going to be slotted with those
the 0.5 pecent won't change a thing my fire tank has melee defense at around the same level and I don't notice a different
and check out http://boards.cityofheroes.com/showthread.php?t=185583
for other defensive style fire tankers
Bruce-lee,scrapper,MA/SR 50 (H) Pinnacle
Fire-d Star,tanker, Fire/fire 50 (H) Pinnacle
Something Ugly, Brute, Elec/stone 50 (V) Pinnacle
Thanks to all the people who helped me out with this build, your advice was invaluable. I went back and did a new build incorperating your ideas, which is at the end of this post.
These are the stats for the new build:
S/L: 35%, E/N: 25%, Melee: 25%, Ranged: 22%
Recharge: 62% (which makes Rage perma w/o Hasten), Net End Gain: 1.45
Plus, I was able to take Consume into build which I am very excited about.
I am still open to new ideas and comments so if you think of anything else, please fell free!
Drop acrobatics. Even without it you have 8pts of knockback resistance which is more than enough against 99.9% of the content in the game.
You need more slots for Hasten to speed its recharge up and to help keep Rage running. Drop Char for Ring of Fire and move two of its slots to Hasten. Four slots in RoF gives you 2.5% S/L Defense from Enfeebled Operation. |
Infact, thanks to studying MachineSlave's build, I learned about and added the Karma:KB Protection IO and now have mag -12 Knockback protection.
And I also took your slotting advice for Hasten.
But, how crittical is the 3rd recharge redux slot in your opinion? It only seems to improve the recharge time of Hasten by 11 sec.
However, I decided against Ring of Fire and stuck with Char, only this time slotted it with balisk's gaze to pick up 7.5 recharge and 2.5 engery/neg def.
Do you think this is a good trade off?
remove burn unless you're farming Siege's minions because they don't run away
personally one of my favorite things you can do with Super Strength is slot them with Forced feedback's Chance for recharge IO it gives 100% recharge for 10 second when it triggers. I have it on my MA/SR on both Craine kick and Dragon's tail and it comes up everyonce in a while it's while handy.. with almost every attack slotted with Forced feedbacks +recharge Chance it will be of a common occurrence and I made a Granite/ Super Strength Tanker who is going to be slotted with those the 0.5 pecent won't change a thing my fire tank has melee defense at around the same level and I don't notice a different and check out http://boards.cityofheroes.com/showthread.php?t=185583 for other defensive style fire tankers |
About the Force Feedback, that's actually sounds like a great idea. But, the Kinetic Combat IOs are central to my S/L dam defense. I don't feel comfortable giving them up.
Thanks though for all your input, I genuinly appreciate it.
--------------------------------------------------------------
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Capt. Fusion: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Blazing Aura -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(3), Oblit-Dmg/Rchg:50(3), Oblit-Acc/Dmg/Rchg:50(5), Oblit-Acc/Dmg/EndRdx/Rchg:50(5)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(9)
Level 2: Fire Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(9), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam/Rchg:40(11), S'fstPrt-ResDam/Def+:30(13), S'fstPrt-ResKB:30(13)
Level 4: Healing Flames -- Dct'dW-Rchg:50(A), Dct'dW-Heal:50(15), Dct'dW-Heal/Rchg:50(15), Dct'dW-Heal/EndRdx/Rchg:50(17), Dct'dW-Heal/EndRdx:50(17)
Level 6: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(33)
Level 8: Consume -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc/Rchg:50(23), Efficacy-EndMod/Rchg:50(23), Efficacy-Acc/Rchg:50(25), Efficacy-EndMod/EndRdx:50(25), Efficacy-EndMod/Acc:50(33)
Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx:50(27), Krma-ResKB:30(29)
Level 12: Plasma Shield -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(29), RctvArm-ResDam/Rchg:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31)
Level 14: Super Jump -- Zephyr-ResKB:50(A), Zephyr-Travel:50(31)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Heal-I:50(A)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(34), KntkC'bat-Dmg/EndRdx/Rchg:35(34)
Level 24: Burn -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(34), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(36)
Level 26: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(37)
Level 28: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(37), RechRdx-I:50(37)
Level 30: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(39), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39)
Level 32: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(40), RctvArm-ResDam/EndRdx/Rchg:40(40), RctvArm-ResDam/Rchg:40(40)
Level 35: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def/EndRdx/Rchg:50(42)
Level 38: Foot Stomp -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(43), Armgdn-Acc/Dmg/Rchg:50(43), Armgdn-Acc/Rchg:50(43), Armgdn-Dam%:50(45)
Level 41: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:30(45), BasGaze-Acc/EndRdx/Rchg/Hold:30(45), BasGaze-Acc/Rchg:30(46)
Level 44: Fire Blast -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/Rchg:50(46), Thundr-Acc/Dmg/EndRdx:50(46)
Level 47: Fire Ball -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg/EndRdx:50(50)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
* 8.5% DamageBuff(Smashing)
* 8.5% DamageBuff(Lethal)
* 8.5% DamageBuff(Fire)
* 8.5% DamageBuff(Cold)
* 8.5% DamageBuff(Energy)
* 8.5% DamageBuff(Negative)
* 8.5% DamageBuff(Toxic)
* 8.5% DamageBuff(Psionic)
* 23.6% Defense(Smashing)
* 23.6% Defense(Lethal)
* 3% Defense(Fire)
* 3% Defense(Cold)
* 13.3% Defense(Energy)
* 13.3% Defense(Negative)
* 3% Defense(Psionic)
* 13.3% Defense(Melee)
* 10.5% Defense(Ranged)
* 3% Defense(AoE)
* 4% Enhancement(Heal)
* 57% Enhancement(Accuracy)
* 62.5% Enhancement(RechargeTime)
* 175.7 HP (9.38%) HitPoints
* Knockback (Mag -12)
* Knockup (Mag -12)
* MezResist(Immobilize) 14.3%
* MezResist(Stun) 4.4%
* MezResist(Terrorized) 2.2%
* 15% (0.25 End/sec) Recovery
* 30% (2.35 HP/sec) Regeneration
* 6.3% Resistance(Fire)
* 6.3% Resistance(Cold)
------------
Set Bonuses:
Obliteration
(Blazing Aura)
* MezResist(Stun) 2.2%
* 3% DamageBuff(All)
* 9% Enhancement(Accuracy)
* 5% Enhancement(RechargeTime)
Kinetic Combat
(Jab)
* MezResist(Immobilize) 2.75%
* 28.1 HP (1.5%) HitPoints
* 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Reactive Armor
(Fire Shield)
* MezResist(Immobilize) 1.1%
* 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
* 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Steadfast Protection
(Fire Shield)
* 1.5% (0.03 End/sec) Recovery
* 3% Defense(All)
* Knockback Protection (Mag -4)
Doctored Wounds
(Healing Flames)
* MezResist(Terrorized) 2.2%
* 1.26% Resistance(Fire,Cold)
* 4% Enhancement(Heal)
* 5% Enhancement(RechargeTime)
Kinetic Combat
(Haymaker)
* MezResist(Immobilize) 2.75%
* 28.1 HP (1.5%) HitPoints
* 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Efficacy Adaptor
(Consume)
* 21.1 HP (1.13%) HitPoints
* 1.5% (0.03 End/sec) Recovery
* 10% (0.78 HP/sec) Regeneration
* 2.5% DamageBuff(All)
* 5% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
* 10% (0.78 HP/sec) Regeneration
* 21.1 HP (1.13%) HitPoints
* 7.5% Enhancement(RechargeTime)
Karma
(Combat Jumping)
* Knockback Protection (Mag -4)
Reactive Armor
(Plasma Shield)
* MezResist(Immobilize) 1.1%
* 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
* 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Blessing of the Zephyr
(Super Jump)
* 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
* Knockback Protection (Mag -4)
Kinetic Combat
(Knockout Blow)
* MezResist(Immobilize) 2.75%
* 28.1 HP (1.5%) HitPoints
* 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Obliteration
(Burn)
* MezResist(Stun) 2.2%
* 3% DamageBuff(All)
* 9% Enhancement(Accuracy)
* 5% Enhancement(RechargeTime)
Rectified Reticle
(Rage)
* 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
Kinetic Combat
(Boxing)
* MezResist(Immobilize) 2.75%
* 28.1 HP (1.5%) HitPoints
* 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Reactive Armor
(Tough)
* MezResist(Immobilize) 1.1%
* 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
* 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Luck of the Gambler
(Weave)
* 10% (0.78 HP/sec) Regeneration
* 21.1 HP (1.13%) HitPoints
* 9% Enhancement(Accuracy)
* 7.5% Enhancement(RechargeTime)
Armageddon
(Foot Stomp)
* 4% (0.07 End/sec) Recovery
* 2.52% Resistance(Fire,Cold)
* 15% Enhancement(Accuracy)
* 10% Enhancement(RechargeTime)
Basilisk's Gaze
(Char)
* 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
* 2% (0.03 End/sec) Recovery
* 7.5% Enhancement(RechargeTime)
Thunderstrike
(Fire Blast)
* 2% (0.03 End/sec) Recovery
* 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
Ragnarok
(Fire Ball)
* 4% (0.07 End/sec) Recovery
* 2.52% Resistance(Fire,Cold)
* 15% Enhancement(Accuracy)
* 10% Enhancement(RechargeTime)
dont u under stand that Foot stomp knocks them down? Burn is still handy, and alongs u have ur baddies taunted, they dont go very far at all....
acro is useless
char i have 4 slotted
health u only need 1 slotted for the numina rev/reg
stamina is only 3.
combat jumpin is 2, for karma and recharge from luck of the gambler..
1 slotting health is still good, u dont need 3 slots on it..
@MachineSlave | Infinity Server | Deepdown Traumahounds Supergroup | Co-Founder
Tankers : Ice/Ele, Fire/SS, Fire/DM, Invul/Fire, Ele/Stone Corrupter : Arch/TA
Scrappers : DM/DA, Kat/SR Brutes : Fire/Shield, Ele/Fire(Villian)
Controllers : Fire/Kin, Ele/Rad, Earth/Cold
This is how I would modify that build.
41% S/L defense and 36.3% to all other melee.
Still has a lot of recharge but now it should be able to handle the alpha stike from a Boss farm at the Agro cap.
And yes, keep the 3rd slot in Hasten.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Capt. Fusion: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(5), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-%Dam(31)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 2: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(9), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam/Rchg(11), S'fstPrt-ResDam/Def+(13), S'fstPrt-ResKB(13)
Level 4: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal(15), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal/EndRdx(17)
Level 6: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 8: Consume -- Oblit-%Dam(A), Oblit-Dmg(23), Oblit-Acc/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(33)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), Krma-ResKB(29)
Level 12: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(29), RctvArm-ResDam/Rchg(31)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(31)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 24: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(40)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37)
Level 28: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(37), RechRdx-I(37)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 32: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/EndRdx/Rchg(40)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 38: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(43), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Acc/Rchg(43), Armgdn-Dam%(45)
Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(46), Thundr-Acc/Dmg/EndRdx(46)
Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(21)
|
I'm only getting the following benifits:
2 Slotted: 5% JumpSpd, 5% Jump, 5% FlySpd, 5% RunSpd
3 Slotted: 35.1 (1.88%)HP
But, I'm giving up about 21% enhancement in the endurance modification value of Stamina.
Also, you slotted a proc enhancement in it. Stamina is an auto power, and as such, it's my understanding that there is no chance of a proc going off. Please correct me if I am wrong, though.
No, that IO works perfectly well in the Stamina power.
The Performance Shifter Chance for +End IO will check once every ten seconds with a 20% chance of granting 10 endurance back.
That means that on average it will be giving you 12 Endurance per minute or an average net recovery of 0.2 endurance per second.
If you had simply placed a straight Endurance Modification IO in the same slot you would see a net gain of only 0.11 endurance per second.
Thus on the averages it will end up giving better overall Recovery.
It will also check and potentially grant Endurance when your character is under Recovery Debuffing effects such as from Malta Sappers and can potentially grant you the Endurance even when your debuffed Recovery rate may be locked down at Zero.
Trust me, its the right choice for that slot.
With timing Consume's use to help after the Hasten and Rage Crashes your Recovery should be alright. However, if you are still running short, swap out the basic Heal IO in Heath with the Numina +Regeneration/+Recovery Unique. It's expensive but it will increase both your Regeneration and Recovery rate up a bit.
If you can find a way to move another slot over to Foot Stomp, I highly suggest putting the Force Feedback +Recharge proc in there. Although I don't have a Fire/SS, I do have a SS/Fire and the proc fires off every 2-3 Foot Stomps atleast, sometimes it even fires off that many times in a row.
Depending on the number of enemies the character has in range, it could be beneficial to move a slot from Hasten to Footstomp to accommodate the Force Feedback proc.
If he will typically be surrounded by less than 5 enemies for a majority of the time then probably not. More than that though and it will probably be worth it.
Would have to test it out with herostats to see if it's worth it or not. Being surrounded by a bunch of enemies won't be a problem when farming. If you're willing to sacrafice a little ranged defense, you can always move the slot over from SJ also.
Another thing I noticed is there's no end reduction slotted in Foot Stomp. I would personally replace the Damage Armageddon with the Dam/End one, you'll only be losing about 5 points of damage.
No, that IO works perfectly well in the Stamina power.
The Performance Shifter Chance for +End IO will check once every ten seconds with a 20% chance of granting 10 endurance back. That means that on average it will be giving you 12 Endurance per minute or an average net recovery of 0.2 endurance per second. If you had simply placed a straight Endurance Modification IO in the same slot you would see a net gain of only 0.11 endurance per second. Thus on the averages it will end up giving better overall Recovery. It will also check and potentially grant Endurance when your character is under Recovery Debuffing effects such as from Malta Sappers and can potentially grant you the Endurance even when your debuffed Recovery rate may be locked down at Zero. Trust me, its the right choice for that slot. With timing Consume's use to help after the Hasten and Rage Crashes your Recovery should be alright. However, if you are still running short, swap out the basic Heal IO in Heath with the Numina +Regeneration/+Recovery Unique. It's expensive but it will increase both your Regeneration and Recovery rate up a bit. |
But what if I replace the Perform.Shifter:EndMod/Acc with a lvl 50 EndMod IO. That would shoot my base rate up to %83 and I would still get the benifit of the proc.
Or are the extra 35 HP really that valuable?
If you can find a way to move another slot over to Foot Stomp, I highly suggest putting the Force Feedback +Recharge proc in there. Although I don't have a Fire/SS, I do have a SS/Fire and the proc fires off every 2-3 Foot Stomps atleast, sometimes it even fires off that many times in a row.
|
Performance shifter IO will out-perform, on average, a generic IO in Stamina, even at level 50. It is also immune to -Recovery effects and can be a life saver against Malta or Carnies. In addition, if you can afford to spare 4 slots in Stamina you can go i generic IO and 3 Performance Shifter IO's for the Recovery mod. This actually works out better than slotting two Generic IO's and two Performance Shifter IO's.
The +Recharge proc will give you a chance for a 100% recharge increase for 10 seconds. In Foot Stomp this trigger fairly often and is a great addition if you are already working with a recharge heavy build.
Or are the extra 35 HP really that valuable? |
The +recharge buff from the Force Feedback proc is actually only 5 seconds, not 10.
the recharge prot is really nice, im telling u dude, my build works u just know how to work it.
@MachineSlave | Infinity Server | Deepdown Traumahounds Supergroup | Co-Founder
Tankers : Ice/Ele, Fire/SS, Fire/DM, Invul/Fire, Ele/Stone Corrupter : Arch/TA
Scrappers : DM/DA, Kat/SR Brutes : Fire/Shield, Ele/Fire(Villian)
Controllers : Fire/Kin, Ele/Rad, Earth/Cold
Hello,
I hope this won't be considered necro posting (looks at last poster's timestamp).
Can I ask you what critters you're planning to farm?
I play a Fire/SS/Pyre for almost 2 years now and love her.
My farming territory is battlemaiden or the wall in Cimerora when it's free.
For the wall I need ~4 minutes (2 applications of Rage) for a full lap.
I never stack Rage, the downtimes can be annoying.
My tank has next to no defense, only Fire Shield + Tough running (Plasma Shield is off when I fight S/L critters).
Weave is just for the LotG 7.5% IO.
When I'm farming, I'm *riding the insps* (always eat the top 2 rows) while moving on.
I use KO Blow as the starting attack if there's a problematic minion (Surgeons for Cimerora).
Main attack style: Burn > Footstomp > Fire Ball ... add Haymaker + Fire Blast for Lt's
Consume is great when Hasten and Rage do crash around the same time.
It doesn't need many slots to be good. Can also be great in teams to pull aggro when Rage is down.
I have Fire Blast on my left mouse thump button, it's fast and can finish off runners (or when I'm too lazy to use Haymaker).
I really like what you did to Capt. Fusion, Defense is incredible and your build looks very much affordable (why *farm* for a farmer toon lol).
Still I put my focus on max damage output first. Maybe you can work in 1 or 2 damage PROCs on your Blazing Aura (at least get a 6th slot for IO Obliteration: Chance for Smashing).
Yes, others have said, drop positional defense Melee, but you want every chance for extra damage.
I think 6-slotted Obliteration is not a good choice for a maintained aura though (no need for high RECH, but need good END/sec).
Some powers are overslotted:
Rage can be done with 1-2 slots
Consume can work with 2-4 slots
Whereas your main attacks Footstomp and Fire Ball need better Endurance Reduction.
You kill too much END in no time as of now. Remember Rage and Hasten can backstab you at the wrong moment.
Okay posting my build since it wouldn't be fair if I only critic your build which I think overall is a great build for the sets and powers you have (I'm jealous at your Defense vs. S/L!).
Note: 1x Absolute Amazement in Boxing is *WIP*, I'm currently trying to add a 5-slots set mule into Boxing, just not sure where to cut slots.
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Hmm ... someone tell me how to add a "open in Mid's" link to the datachunk please
Ok, I came to the conclusion that my original post was to long and cumbersome to read. Thus, I have gone back and made it shorter. As I said before, I would really appreciate feedback on this build. I allmost have him to fifty and will be respec-ing soon. Please at least answer the following two questions. Thanks so much in advance.
1. I was able to reach 44.5% S/L dam defence. I understand that 45% is a target number refered to as the "soft cap." Will missing it by 0.5% greatly diminish my defense?
2. In addition, this is my first "farming" toon. I understand that its all about AoE damage. Do I have that covered with Blazing Aura, Burn, Foot Stomp, and Fire Ball boosted by Rage and Fiery Embrace?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Capt.Fusion: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield -- S'fstPrt-ResKB:30(A), S'fstPrt-ResDam/Def+:30(3), RctvArm-ResDam/EndRdx:40(7), RctvArm-ResDam:40(37), RctvArm-EndRdx:40(37), RctvArm-EndRdx/Rchg:40(37)
Level 1: Jab -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(23), Acc-I:50(33)
Level 2: Blazing Aura -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(5), Oblit-Dmg/Rchg:50(9), Oblit-Acc/Dmg/Rchg:50(15), Oblit-Acc/Dmg/EndRdx/Rchg:50(43), Oblit-%Dam:50(46)
Level 4: Healing Flames -- RctvArm-ResDam/Rchg:40(A), RctvArm-EndRdx/Rchg:40(5), RctvArm-ResDam/EndRdx/Rchg:40(11), RctvArm-ResDam:40(17), Heal-I:50(31)
Level 6: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(11), KntkC'bat-Dmg/EndRdx/Rchg:35(15), Acc-I:50(33)
Level 8: Combat Jumping -- DefBuff-I:50(A), DefBuff-I:50(34)
Level 10: Haymaker -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(23), Acc-I:50(33)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(13), RctvArm-EndRdx:40(13), RctvArm-ResDam/Rchg:40(17)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-ResKB:50(34)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Heal-I:50(A)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Acrobatics -- EndRdx-I:50(A)
Level 24: Knockout Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(25), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(29), Acc-I:50(31)
Level 26: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(27), RctvArm-ResDam/EndRdx/Rchg:40(27), RctvArm-ResDam/Rchg:40(29)
Level 28: Weave -- DefBuff-I:50(A), GftotA-Def:40(34), GftotA-Def/EndRdx:40(36)
Level 30: Rage -- Rec'dRet-ToHit:20(A), Rec'dRet-ToHit/Rchg:20(31), RechRdx-I:50(36)
Level 32: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(36)
Level 35: Burn -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(40), Oblit-Dmg/Rchg:50(48), Oblit-Acc/Dmg/Rchg:50(50), Oblit-Acc/Dmg/EndRdx/Rchg:50(50), Oblit-%Dam:50(50)
Level 38: Foot Stomp -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
Level 41: Char -- NrncSD-Acc/Rchg:30(A), NrncSD-EndRdx/Hold:30(42), NrncSD-Acc/EndRdx:30(42), NrncSD-Hold/Rng:30(42), NrncSD-Acc/Hold/Rchg:30(43), NrncSD-Dam%:30(43)
Level 44: Melt Armor -- ShldBrk-DefDeb:30(A), ShldBrk-Acc/DefDeb:30(45), ShldBrk-Acc/Rchg:30(45), ShldBrk-DefDeb/EndRdx/Rchg:30(45), ShldBrk-Acc/EndRdx/Rchg:30(46), ShldBrk-%Dam:30(46)
Level 47: Fire Ball -- Ragnrk-Acc/Rchg:50(A), Ragnrk-Dmg:50(48), Ragnrk-Acc/Dmg/Rchg:50(48)
Level 49: Hasten -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
* 9% DamageBuff(Smashing)
* 9% DamageBuff(Lethal)
* 9% DamageBuff(Fire)
* 9% DamageBuff(Cold)
* 9% DamageBuff(Energy)
* 9% DamageBuff(Negative)
* 9% DamageBuff(Toxic)
* 9% DamageBuff(Psionic)
* 33.3% Defense(Smashing)
* 33.3% Defense(Lethal)
* 4.25% Defense(Fire)
* 4.25% Defense(Cold)
* 9.56% Defense(Energy)
* 9.56% Defense(Negative)
* 3% Defense(Psionic)
* 30.8% Defense(Melee)
* 8.63% Defense(Ranged)
* 5.5% Defense(AoE)
* 45% Enhancement(Accuracy)
* 2% Enhancement(Held)
* 15% Enhancement(RechargeTime)
* 140.6 HP (7.5%) HitPoints
* Knockback (Mag -8)
* Knockup (Mag -8)
* MezResist(Confused) 2.5%
* MezResist(Held) 2.5%
* MezResist(Immobilize) 20.1%
* MezResist(Sleep) 2.5%
* MezResist(Stun) 9.1%
* MezResist(Terrorized) 2.5%
* 10% (0.17 End/sec) Recovery
* 2.52% Resistance(Fire)
* 2.52% Resistance(Cold)
------------
Set Bonuses:
Steadfast Protection
(Fire Shield)
* 1.5% (0.03 End/sec) Recovery
* Knockback Protection (Mag -4)
* 3% Defense(All)
Reactive Armor
(Fire Shield)
* MezResist(Immobilize) 1.1%
* 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
* 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Kinetic Combat
(Jab)
* MezResist(Immobilize) 2.75%
* 28.1 HP (1.5%) HitPoints
* 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Obliteration
(Blazing Aura)
* MezResist(Stun) 2.2%
* 3% DamageBuff(All)
* 9% Enhancement(Accuracy)
* 5% Enhancement(RechargeTime)
* 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Reactive Armor
(Healing Flames)
* MezResist(Immobilize) 1.1%
* 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
* 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Kinetic Combat
(Boxing)
* MezResist(Immobilize) 2.75%
* 28.1 HP (1.5%) HitPoints
* 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Kinetic Combat
(Haymaker)
* MezResist(Immobilize) 2.75%
* 28.1 HP (1.5%) HitPoints
* 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Reactive Armor
(Plasma Shield)
* MezResist(Immobilize) 1.1%
* 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
* 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Blessing of the Zephyr
(Super Jump)
* 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
* Knockback Protection (Mag -4)
Kinetic Combat
(Knockout Blow)
* MezResist(Immobilize) 2.75%
* 28.1 HP (1.5%) HitPoints
* 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Reactive Armor
(Tough)
* MezResist(Immobilize) 1.1%
* 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
* 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Gift of the Ancients
(Weave)
* 2% (0.03 End/sec) Recovery
Rectified Reticle
(Rage)
* 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
Obliteration
(Burn)
* MezResist(Stun) 2.2%
* 3% DamageBuff(All)
* 9% Enhancement(Accuracy)
* 5% Enhancement(RechargeTime)
* 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Obliteration
(Foot Stomp)
* MezResist(Stun) 2.2%
* 3% DamageBuff(All)
* 9% Enhancement(Accuracy)
* 5% Enhancement(RechargeTime)
* 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Neuronic Shutdown
(Char)
* MezResist(Immobilize) 2.2%
* 28.1 HP (1.5%) HitPoints
* 7% Enhancement(Accuracy)
* 2% Enhancement(Held)
* 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Shield Breaker
(Melt Armor)
* 2.5% (0.04 End/sec) Recovery
* Status Resistance 2.5%
* 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
* 11% Enhancement(Accuracy)
* 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Ragnarok
(Fire Ball)
* 4% (0.07 End/sec) Recovery
* 2.52% Resistance(Fire,Cold)