Fire/Fire Advice


BrokenPrey

 

Posted

Ok, from building as inexpensively a build as I could (since I don't have tons of inf in the bank and I hate grinding for cash), here is my current plan for my Fire/Fire:

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

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Level 50 Magic Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership

Hero Profile:
Level 1: Scorch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(43)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(13)
Level 2: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Acc/EndRdx/Rchg(27), Mako-Dam%(43)
Level 4: Healing Flames -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(5), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(15), Numna-Heal(25), Numna-Regen/Rcvry+(36)
Level 6: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(11), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(27), T'Death-Dam%(40)
Level 8: Combat Jumping -- DefBuff-I(A), DefBuff-I(46), DefBuff-I(46)
Level 10: Hurdle -- Empty(A)
Level 12: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/Rchg(31), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 14: Super Jump -- Empty(A)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(19), RctvArm-ResDam(19)
Level 18: Health -- Empty(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), P'Shift-End%(21)
Level 22: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(29)
Level 24: Build Up -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
Level 26: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/Rchg(37), T'Death-Dmg/EndRdx(37), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dam%(39), T'Death-Dmg/EndRdx/Rchg(43)
Level 28: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 30: Acrobatics -- EndRdx-I(A)
Level 32: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(40)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Boxing -- Empty(A)
Level 41: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 44: Weave -- RedFtn-Def(A), RedFtn-EndRdx(45), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(50)
Level 47: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-EndRdx(50), RedFtn-Def(50)
Level 49: Rise of the Phoenix -- Mrcl-Rcvry+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
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Set Bonus Totals:

  • 20.5% DamageBuff(Smashing)
  • 20.5% DamageBuff(Lethal)
  • 20.5% DamageBuff(Fire)
  • 20.5% DamageBuff(Cold)
  • 20.5% DamageBuff(Energy)
  • 20.5% DamageBuff(Negative)
  • 20.5% DamageBuff(Toxic)
  • 20.5% DamageBuff(Psionic)
  • 15.2% Defense(Smashing)
  • 15.2% Defense(Lethal)
  • 3.94% Defense(Fire)
  • 3.94% Defense(Cold)
  • 14.9% Defense(Energy)
  • 14.9% Defense(Negative)
  • 3% Defense(Psionic)
  • 21.8% Defense(Melee)
  • 21.1% Defense(Ranged)
  • 4.88% Defense(AoE)
  • 15% Enhancement(RechargeTime)
  • 9% Enhancement(Accuracy)
  • 6% Enhancement(Heal)
  • 125.5 HP (9.37%) HitPoints
  • MezResist(Held) 18.2%
  • MezResist(Immobilize) 22.6%
  • MezResist(Sleep) 1.65%
  • MezResist(Stun) 3.85%
  • 12% (0.67 HP/sec) Regeneration
  • 3.47% Resistance(Fire)
  • 3.47% Resistance(Cold)

So when all is said and done, and I'm running my toggles, here is what my totals look like:

Defense:
Smashing 27.6%
Lethal 27.6%
Fire 16.4%
Cold 16.4%
Energy 27.3%
N Energy 27.3%
Psionic 15.5%
Melee 34.3%
Ranged 33.6%
AoE 17.3%

Resistance:
Smashing 52.8%
Lethal 52.8%
Fire 75%
Cold 23.7%
Energy 35.2%
N Energy 35.2%
Toxic 15%
Psionic 0

Health & End
Regeneration 195%
Max HP 109.4%
End Rec 2.85/s
End Use 1.47/s

Misc
Recharge 15%
Acc 9%
Damage 20.5%

Few questions:

With no Def Debuff Resistance, how helpful will my Def be?
With no consume will my End be ok? Attacks are all well slotted, and I have the performance shifter proc. I could drop Maneuvers for Consume, and lose about 3.5% def but gain end recovery. I'm not a big fan of consume's long recharge though.
Should I focus more of my defenses to melee and get close to capping that while leaving my ranged Def low, or is this more even spread a better approach?
Any other suggestions would be appreciated. This isn't going to be an AV soloing guy, but if I want to jump into a spawn of 54's ahead of the tank, I'd rather not be licking concrete before Build Up wears off.

I'm currently level 40 with this guy, and with base /Fire defenses, this build can certainly feel very squishy at times.

Critting with Incinerate at the damage cap is a wonderful thing.

Thanks for the help.


 

Posted

Hi SoulScorch!

At times you are going to notice to be a little light on End. Thats just the way it is. There is a reason why they put consume in the build. It is not needed (depending on aggressive of a player you are) but it is good to have. About dropping Manuvers to get it? Well I would but thats me. I would also take my Miracle out of RotP because you are not getting the full potential out of it being there. Could also get that with another and add you some end (1.5 I believe) I don't have mids up or anything to look really into it but thats what I picked up. I am positive with a little tweaking you can make up for that 3.75 somewhere. If we were talking about more than 10% somewhere I may be a little more hesitant but, would you rather get missed a small percentage or slot out so you can always kill kill kill.?!

But as far as Def goes, well even Fire Tanks have issues jumping face first into a crowd bud, thats just the way it is. You may spend a lot more than you want before you get him Very capable of defending yourself. On another hand, you can always jump in and do damage. For this build a nice balance of Def of Ranged and Melee is in order. What do you do more? You facing Demons? Ranged, Freaks, both, I mean its really your choice as far as if you do just PvE a lot or real Dam specific baddies. Either way. You have some SoulSearching to do ;

Edit: What is your max hp at?

Just noticed you had the Steadfast in there or I would of recommended it


@Possible

A couple of this, a couple of that.

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Posted

Your def numbers look good enough that they'll make a significant difference in your incoming damage. I like S/L def over Melee on Fire/Fire scrappers myself (S/L w/layered Ranged if possible on Fire, WP, Dark; positionals on SD, SR). Most damage in the game have some S/L component in it and I find unless you can cap all 3 positions, S/L gives you more bang for the buck. Both my Fire scrapper & tank have capped S/L def and they're very hard to kill other than from Psi (for whom I have Ranged def, but that doesn't always work).

I used to rely heavily on Consume on my Fire tank for years, but it was never up often enough, even w/max IO'ed slotting, for it to be reliable. I slotted so that I wouldn't need Consume in the first place and was much happier for it. Never even took it on my scrapper.


An Offensive Guide to Ice Melee

 

Posted

Yea good call on the slotting for not needing it. Combined with your attacks you just need to more. I would set a goal to get that Rec up a point, then it wouldn't be as noticable for sure. But again, this can turn out to be very expensive with things like the LotG set and Miracles and the ones that have the Rec bonuses. Even dropping some of the use would be nice. My personal rule of thumb is have double or more Rec than use at all times.


@Possible

A couple of this, a couple of that.

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Posted

Put the Miracle unique in Health, not in RoTP. It needs to be in a passive power.
Same for the Numina Unique, don't put it in healing flames.
Ditch Acrobatics for one or two -KB IOs.


 

Posted

Quote:
Originally Posted by Possible View Post
Hi SoulScorch!
I would also take my Miracle out of RotP because you are not getting the full potential out of it being there.
Lol. Didn't realize that was there. Ignore it, I was probably just messing around.

If I could actually afford a miracle, it'd go in Health.

So my End Rec # would probably be nearer to 2.6/s.


 

Posted

Quote:
Originally Posted by Soulscorch View Post
Lol. Didn't realize that was there. Ignore it, I was probably just messing around.

If I could actually afford a miracle, it'd go in Health.

So my End Rec # would probably be nearer to 2.6/s.
Have you pondered merits? I try to specifically get these rares with Merits rather than pay that 100+ mill for them. But lets talk about how YOU play. What percentage of the time would you say translates into down time from not having end? Because basiclly what you want it is a defensive toon, that doesn't have end issues yes? Well of course with some nice dam output


@Possible

A couple of this, a couple of that.

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Posted

Quote:
Originally Posted by Kioshi View Post
Put the Miracle unique in Health, not in RoTP. It needs to be in a passive power.
Same for the Numina Unique, don't put it in healing flames.
Ditch Acrobatics for one or two -KB IOs.
I hated putting the Numina in HF, but that's the only heal set with ranged def bonus, and I was trying to get my defenses to the 30% point.

Hmm...

...Ok, I tried a few things.

Removed Miracle and Numina. Moved the 6th HF slot, losing 3.75 ranged D(that used to have the Numina), into SJ and put 2 Blessing of the Zephyr in there for 3.13 ranged D (almost a wash). Then changed the 3 slotted Def in CJ to 1 slotted D and 2 Blessing of the Zephyr in there for another 3.13 ranged D.

This makes my D totals:
Defense:
Smashing 27%
Lethal 27%
Fire 15.8%
Cold 15.8%
Energy 28%
N Energy 28%
Psionic 14.8%
Melee 33.6%
Ranged 35.6%
AoE 16.7%

No idea how expensive 4 Blessing of the Zephyrs are but the have to be less than a Numina and a Miracle. Right...?

I'd like to use KB Enh, but those things are outrageously priced. Plus I'm fine with Acro since there's not another power I'm in dire need of, and I don't have the slots for anything anyway.

Also, since I removed the 6th slot from HF, I could also remove the 5th slot and just leave the power 4 slotted. Then I could stick a mix of 4 heal/recharge's in there and get about 88-89% in each (which is more recharge than previous, 56%). This would free up a slot to stick in Stamina to allow me to add another end mod in it.

How much does the performance shifter unique add to stamina? I tried watching it last night to see if I could tell a difference, but the jerky kins on the team kept speed boosting me (sarcasm). It says 20% chance for 10 end. Is that per tick of stamina? How often does Stamina tick?

Thanks for the help so far.


 

Posted

Quote:
Same for the Numina Unique, don't put it in healing flames.
Why? Putting it in Healing Flames is ok, because as a Fire/Fire you do hit Healing Flames a lot. As long as you are using Healing flames every 120sec it will be find. Yes it is not the best place for it but it is ok to put it in, and really you lose noting doing it and gain +def.


"All right, they're on our left, they're on our right, they're in front of us, they're behind us...they can't get away this time"- Chesty Puller US Marine Corps

 

Posted

Every 10 seconds the power does a check. That is saying that every 10 seconds you have a 20% chance of gaining an extra 10 end, this will not show up in Mids as a bonus, but you can review your combat log to show when you get it.


@Possible

A couple of this, a couple of that.

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Posted

Quote:
Originally Posted by Soulscorch View Post
Also, since I removed the 6th slot from HF, I could also remove the 5th slot and just leave the power 4 slotted. Then I could stick a mix of 4 heal/recharge's in there and get about 88-89% in each (which is more recharge than previous, 56%). This would free up a slot to stick in Stamina to allow me to add another end mod in it.
Or you could replace the numinas in HF for 5 doctored wounds netting you 5% more global recharge. And doctored wounds aren't expensive