Please help me improve my Fire/Fire Tank


Airhammer

 

Posted

This is one of my original characters. He did a lot of Hami Raids so he has a good supply of Hami-O's and a few IO's which I built when IO's first came out and I had shelved him because I wanted to try new tanks.

I have about 65 million in Influence but maybe I could sell some of my other items for more loot. Any Advice would be appreciated.

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

Click this DataLink to open the build!

Heatstroke Original: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Blazing Aura -- EndRdx-I(A), EndRdx-I(3), EndRdx-I(3), HO:Nucle(5), HO:Nucle(5), HO:Nucle(7)
Level 1: Scorch -- Acc-I(A)
Level 2: Fire Shield -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam/Rchg(11), ImpArm-ResDam/EndRdx/Rchg(13), ImpArm-ResDam(13)
Level 4: Combustion -- RechRdx-I(A), EndRdx-I(15), EndRdx-I(15), HO:Nucle(17), HO:Nucle(17), HO:Nucle(19)
Level 6: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(19), Dct'dW-EndRdx/Rchg(21), Dct'dW-Rchg(21), Dct'dW-Heal/Rchg(23)
Level 8: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(9), Efficacy-Acc/Rchg(25), Efficacy-EndMod/Acc(25), Efficacy-EndMod/EndRdx(27)
Level 10: Combat Jumping -- Krma-ResKB(A)
Level 12: Plasma Shield -- S'fstPrt-ResKB(A), ImpArm-ResDam/EndRdx(27), ImpArm-ResDam/Rchg(29), ImpArm-ResDam/EndRdx/Rchg(29), ImpArm-ResDam(31)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(23), Numna-Regen/Rcvry+(31), Numna-Heal(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(33)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(34), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam(36)
Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(33), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(36)
Level 28: Fire Sword Circle -- HO:Nucle(A), HO:Nucle(36), HO:Nucle(37), EndRdx-I(37), EndRdx-I(37), RechRdx-I(39)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
Level 32: Build Up -- RechRdx-I(A)
Level 35: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/EndRdx(42)
Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(42), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(45)
Level 41: Char -- HO:Endo(A), HO:Endo(45), RechRdx-I(45), RechRdx-I(46)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(46), Dev'n-Acc/Dmg(46), Dev'n-Dmg/EndRdx(48)
Level 47: Fire Ball -- HO:Nucle(A), HO:Nucle(48), HO:Nucle(48), EndRdx-I(50), EndRdx-I(50), RechRdx-I(50)
Level 49: Fiery Embrace -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
------------
Set Bonus Totals:

  • 2.5% DamageBuff(Smashing)
  • 2.5% DamageBuff(Lethal)
  • 2.5% DamageBuff(Fire)
  • 2.5% DamageBuff(Cold)
  • 2.5% DamageBuff(Energy)
  • 2.5% DamageBuff(Negative)
  • 2.5% DamageBuff(Toxic)
  • 2.5% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 8.62% Defense(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Ranged)
  • 3% Defense(AoE)
  • 6.75% Max End
  • 23% Enhancement(Accuracy)
  • 20% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 84.3 HP (4.5%) HitPoints
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Immobilize) 4.4%
  • MezResist(Terrorized) 2.2%
  • 13.5% (0.23 End/sec) Recovery
  • 44% (3.44 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 1.26% Resistance(Toxic)
  • 6.26% Resistance(Psionic)



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The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

For one thing, you can get some good coin for selling some of your HOs. Dunno if you'll be able to fund all of this, but a few AE farms and you should be able to.

Just w/some very minor tweaks, I got your melee def up to 33.4%. I prefer S/L def on a fire tank, but that can get more expensive, esp if you go after the Kin Combat sets. Only major change I made was dropping Consume for Taunt--not because I like Taunt the power, but for the sets you can slot in. I find that w/proper attack slotting and once you get in the Numina/Miracle uniques, that you really don't need Consume at all. Fiery Melee is actually very end-efficient so you really shouldn't need a slow recharging end bar filler. If you really want Consume, you can still take it, but slot those same Taunt enhancements and you'll still get use out of it (no +end mod, but you hardly need it except for AV fights and the like).

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

Click this DataLink to open the build!


An Offensive Guide to Ice Melee

 

Posted

BA, Combustion, and FSC: I would think about using full sets of Multistrikes as lvl 50. You lose some acc from all 3 powers, but gain more end red for Combust and FSC which makes the slight dip in end red from BA a wash IMO. The 1st 3 set bonuses will mean nothing to you, but the last 2 with +def make up for it.

Char: 4 Thunderstrikes- the 3 trips and a Dam/ Rech
Fire Blast: 4 Thunderstrikes- the 3 trips and a Acc/Dam.
More +rec and +def, and you make up for the lost acc in FSC, BA, and Combust.

Alternately, Basilisk's Gaze in Char.

And surprisingly, I think Fireball is good as is.


 

Posted

Ok here is my rebuild.. Any advice would be good. This gets my defense up to 30% which I think is pretty respectable... I wish I could get Burn in the Build but I dont see that happening.

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

Click this DataLink to open the build!

Heatstroke Original: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Blazing Aura -- M'Strk-Dmg/Rchg(A), M'Strk-Dmg/EndRdx(3), M'Strk-Acc/Dmg(3), M'Strk-Acc/EndRdx(5), M'Strk-Dmg/EndRdx/Rchg(5), M'Strk-Acc/Dmg/EndRdx(7)
Level 1: Scorch -- Acc-I(A)
Level 2: Fire Shield -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam/Rchg(11), ImpArm-ResDam/EndRdx/Rchg(13), ImpArm-ResDam(13)
Level 4: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(19)
Level 6: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(19), Dct'dW-EndRdx/Rchg(21), Dct'dW-Rchg(21), Dct'dW-Heal/Rchg(23)
Level 8: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(9), Efficacy-Acc/Rchg(25), Efficacy-EndMod/Acc(25), Efficacy-EndMod/EndRdx(27)
Level 10: Combat Jumping -- Krma-ResKB(A)
Level 12: Plasma Shield -- S'fstPrt-ResKB(A), ImpArm-ResDam/EndRdx(27), ImpArm-ResDam/Rchg(29), ImpArm-ResDam/EndRdx/Rchg(29), ImpArm-ResDam(31)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(23), Numna-Regen/Rcvry+(31), Numna-Heal(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(33)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(34), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam(36)
Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(33), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(36)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(39)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
Level 32: Build Up -- RechRdx-I(A)
Level 35: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(42)
Level 38: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(42), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dam%(43), T'Death-Dmg/EndRdx/Rchg(45)
Level 41: Char -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg(45), Thundr-Dmg/Rchg(45), Thundr-Dmg/EndRdx(46)
Level 44: Fire Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg(46), Thundr-Dmg/EndRdx(46), Thundr-Dmg/Rchg(48)
Level 47: Fire Ball -- HO:Nucle(A), HO:Nucle(48), HO:Nucle(48), EndRdx-I(50), EndRdx-I(50), RechRdx-I(50)
Level 49: Fiery Embrace -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
------------
Set Bonus Totals:

  • 13.5% DamageBuff(Smashing)
  • 13.5% DamageBuff(Lethal)
  • 13.5% DamageBuff(Fire)
  • 13.5% DamageBuff(Cold)
  • 13.5% DamageBuff(Energy)
  • 13.5% DamageBuff(Negative)
  • 13.5% DamageBuff(Toxic)
  • 13.5% DamageBuff(Psionic)
  • 11.4% Defense(Smashing)
  • 11.4% Defense(Lethal)
  • 3.94% Defense(Fire)
  • 3.94% Defense(Cold)
  • 8% Defense(Energy)
  • 8% Defense(Negative)
  • 8.62% Defense(Psionic)
  • 19.9% Defense(Melee)
  • 5.5% Defense(Ranged)
  • 4.88% Defense(AoE)
  • 6.75% Max End
  • 20% Enhancement(RechargeTime)
  • 41% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 98.4 HP (5.25%) HitPoints
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 5.5%
  • MezResist(Immobilize) 5.5%
  • MezResist(Sleep) 1.65%
  • MezResist(Stun) 6.05%
  • MezResist(Terrorized) 2.2%
  • 15.5% (0.26 End/sec) Recovery
  • 32% (2.5 HP/sec) Regeneration
  • 2.21% Resistance(Fire)
  • 2.21% Resistance(Cold)
  • 1.26% Resistance(Toxic)
  • 1.26% Resistance(Psionic)


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

You've sacrificed a lot more accuracy for FSC and Combust with Oblits with less end reduction but greater recharge. The accuracy shouldn't be an issue but endurance issues might creep in.

Also, thinking of the knockback IOs, 3 pts is usually good enough for most of the pve content. Anything that beats 3 pts usually beats 6 pts as well. So, CJ could be leveraged for more defense or used for a set bonus like LotG: +7.5 or Kismet: +acc. Or remove the Steadfast from Plasma Shield and move that slot to Stamina for the Performance Shifter: +end. Then you could also put more PS's in Stamina for more HP.


 

Posted

Yes the end issues are a concern definitely but since I have a Numina and a Miracle recovery I hope that I would be OK.. I can move one slot into Stamina and I have a Performance Shifter +End Enhancement sitting on another toon. I am still not quite sure if I will go this route or just stay with what I have. Problem is current toon plays more like a scranker.. I am going to have to get him a run on an ITF or STF to see how he does.

Thanks again...


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

if you want better end then youll have to use your primary sets to better your recov rate

there are plenty of ways then just uniques.

you can start with impervium armors for resist damage and gift of ancients for defense

throw in a miracle,numina and the ps + end will help

later on if you can afford them the pvp i.o's and purples are even better. but its more then a start .