Inv/Fire or SD/Fire?
Fire is the best AoE secondary set for tankers, and does very good damage. Its AoE superiority starts early, with Combustion at level 4.
The tradeoff is essentially zero control and thus no mitigation. This can be partially reversed by choice of pool powers (Air Superiority is something I'd recommend).
Shields and Invuln are both pretty good. Shields has its signature power, a quite strong attack in Shield Charge: that attack makes the set. Apart from that, it's a positional defense set --- no holes, but given the current state of the game, slotting defense bonuses as a priority is not what I'd choose to prioritize.
Invuln is one of the strongest sets for pure survival after Granite, with none of its drawbacks. It is also a fairly free to build set; most of the passive powers can be postponed until the late game without gimping yourself, and they don't eat slots like the Shield powers do either.
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I'd like some opinions between these...
I plan to team and AE alot. I don't really like to solo in any MMO. Does /Fire have alot of AOE? When I played this game months ago I had a SS/WP Brute, so I want to try to stay away from a similar playstyle. |
Shield is a decent set that with IO investment can become a very good one; and it offers one VERY nice AOE attack that does Scrapper level damage in Shield Charge. Shield's aggro aura, Against All Odds, also acts as a damage buff for every enemy in melee with you. At the time I'm writing this my Shield/Fire tanker is still very young; I think he just hit 23. At this point the set is a little lacking; but once it matures and I get it soft capped defensively it should really be good. I'm basing my thoughts about a mature build on my level 50 Broadsword/Shield scrapper; defensively that character pushes tanker levels of survivability.
Invuln is one of my favorite sets; it's a good set from the get go and it becomes great once IO's are factored in... it's second only to Granite in survivability. Early game the Invuln will be considerably tougher than the Shield and after both mature the Invuln will maintain it's lead. On the other hand the Shield will deal considerably more damage thanks to a damage boosting aura and Shield Charge.
Both Inv & Shield will pair nicely with Fire Melee; or for that matter any other secondary you may choose. You're the one to make the call; do you want better durability? Invulnerability. Do you want more damage with good durability? Shield.
If you decide to go with Invulnerability check out the guides in my signature; the first is a basic how-to for the first 20 levels to help you avoid the early pitfalls of selecting the best powers. The second is a more advanced guide on using set IO bonuses in order to make your invuln into the unkillable tanker you want it to be.
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I've seen your "first 20 Invul levels" guide, and it's awesome. I definitely intend to follow it.
However, now I'm considering waiting for Inv/Elec Melee.
I apologize for the topic. Maybe it'll help someone else deciding.
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Inv/Fire is a solid combo, but will suck end like a mother until you can start IOing it. This is the big reason I quit playing mine, it was way down on my list of toons to start pouring cash into.
Shield/Fire, from what I have seen, and my experience with SD, should be just crazy as far as AoE destruction.
Inv/Elec would be decent, but end heavy as well. AoE damage will be ok, single target damage lackluster. This is from experience with /Elec on redside.
SD/Elec will be, unless they gimp the hell out of it some way, a sick combo. My gf has a Elec/SD brute and burns through mobs. The combination of Shield Charge and Lightning Rod is nice to see, and if you like he teleport type attacks, you will be in heaven. Against All Odds boosts the damage of Elec Melee to a point were it is really solid.
Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.
Inv/Fire is a solid combo, but will suck end like a mother until you can start IOing it. This is the big reason I quit playing mine, it was way down on my list of toons to start pouring cash into.
Shield/Fire, from what I have seen, and my experience with SD, should be just crazy as far as AoE destruction. Inv/Elec would be decent, but end heavy as well. AoE damage will be ok, single target damage lackluster. This is from experience with /Elec on redside. SD/Elec will be, unless they gimp the hell out of it some way, a sick combo. My gf has a Elec/SD brute and burns through mobs. The combination of Shield Charge and Lightning Rod is nice to see, and if you like he teleport type attacks, you will be in heaven. Against All Odds boosts the damage of Elec Melee to a point were it is really solid. |
I haven't played an Inv/Fire, but playing both sets in isolation I'm not sure how you were finding it end heavy; particularly in comparison to the other secondaries.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
You found Inv/Fire end heavy? That surprises me since /Fire is about the lightest end secondary we have. My Stone/Fire tanker for example is vastly more end friendly than my Stone/EM and even at only 23 my Shield/Fire tank is quite easy on the blue bar. Relatively, of course... most tankers tend to use a bit of endurance due to our toggles. Actually the absolute worst endurance hog character I've played was my 50 Fire/Rad controller... now THERE's an end hog.
I haven't played an Inv/Fire, but playing both sets in isolation I'm not sure how you were finding it end heavy; particularly in comparison to the other secondaries. |
Dark Armor is like that kid you knew in school that didn't know when to shut up, and no matter how bad he got beaten down, he got right back up again and kept on talking.
Fire in general isn't so bad on end, but AoE attacks are generally a lot more End heavy than the single target attacks. And Fire has two of them, Combustion and Fire Sword Circle. Plus a good bunch of toggles from Invulnerable.
I have a level 41 Invuln / fire build too .. I'll post it when I get home from work.
But, I have balanced it on group play, so less focus on damage and more focus on aggro and defense.
Which means many of my powers have End reducs in them, so they don't drop in the middle of all.
With Stamina, I have still lots of end so far.
Currently, he's just started getting into the Pyre pool, where he'll get FireBall and Melt Armor.
Maybe they'll draw some more end, I dunno.
Also, to note, only standard IO's so far, no sets.
So it should be a good comparison to an SO build.
On a sidenote though, I was very disappointed in the AoE aspect of incinerate, it doesn't work very well with a Tanker. I just consider it a single target attack. And Burning Patch is simply annoying, so I didn't take it.
On a sidenote though, I was very disappointed in the AoE aspect of incinerate, it doesn't work very well with a Tanker. I just consider it a single target attack. And Burning Patch is simply annoying, so I didn't take it. |
Burning Patch? The only thing I can come up with that you may be talking about is Burn, and that's in the Fire Armor set, not in the Fire Melee set so it's a non-issue with an Inv/Fire tanker since you can't get it anyway.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
As promised, my miserable build so far :
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
Click this DataLink to open the build!
Anker Steadfast - Level 41: Level 42 Technology Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Temp Invulnerability -- ResDam-I(A), ResDam-I(3), ResDam-I(3), EndRdx-I(15), EndRdx-I(25), EndRdx-I(31)
Level 1: Scorch -- EndRdx-I(A)
Level 2: Fire Sword -- Acc-I(A), Dmg-I(5), EndRdx-I(7), EndRdx-I(17)
Level 4: Combustion -- Acc-I(A), Dmg-I(5), EndRdx-I(7), EndRdx-I(17)
Level 6: Combat Jumping -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(39)
Level 8: Unyielding -- ResDam-I(A), ResDam-I(9), ResDam-I(9), EndRdx-I(15), EndRdx-I(25)
Level 10: Taunt -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Dull Pain -- Heal-I(A), Heal-I(13), Heal-I(13), RechRdx-I(33), RechRdx-I(33), RechRdx-I(33)
Level 14: Super Jump -- Jump-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Invincibility -- DefBuff-I(A), DefBuff-I(19), DefBuff-I(19), EndRdx-I(21), EndRdx-I(21)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Boxing -- Dmg-I(A)
Level 26: Tough -- ResDam-I(A), ResDam-I(27), ResDam-I(27), EndRdx-I(34), EndRdx-I(36)
Level 28: Fire Sword Circle -- Acc-I(A), Dmg-I(29), Dmg-I(29), Dmg-I(37), EndRdx-I(37), EndRdx-I(37)
Level 30: Weave -- DefBuff-I(A), DefBuff-I(31), DefBuff-I(31), EndRdx-I(40)
Level 32: Resist Physical Damage -- ResDam-I(A), ResDam-I(34), ResDam-I(34)
Level 35: Tough Hide -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(36)
Level 38: Incinerate -- Acc-I(A), Dmg-I(39), Dmg-I(40), EndRdx-I(40)
Level 41: Char -- Acc-I(A)
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
And yeah, I got confused at work and thought I had that Burn patch thingy .. it happens.
As for Incinerate, I think COH disagree's with you.
The AOE it's showing is the taunt effect, or Gauntlet, of the attack. All tanker attacks show an AOE taunt effect in the detailed information.
Incinerate is most assuredly a single target attack, it will only do damage to one target. As with all tanker attacks it does taunt the mobs close by the one you actually hit, but do damage is applied to the taunt effect.
Incinerate only accepts melee damage IO sets (and taunt sets), it does not accept PBAOE sets or Targeted AOE sets.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Fire in general isn't so bad on end, but AoE attacks are generally a lot more End heavy than the single target attacks. And Fire has two of them, Combustion and Fire Sword Circle. Plus a good bunch of toggles from Invulnerable.
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So Fire has 3 things going for it in terms of end efficiency:
- AoEs - More end efficient than st attacks if you fight enough mobs.
- Fire dots - These are free damage that adds up over time, especially against harder targets like bosses.
- Incinerate - This attack has a rech/end discount for being a pure dot. This makes it your most end efficient attack, not to mention the highest DPA in the set.
It's true that AoE attacks will have better end/damage ratio's once there's enough targets.
But they will still drain your end faster, over time, if you can spam them.
This might explain why he saw it as an end hog.
On the upside though, they give lotsa aggro.
I think they are well worth it.
I'm no expert on Tanker FM, but on the build you posted you've waaay overslotted your Invul toggles for end reduction. With SOs, TI and UY don't need more than one End Red slot, and I consider putting even one in Invinc to be optional.
In general, I consider 'standard slotting' for tank attacks to be 1xAcc, 1xEndRed, 1xRchg, 3xDam, though you can of course vary that to taste. IMO, your current slotting is overslotted on end red, underslotted on damage, and could use some recharge in your longer-recharging attacks. Remember, defeating a foe with fewer, more damaging attacks is an endurance saver too!
IME, I have found Invul to be relatively easy to manage, endurance-wise, and FA isn't a particularly heavy end user AFAIK. I'd recommend starting with one end red per attack, and if you find yourself frequently running out of endurance you can add more to your most endurance-heavy attacks. Two or three-slotting end red in a normal shield toggle--as opposed to a high end damage aura--has a very small return on investment and is not usually recommended.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
It's been my experience that the Amount of damage I do is largely irellevant if the blasters can unload fully.
That's why I have so much End Reduction in my build, so I keep going between throng of MOBs to the next Throng of MOBs with no downtime at all.
Basically, I enter the map -> Endless slaughter - I exit the map
No pauses, straight up killing.
I have considered respeccing eventually, and put less end reduc in it.
But that will also be dependant on how many slots the different IO sets will need later on.
As for the Recharge, I thought so as well to begin with, but I can pretty much run a constant chain already, AoE - Taunt - Aoe - Taunt, with a single target attack in here and there. And considering I will get FireBall and Melt Armor too, I don't think Recharge is a problem.
Again, I aim for aggro on as many foes as possibly, not going for Damage as such.
In my opinion my Tankers 3 most important areas are :
- Self Survival
- Aggro
- Team Survival
The irony of it all, offcourse, is that I also have a Fire Blaster, which is always impatiently waiting for it's next AoE attack to recharge .. sespite Recharge reductions and Hasten.
Hmm, unless you're just standing there using Taunt, using your attacks is an important part of controlling aggro.
And keep in mind that it doesn't take any more endurance to hit a foe with a fully slotted, damaging attack that it does a poorly slotted one. You just get better results and contribute more to your team.
My Characters
Knight Court--A CoH Story Complete 2/3/2012
I'd like some opinions between these...
I plan to team and AE alot. I don't really like to solo in any MMO.
Does /Fire have alot of AOE?
When I played this game months ago I had a SS/WP Brute, so I want to try to stay away from a similar playstyle.