Fire/Fire/Fire Advice


Fury Flechette

 

Posted

I'm looking for advice on my fire/fire/fire blaster.

My play-style is to fire off RoF once the control is off, then hover over a mob's head, running a chain of Combustion, Fire Ball, FSC, with single-shots in there to keep Defiance high.

It's designed for damage output in team-play, with IO set bonuses focused on damage and speed with a little ranged defense. Still, I expect it to be a glass canon, and hence the self-rez.

I'm not sure if there's something obvious that I'm missing though, and would appreciate feedback.

Thanks!


Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Flame Mastery

Hero Profile:
------------
Level 1: Flares
(A) Thunderstrike - Damage/Endurance/Recharge
(42) Thunderstrike - Accuracy/Damage/Endurance
(43) Thunderstrike - Damage/Endurance
(45) Thunderstrike - Accuracy/Damage
(45) Thunderstrike - Damage/Recharge
(46) Thunderstrike - Accuracy/Damage/Recharge


Level 1: Ring of Fire
(A) Thunderstrike - Damage/Endurance/Recharge
(19) Thunderstrike - Accuracy/Damage/Endurance
(21) Thunderstrike - Accuracy/Damage/Recharge


Level 2: Fire Ball
(A) Positron's Blast - Accuracy/Damage
(3) Positron's Blast - Accuracy/Damage/Endurance
(3) Positron's Blast - Damage/Recharge
(5) Positron's Blast - Damage/Range
(5) Positron's Blast - Damage/Endurance


Level 4: Combustion
(A) Obliteration - Damage
(33) Obliteration - Accuracy/Recharge
(33) Obliteration - Damage/Recharge
(39) Obliteration - Accuracy/Damage/Recharge
(42) Obliteration - Accuracy/Damage/Endurance/Recharge


Level 6: Rain of Fire
(A) Positron's Blast - Accuracy/Damage
(7) Positron's Blast - Damage/Recharge
(7) Positron's Blast - Accuracy/Damage/Endurance
(11) Positron's Blast - Damage/Endurance
(11) Positron's Blast - Damage/Range


Level 8: Hasten
(A) Recharge Reduction IO
(9) Recharge Reduction IO
(9) Recharge Reduction IO


Level 10: Swift
(A) Flight Speed IO


Level 12: Hover
(A) Luck of the Gambler - Recharge Speed
(13) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
(13) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(15) Blessing of the Zephyr - Knockback Reduction (4 points)
(17) Luck of the Gambler - Defense/Endurance


Level 14: Fly
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance


Level 16: Health
(A) Numina's Convalescence - +Regeneration/+Recovery
(17) Healing IO
(19) Numina's Convalescence - Heal


Level 18: Blaze
(A) Thunderstrike - Accuracy/Damage/Endurance
(34) Thunderstrike - Damage/Endurance/Recharge
(36) Thunderstrike - Accuracy/Damage
(46) Thunderstrike - Damage/Endurance
(48) Thunderstrike - Damage/Recharge
(48) Thunderstrike - Accuracy/Damage/Recharge


Level 20: Stamina
(A) Performance Shifter - Chance for +End
(21) Performance Shifter - EndMod/Accuracy/Recharge
(34) Performance Shifter - EndMod
(36) Performance Shifter - EndMod/Accuracy
(46) Performance Shifter - EndMod/Recharge


Level 22: Fire Breath
(A) Positron's Blast - Accuracy/Damage/Endurance
(23) Positron's Blast - Accuracy/Damage
(23) Positron's Blast - Damage/Endurance
(31) Positron's Blast - Damage/Recharge
(37) Positron's Blast - Damage/Range


Level 24: Fire Sword Circle
(A) Obliteration - Accuracy/Recharge
(25) Obliteration - Damage/Recharge
(25) Obliteration - Accuracy/Damage/Recharge
(31) Obliteration - Accuracy/Damage/Endurance/Recharge
(33) Obliteration - Damage


Level 26: Build Up
(A) Gaussian's Synchronized Fire-Control - Chance for Build Up
(27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(29) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(29) Gaussian's Synchronized Fire-Control - To Hit Buff
(31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance


Level 28: Consume
(A) Efficacy Adaptor - EndMod/Recharge
(34) Efficacy Adaptor - EndMod
(40) Efficacy Adaptor - EndMod/Accuracy/Recharge
(40) Efficacy Adaptor - Accuracy/Recharge
(43) Efficacy Adaptor - EndMod/Accuracy
(43) Efficacy Adaptor - EndMod/Endurance


Level 30: Aim
(A) Recharge Reduction IO


Level 32: Inferno
(A) Obliteration - Accuracy/Recharge
(37) Obliteration - Damage/Recharge
(39) Obliteration - Damage
(40) Obliteration - Accuracy/Damage/Endurance/Recharge
(48) Obliteration - Accuracy/Damage/Recharge


Level 35: Blazing Bolt
(A) Sting of the Manticore - Accuracy/Damage
(36) Sting of the Manticore - Damage/Endurance
(37) Sting of the Manticore - Accuracy/Interrupt/Range
(50) Sting of the Manticore - Damage/Interrupt/Recharge
(50) Sting of the Manticore - Damage/Endurance/Recharge


Level 38: Maneuvers
(A) Luck of the Gambler - Recharge Speed
(39) Luck of the Gambler - Defense/Endurance


Level 41: Char
(A) Lockdown - Accuracy/Endurance/Recharge/Hold
(42) Lockdown - Accuracy/Recharge


Level 44: Fire Shield
(A) Steadfast Protection - Resistance/+Def 3%
(45) Steadfast Protection - Resistance/Endurance


Level 47: Rise of the Phoenix
(A) Recharge Reduction IO


Level 49: Assault
(A) Endurance Reduction IO
(50) Endurance Reduction IO


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


Level 1: Sprint
(A) Empty


Level 2: Rest
(A) Recharge Reduction IO


Level 1: Defiance



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Posted

Quote:
Originally Posted by Harkness View Post
My play-style is to fire off RoF once the control is off, then hover over a mob's head, running a chain of Combustion, Fire Ball, FSC, with single-shots in there to keep Defiance high.
This is one of those hypothetical chains that would only work if a) the mobs didn't scatter once you hit them with Rain of Fire (which would mean they were either being taunted or hit with a mass immob/hold, and b) the mobs would be locked down long enough for you to fire off combustion (slow), fire ball and FSC.

Also, it would probably only work on certain maps. Hover blasting and diving into the center (where you'd need to be to maximize combustion and FSC) wouldn't work for narrow hallway office maps or many parts of Oranbega. I'm assuming that this is for AE, in which case, the Mynx city street map would provide plenty of vertical space.

With a build like this, which is dependent on a lot of control/taunting/support anyway, why bother slotting for defense? It's a waste, since it's for team play anyway. The meager amounts of defense you have won't save you against...presumably, the level 52-54 bosses you're fighting. I'd slot for recharge and +dmg and get rid of Thunderstrikes...they don't help in what you're trying to accomplish: pump out as much damage as possible. Devastations or Decimations would be better choices.

Also, I think you made some mistakes. You didn't take fire blast which is silly since it's a heavier hitter than flares. Also, 1 slotting aim is a mistake. Why give up an obvious damage boost? Same with slotting build up with Gaussians. In a soft cap build, sure, but in a build like your's you want to maximize the recharge on it, and level 50 Gaussians 6-slotted only provide around 78% recharge. Blazing bolt is also a silly choice. If you're focusing on AoEs, when do you have time to launch a snipe? Dump it.

If you're building for AE (and I'm not making judgments here), you'd be better served with superspeed, combat jumping and hurdle instead of hover/fly. Your attack chain would be build up and/or aim fire breath, fireball then leap into the mobs via superspeed/cj/hurdle to do combustion (assuming the mob is controlled/taunted) and then FSC. That would be more effective than the RoF/hovering approach.

The other way to go is to try for a soft capped smash/lethal or ranged build, but that will affect your ability to deliver damage unless you're getting outside buffs (fortitude, speed boost, etc.) Whatever way you decide to go, don't go halfway...20-30% defense is really not that good against 54s.


 

Posted

I've looked at the threads about def soft-capping, and I know I can go that way, but I'm pretty much tied to a max of +10% damage. I have my tank. I'd rather play this omg-damage even if that means being a glass canon.

The focus is AoE, but not AE. The newer TFs have all been AoE-heavy, and they call for a snipe (so it's a bit of a vanity choice, but it has a use). When the ceiling-height doesn't allow for the Combustion approach, I'm substituting Fire Breath. RoF is dependent upon Control which is why I mentioned it; otherwise, I usually skip it or use it as a soft control.

I don't enjoy the CJ-SS approach for Blasters. I get a lot out of where and how I position myself when using Hover.

The DPA of Fire Blast (50.73) is weaker than Flares (63.19).

I think I maxed out the +3% and +2.5% damage IO set bonuses, which made room for a lot of that ranged def, but I'll double-check that and improve the Aim/BU slotting.


 

Posted

Quote:
Originally Posted by Harkness View Post
I don't enjoy the CJ-SS approach for Blasters. I get a lot out of where and how I position myself when using Hover.
I won't argue personal choice, but CJ-SS would be IMO be more effective in what you're trying to do and would work on more maps. I can think of many maps - the narrow Council passage ways in the Khan TF and the caverns in the ITF where hovering wouldn't work well.

Quote:
The DPA of Fire Blast (50.73) is weaker than Flares (63.19).
DPA is sort of a meaningless stat for a blaster. It's either dead or not quite dead, in which case it can shoot back. And given that fire blast is one of the powers that you can fire off when mezzed, it's a small mistake not taking both.

Quote:
The newer TFs have all been AoE-heavy, and they call for a snipe
I love how you make a point about the DPA of flares and yet you cling to keeping a snipe.

Hey whatever rocks your boat. If you want to keep your concept build go for it. I self gimp characters all the time because of personal preference, but I don't pretend that the choice I make is the best min-max option.


 

Posted

Quote:
Originally Posted by Harkness View Post
I've looked at the threads about def soft-capping, and I know I can go that way, but I'm pretty much tied to a max of +10% damage. I have my tank. I'd rather play this omg-damage even if that means being a glass canon.
The build you posted has a global damage bonus of 33%, including Assault, and a global recharge bonus of 61.3%.

Neither of those figures represent a night-and-day offensive disparity with a soft-capped S/L build. In fact, the recharge figure is surpassable on a soft-capped S/L build.

As for the global damage -- well, let's just say it's not that important, relatively speaking. Every time you click Aim and/or Build Up, every time you build up your Defiance bonus, you're diminishing the relative benefit you derive from your global IO damage bonuses, because all of the above modify base damage, and any Blaster is well above his base damage scalar to begin with.

100% base damage + 95% ED-compliant slotting + 40%ish from Defiance = 235% of base damage. So your uber-on-paper 33% bonus shrinks, in an absolute sense, to a ~14% buff -- and roughly a third of that is from Assault.

That's just with constant attacking, no Aim or Build Up or buffs from other sources. Assault is not a toggle I'd probably take on a soft-capped build, because I believe that if you're going to go the defensive route you might as well also get the immob protection from Combat Jumping, and it's about 1/5th the cost in terms of endurance as are Assault + Manuevers slotted with gobs of end reduction. That said, Assault is also not a power you can't take on a soft-capped build.

The big bar to entry on the S/L DEF approach, most likely in your case, has more to do with the fact that you'd be stuck with the Cold APP. That, and you might have problems fitting Combustion in. I don't know how deeply your affection runs for that power, but personally I don't see any need for it. Breath + Ball + FSC + Rain of Fire is plenty of carnage, in my view, but I can see why you might prefer the stay-in-melee-full-time approach.

Quote:
The focus is AoE, but not AE. The newer TFs have all been AoE-heavy, and they call for a snipe (so it's a bit of a vanity choice, but it has a use). When the ceiling-height doesn't allow for the Combustion approach, I'm substituting Fire Breath. RoF is dependent upon Control which is why I mentioned it; otherwise, I usually skip it or use it as a soft control.
I can see why you'd want both powers, partcularly RoF. It's a great soft control in a solo situation, and it's pretty Snipes are not my bag, but they do have occasional uses, and they tend to make for excellent IO mules.

Quote:
The DPA of Fire Blast (50.73) is weaker than Flares (63.19).
Flares is the better of the two powers, I agree, for general purposes. Further, Ring of Fire actually smokes the crap out of both in terms of DPA -- so if you are in a protracted fight against a single target, like an EB or an AV, then the slow-DoT nature of Ring won't matter, and therefore you're not likely to miss Fire Blast all that much.

Presumably, most of the rest of the time, your fights will consist primarily of AoE carnage, with the occasional Blaze thrown in to catch a straggler, or even with the occasional ST chain or two to finish a boss or whatever. In almost every non-mezzed situation, Fire Blast wouldn't be very important. Even if all you do is chain Blaze + Flares + pause + Flares, at sufficient levels of +recharge, you're not doing all that much less DPS than the dude who chains Blaze + Blast + Flares.

Fire Blast is nice to have, though, if you can find a way to fit it in, if only because it gives you a nearly contiguous attack chain even while you're mezzed.

Quote:
I think I maxed out the +3% and +2.5% damage IO set bonuses, which made room for a lot of that ranged def, but I'll double-check that and improve the Aim/BU slotting.
Like Fury, I don't see any compelling reason to slot six Gaussian's into Build Up; it's a huge slot investment for very little return on a non-ranged-soft-cap build. The proc is nice ancillary bonus, but it's more useful in a toggle like Tactics than it is in a power you're only going to activate once every ~30 seconds.

However, I wouldn't worry too much about slotting Aim + Build Up for full recharge. At the levels of global rech you have, the extra two slots in each power (four slots total) would account for a little less than six seconds difference. If, as Fury notes, you'll be running mostly in a team and therefore bound to a team's pace, then I very much doubt the extra six seconds of uptime is going to make a huge difference in your damage output.

Again, nice to have, but not essential. Once you have each power up roughly every thirty seconds, you're good, as far as I'm concerned.

YMMV.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Obitus View Post
As for the global damage -- well, let's just say it's not that important, relatively speaking. Every time you click Aim and/or Build Up, every time you build up your Defiance bonus, you're diminishing the relative benefit you derive from your global IO damage bonuses, because all of the above modify base damage, and any Blaster is well above his base damage scalar to begin with.

100% base damage + 95% ED-compliant slotting + 40%ish from Defiance = 235% of base damage. So your uber-on-paper 33% bonus shrinks, in an absolute sense, to a ~14% buff -- and roughly a third of that is from Assault.
This was the bit that concerned me the most about this build: Will a focus on damage bonuses actually yield noticeable results? Assault seems obvious, even if the bonus is effectively 5% instead of 10%. But am I better-off slotting for global Recharge Red IO bonuses than Damage? Or is the damage bonus so ineffective that I'm better off just slotting for the def(ranged) soft-cap?

I'm not sure why the Combustion-hate on these boards. I find it easier to position for both FSC and Combustion than keeping moving about as I switch between FSC and Fire Breath. What am I missing there?


 

Posted

Quote:
Originally Posted by Harkness View Post
This was the bit that concerned me the most about this build: Will a focus on damage bonuses actually yield noticeable results? Assault seems obvious, but if I'm better-off slotting for Recharge Red IO bonuses than Damage?
Whether it's noticeable or not is subjective. My gut reaction is that, yes, a decent-sized global-damage bonus will be noticeable, especially if you're just soloing missions -- but it won't make much practical difference in terms of AoE kill speed.

Sure, play style is a factor. But when I think Fire Blaster, I think primarily in terms of Build Up and/or Aim + huge alpha strike. In those scenarios, the relative benefit of IO damage bonuses is negligible. On my Fire/Ment, for instance, I can farm the Cimerora wall at a rate of about 10-15 seconds per spawn, and IIRC I only have a 5-7% global damage bonus.

The biggest factor, for a glass-canon type in a game which predominantly features high-volume, low-hp opponents, is how many attacks it takes to drop your enemy. With that in mind, the only time a ~23% global damage boost is going to provide practical results is when you're fighting a hard target, usually a lone hard target. And that's not really your specialty as a Fire/Fire Blaster, anyway.

In other words, I don't think it's cost effective to chase after IO damage bonuses. You will often end with a few incidental +damage bonuses in the pursuit of other goals (+recharge, +DEF, +end/recovery, whatever), which only lessens the comparative gain for a build who pursues +damage as an end in itself.

There's a difference between noticeable and appreciable.

As always, YMMV, but I really would encourage you to take a second look at certain build options if the lack of +damage has been the deal breaker for you in the past.

Quote:
I'm not sure why the Combustion-hate on these boards. I find it easier to position for both FSC and Combustion than keeping moving about as I switch between FSC and Fire Breath. What am I missing there?
It's not that I hate Combustion, though it does have a rather long activation time. It's just that I don't believe there's much practical benefit in having so many AoE powers; after a certain point, you can have a near-continuous AoE attack chain with three or so. Most minion-centric spawns will die in the first three-AoE salvo anyway, and those spawns that aren't dead by that point can usually wait an extra second or two for your powers to recharge.

To put it another way, I don't find anything particularly objectionable about Combustion. If you like it, more power to you. It's just the one I'd choose if I had to drop an AoE power. You could just as easily make a case for dropping Inferno or Fire Breath, depending on playstyle -- but Inferno is one of the better wow-factor powers in the game, hilarious though not particularly important in fast-paced team play, and Fire Breath does nearly twice as much damage as Combustion, with a shorter activation time, and can be cast from range.

Like I said, though, if you're more set on staying in Hover more or less full-time, then I can see why you'd be more prone to chain Ball + FSC + Combustion -- as Hover doesn't lend itself to zipping in and out of melee range to position cone powers.

Personally, I like to mix it up, and with a little practice (and maybe a range enhancement in Fire Breath), it's surprisingly easy to jump away from a spawn which has gathered around you, queue Fire Breath just before you land, and hit the whole group with it. Then you can either toss Fire Ball from range before you rush in to FSC again, or (and especially if Ball is still recharging) you can run back into the center of the mob to Ball + FSC. Ball is certainly your most flexible AoE power.

Hover is great to have, very nearly essential in my book for a Blaster, but I'm also of the school that believes a Blaster with melee-ranged AoEs should be equipped to jump/run to and fro as the situation dictates.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Obitus View Post
It's not that I hate Combustion, though it does have a rather long activation time. It's just that I don't believe there's much practical benefit in having so many AoE powers; after a certain point, you can have a near-continuous AoE attack chain with three or so. Most minion-centric spawns will die in the first three-AoE salvo anyway, and those spawns that aren't dead by that point can usually wait an extra second or two for your powers to recharge.
this


perma jump is ---> /up 1

 

Posted

Unlike the OP, I use SS+CJ with my Fire/Fire. Here's my build. I focused on recharge and recovery. Most sets that provide high recharge also provide accuracy, so that wasn't a concern for me.

Hero Plan by Mids' Hero Designer 1.401

http://www.cohplanner.com/



Click this DataLink to open the build!



Level 50 Mutation Blaster

Primary Power Set: Fire Blast

Secondary Power Set: Fire Manipulation

Power Pool: Speed

Power Pool: Fitness

Power Pool: Medicine

Power Pool: Leaping

Ancillary Pool: Flame Mastery



Hero Profile:

Level 1:  Flares  --  Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(25), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(42)

Level 1:  Ring of Fire  --  Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(17), Enf'dOp-Acc/Immob/Rchg(27), Enf'dOp-Acc/Immob(36)

Level 2:  Fire Blast  --  Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(37)

Level 4:  Fire Ball  --  Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(7), Posi-Acc/Dmg/EndRdx(13)

Level 6:  Hasten  --  RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)

Level 8:  Rain of Fire  --  Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(15)

Level 10:  Fire Sword Circle  --  Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(15), Oblit-Acc/Dmg/Rchg(25)

Level 12:  Hurdle  --  Jump-I(A)

Level 14:  Super Speed  --  EndRdx-I(A)

Level 16:  Health  --  Numna-Regen/Rcvry+(A)

Level 18:  Blaze  --  Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(19), Decim-Acc/EndRdx/Rchg(23), Decim-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(37)

Level 20:  Stamina  --  Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(21), Efficacy-EndMod/Acc(21)

Level 22:  Stimulant  --  RechRdx-I(A)

Level 24:  Aim  --  AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(43), AdjTgt-ToHit/EndRdx(46)

Level 26:  Build Up  --  AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(40), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-EndRdx/Rchg(43), AdjTgt-ToHit/EndRdx(45)

Level 28:  Consume  --  Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(37)

Level 30:  Combat Jumping  --  LkGmblr-Rchg+(A)

Level 32:  Inferno  --  Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34)

Level 35:  Aid Self  --  IntRdx-I(A), RechRdx-I(40), Mrcl-Heal/Rchg(45), Mrcl-Heal/EndRdx/Rchg(45), Mrcl-EndRdx/Rchg(50)

Level 38:  Blazing Aura  --  C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(48)

Level 41:  Char  --  BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(46), EoCur-Acc/Hold/Rchg(46)

Level 44:  Fire Shield  --  S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(50)

Level 47:  Hot Feet  --  C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(48), TmpRdns-Acc/EndRdx(48), TmpRdns-EndRdx/Rchg/Slow(50)

Level 49:  Rise of the Phoenix  --  RechRdx-I(A)

------------

Level 1:  Brawl  --  Empty(A)

Level 1:  Sprint  --  ULeap-Stlth(A)

Level 2:  Rest  --  RechRdx-I(A)

Level 1:  Defiance  

------------

Set Bonus Totals:

  • 12.5% DamageBuff(Smashing)

  • 12.5% DamageBuff(Lethal)

  • 12.5% DamageBuff(Fire)

  • 12.5% DamageBuff(Cold)

  • 12.5% DamageBuff(Energy)

  • 12.5% DamageBuff(Negative)

  • 12.5% DamageBuff(Toxic)

  • 12.5% DamageBuff(Psionic)

  • 2.5% Defense(Smashing)

  • 2.5% Defense(Lethal)

  • 2.5% Defense(Energy)

  • 2.5% Defense(Negative)

  • 1.25% Defense(Melee)

  • 1.25% Defense(Ranged)

  • 6.75% Max End

  • 75% Enhancement(RechargeTime)

  • 45% Enhancement(Accuracy)

  • 3% Enhancement(Immobilize)

  • 90.4 HP (7.5%) HitPoints

  • Knockback (Mag -4)

  • Knockup (Mag -4)

  • MezResist(Immobilize) 8.25%

  • MezResist(Sleep) 1.65%

  • MezResist(Stun) 4.4%

  • 17.5% (0.29 End/sec) Recovery

  • 10% (0.5 HP/sec) Regeneration

  • 3.15% Resistance(Fire)

  • 3.15% Resistance(Cold)

  • 2.52% Resistance(Energy)

  • 4.4% Resistance(Negative)







| Copy & Paste this data into Mids' Hero Designer to  view the build |
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|044002282A4A102584124689A074A1C450FA509EA3D8FF00B ADF0251|
|-------------------------------------------------------------------|


 

Posted

Quote:
Originally Posted by Obitus View Post
In other words, I don't think it's cost effective to chase after IO damage bonuses. You will often end with a few incidental +damage bonuses in the pursuit of other goals (+recharge, +DEF, +end/recovery, whatever), which only lessens the comparative gain for a build who pursues +damage as an end in itself.
This is exactly why I posted the build before buying the IOs

Quote:
Originally Posted by Obitus View Post
It's not that I hate Combustion, though it does have a rather long activation time. It's just that I don't believe there's much practical benefit in having so many AoE powers; after a certain point, you can have a near-continuous AoE attack chain with three or so. Most minion-centric spawns will die in the first three-AoE salvo anyway, and those spawns that aren't dead by that point can usually wait an extra second or two for your powers to recharge.
I'm currently playing with a build without Hasten or IO sets, so even the four AoEs fail to make a perfectly-smooth chain.

I think I need to respec into a couple of "trying things out" builds before trying to finalise a build and buying everything for it...

Quote:
Originally Posted by Obitus View Post
Personally, I like to mix it up, and with a little practice (and maybe a range enhancement in Fire Breath), it's surprisingly easy to jump away from a spawn which has gathered around you, queue Fire Breath just before you land, and hit the whole group with it. Then you can either toss Fire Ball from range before you rush in to FSC again, or (and especially if Ball is still recharging) you can run back into the center of the mob to Ball + FSC. Ball is certainly your most flexible AoE power.
I have a dark/dark corr that pretty much lives like this, leaping one side to hit with the wide-shallow TT, then leaping to the long, narrrow Night Fall, then jump into the fray to heal the melee team, etc.

I can play like that, but part of the sheer joy of playing a Fire/Fire Blaster for me is being able to fly over mobs tossing down wave after wave of pure flaming hell. It's a different style of play. If I was leaping about, I think I'd rather play my DD corr.

That said, it's still good to know where my play-style might be inefficient. I'm fine with losing some uber-ness to boost my fun.

Quote:
Originally Posted by Obitus View Post
Hover is great to have, very nearly essential in my book for a Blaster, but I'm also of the school that believes a Blaster with melee-ranged AoEs should be equipped to jump/run to and fro as the situation dictates.
So you'd slot both CJ and Hover? Do you handle the increased damage with a DEF build?


 

Posted

Quote:
Originally Posted by Hatred666 View Post
Unlike the OP, I use SS+CJ with my Fire/Fire. Here's my build. I focused on recharge and recovery. Most sets that provide high recharge also provide accuracy, so that wasn't a concern for me.
I'm confused by this build. What's your play-style? With the Auras and AoEs, your damage is coming from you being in melee range, attracting every last piece of aggro the tank doesn't have, but you have almost no def and no way to handle mezzing.

If you're hopping about and not just standing in the middle of things, I don't understand why you took 2 auras, combustion and FSC, but ignored Fire Breath.

I'd also guess that your end runs very tight?


 

Posted

Quote:
Originally Posted by Harkness View Post
I'm confused by this build. What's your play-style? With the Auras and AoEs, your damage is coming from you being in melee range, attracting every last piece of aggro the tank doesn't have, but you have almost no def and no way to handle mezzing.

If you're hopping about and not just standing in the middle of things, I don't understand why you took 2 auras, combustion and FSC, but ignored Fire Breath.

I'd also guess that your end runs very tight?
I don't walk right in after the tank. My play-style is that I'm the closer. I'll give the team a few seconds to engage a group, the run in with Hot Feet and Blazing Aura going, drop RoF, Fireball, and FSC. Anything left is taken care of by my single target attacks or the team takes care of them.

If I need some defense or mez protection, I'll pop a couple inspirations. They drop often enough and that's what they're for. My endurance is actually fine. I have decent recovery and Consume's recharge is under a minute.