Shorter "Fiery Embrace?"


Aett_Thorn

 

Posted

It seems as though my brute Fiery Embrace power lasts 10 seconds longer. Has there been any DEV talk about extending FE for Tankers?


 

Posted

Is your Brute Fire/Fire, but your Tanker Fire/something-else?


Fiery Embrace lasts for 20 seconds for all fire powers, but only 10 seconds for other damage types.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Right Click on the power, click info, up comes a window showing info and all you have to do then is click detailed info. There it should tell you.

Data View in Mids should tell you and sites like this should tell you:

http://coh.redtomax.com/data/powers/....Fiery_Embrace

Brute Fiery Embrace looks to last 10s longer than a Tankers.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
Is your Brute Fire/Fire, but your Tanker Fire/something-else?


Fiery Embrace lasts for 20 seconds for all fire powers, but only 10 seconds for other damage types.
Thanks for the quick reply, and no, both Brute and Tanker are Fire/Fire. For whatever reason, Fiery Embrace has a 30-second duration in Brutes, while only 20 seconds for Tankers. Odd, given the huge damage advantage fury provides, I'd have though that Tankers would have the "longer" duration Fiery Embrace.

Wish they'd consider equalizing them at 30. **sigh**


 

Posted

Blue-side Fiery Embrace lasts 20 seconds (scrappers and tanks), red side lasts 30 (Dominators and Brutes).

No idea why as this doesn't seem to follow any rhyme or reason.


 

Posted

Wow, I somehow did not know this. I am... perplexed at the difference. Making this change would help out a lot with the perception that Fiery Aura isn't really as offensive as it should be. Though I dunno, I'd probably be more pleased with an improvement to Consume and making Burn reliably helpful.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Quote:
Originally Posted by Grey_Pilgrim View Post
Wow, I somehow did not know this. I am... perplexed at the difference. Making this change would help out a lot with the perception that Fiery Aura isn't really as offensive as it should be. Though I dunno, I'd probably be more pleased with an improvement to Consume and making Burn reliably helpful.
You know...if your just going to read my mind and post it before I get a chance to I am not even going to bother anymore...



How is the 30 seconds divided between fire and non-fire damage?


 

Posted

Another case of the Devs hating villains!


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Carnifax View Post
Blue-side Fiery Embrace lasts 20 seconds (scrappers and tanks), red side lasts 30 (Dominators and Brutes).

No idea why as this doesn't seem to follow any rhyme or reason.
FE needs to be changed.Against All Odds is a better damage buff.


YMMV---IMO
Ice Ember

 

Posted

That's what you get for dumpster diving back in the day! Eternal inferiority for you, you dirty Fire Tankers!

...

Come on devs, this is getting silly. Fix this, please. It's not like Shield Defense is already on Fire's damage territory.


 

Posted

Quote:
Originally Posted by Ethric View Post
That's what you get for dumpster diving back in the day! Eternal inferiority for you, you dirty Fire Tankers!

...

Come on devs, this is getting silly. Fix this, please. It's not like Shield Defense is already on Fire's damage territory.

I know I know... Fire Tanks will forever be punished because of I3-I4...


YMMV---IMO
Ice Ember

 

Posted

And I got the short end of the stick because I rolled Fire/Fire at the start of the game: I just wanted to do a Gandalf homage (though my hero has a very different story in-game). I pretty much picked it because Tankers defended the team, which was Gandalfish, and there was the whole fire/fiery sword thing. So no FoTM for me, just concept, and Burn and other powers are still wonky.

I really don't want Fiery Aura to be overpowered, either... I didn't overuse Burn back in the day or only rely on it, as such a use would have bored me to tears (though it was nice fighting Rikti drones and those darn bugs DE drop and slow your recharge). I just think every set in the game should work smoothly and have a place... newer sets follow this very well, while certain nerfed sets that were in the game from start just look wonky. Regen works pretty well after the tweaks awhile back, but Fiery Aura still has the extremely long recharge in Consume, and the questionable usefulness of Burn.

I'm surprised by this difference, but I would be fine staying at 20 seconds if it got us changes to Consume and Burn (though Fiery Embrace should buff all damage for 20 seconds... it 180 second recharge should be justified for all secondaries paired with it).


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Due to power creep and new sets, Fire is no longer the damage defensive set. Shield has better survivability, better offense, better/more reliable damage buff, damage debuff, team support, and an active tier9 instead of an "Oops button" (Not saying SoW can't be used as an oops button of course...)

Pretty much every set has better survivability than Fire; that's sort of always been the case. Now it's just silly.


 

Posted

Quote:
Originally Posted by Miyabi View Post
Due to power creep and new sets, Fire is no longer the damage defensive set. Shield has better survivability, better offense, better/more reliable damage buff, damage debuff, team support, and an active tier9 instead of an "Oops button" (Not saying SoW can't be used as an oops button of course...)

Pretty much every set has better survivability than Fire; that's sort of always been the case. Now it's just silly.
Agreed. When I look at the powers that Fire/ offers, it looks and feels like it was just thrown together.


 

Posted

Quote:
Originally Posted by Hatred666 View Post
Agreed. When I look at the powers that Fire/ offers, it looks and feels like it was just thrown together.
It probably was just thrown together (City of Blasters anyone?) :P

It's not even so much that, as the numerous nerfs and heavy-handedness that's been delt to the set (They be farmin' mah mobs, RAAAAAAAAAAAAGE-NERF). Logically/realistically, people will try to run out of a burning patch of ground. Wouldn't you? But now there's nothing there save having a Controller/Dominator baby-sitting you in order to use Burn and not undermine the rest of the team. As of right now, Burn completely undermines the purpose of Blazing Aura and Consume, turning it into less of a damage component and more of a SECOND OOPS BUTTON COUGH RotP COUGH.

I like RotP though. It's fun. You know, that word you hear once in awhile.

Fun.

Well, the rest of the set ISN'T fun.

I'm almost going to say that Tanker/Brute Blazing Aura should have a secondary Hot Feet aura effect when enemies enter the 8' radius (That would include a little more damage). So they hit the first ring (Say, fifteen feet) and start taking damage + taunt effect, then close in to melee range and take additional damage, PLUS a slow effect making it difficult to escape.

THAT would give Fiery the offense it needs. Although on second thought, that trapping slow effect plus additional damage might be a bit much on a Brute...


 

Posted

Maybe if some sort of a lingerin burning effect would be added to Burn?

As far as my game understanding goes, it could be done so that the Burn patch would not only do its usual damage, but grant enemies an auto power that auto self damages themselves for 10-15 seconds.

Since Burn is on a 25 second timer, the damage can't be too much (well, not at the 168 base at least), but should get an extra boost for it being DoT (10-15s being a long one at that)

Would certainly help in the damage department at least.


 

Posted

Burn should just be turned in to another AOE. Could be a higher damaging attack on a long recharge like Shield Charge or something (though faster if it's not going to do an KD, etc.), or even one on par with Fire Sword Circle or something. Just something that does decent/good damage (either DPS or Burst) reliably.

It should be possible to find a good balance point there, but I suppose it takes time to do this (a lot more than the tweak to Temp. Protection), and Castle has too much on his plate. I just wish things such as this didn't have to go to the "I'll look at it sometime, hopefully," list so much. If it's even there... but it should be.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Quote:
Originally Posted by Miyabi View Post
It probably was just thrown together (City of Blasters anyone?) :P

It's not even so much that, as the numerous nerfs and heavy-handedness that's been delt to the set (They be farmin' mah mobs, RAAAAAAAAAAAAGE-NERF). Logically/realistically, people will try to run out of a burning patch of ground. Wouldn't you? But now there's nothing there save having a Controller/Dominator baby-sitting you in order to use Burn and not undermine the rest of the team. As of right now, Burn completely undermines the purpose of Blazing Aura and Consume, turning it into less of a damage component and more of a SECOND OOPS BUTTON COUGH RotP COUGH.

I like RotP though. It's fun. You know, that word you hear once in awhile.

Fun.

Well, the rest of the set ISN'T fun.

I'm almost going to say that Tanker/Brute Blazing Aura should have a secondary Hot Feet aura effect when enemies enter the 8' radius (That would include a little more damage). So they hit the first ring (Say, fifteen feet) and start taking damage + taunt effect, then close in to melee range and take additional damage, PLUS a slow effect making it difficult to escape.

THAT would give Fiery the offense it needs. Although on second thought, that trapping slow effect plus additional damage might be a bit much on a Brute...
Brutes have access to an AoE immob which tanks do not have.

FE needs to be morphed into AAO. Giving a damage buff all the time. AAO can give 65% to all damage types. FE can give a higher damage bonus to fire for "concept" reasons, but only being up every 90 seconds is not nearly enough.

Burn needs to be a true AoE like Shield Charge. It needs to affect 16 not 5. Shield Charge can do 427 points of damage to even cons and do it to a spawn of 16. Burn cannot come close to that.


YMMV---IMO
Ice Ember

 

Posted

I think the best thing that could have happened was for SD and Elec to be Tank sets. Now we have measuring sticks to gauge the performance of Fire/.

My thoughts:

Bump FE duration to 30 seconds. Set 20 seconds for all damage, 30 for just fire. Increase all damage % to 85%.

Scrap burn. It will never be the "Wall of Fire" concept it was designed to be. Replace with PbAoE with high Aggro and slightly lower base damage. No fear effect and it will benefit from the updated Fiery Embrace. Increase target limit to 10.

Up S/L resistance by 5% in Fire Shield.


 

Posted

Quote:
Originally Posted by Carnifax View Post
Blue-side Fiery Embrace lasts 20 seconds (scrappers and tanks), red side lasts 30 (Dominators and Brutes).

No idea why as this doesn't seem to follow any rhyme or reason.
The tanker version was dropped from 30/10 to 20/10 in issue 5. The difference is probably an artifact--at least originally--of changes not being properly migrated between I5 and I6 code branches when CoV was in development. There are other signs of similar issues: in the original version of I5 that went to test, for example, the ranged AoE target cap was 10 rather than 16. That changed before it hit live, but dominators had a 10-target cap on their AoE controls for years, while controllers got 16. Likewise, scrapper Cloak of Fear was lowered to mag 2 in I5, but the brute version remained at mag 3.


 

Posted

Quote:
Originally Posted by Forum_Ghost View Post
Thanks for the quick reply, and no, both Brute and Tanker are Fire/Fire. For whatever reason, Fiery Embrace has a 30-second duration in Brutes, while only 20 seconds for Tankers. Odd, given the huge damage advantage fury provides, I'd have though that Tankers would have the "longer" duration Fiery Embrace.

Wish they'd consider equalizing them at 30. **sigh**
Could it be because in i16 both Scrappers and Tanks will have fire epic powers too where villains don't?

*shrug* I am not sure just throwing it out there.



Post Comic book Fan Films that ROCK!
Fight my brute

 

Posted

Quote:
Originally Posted by Wonderslug View Post
The tanker version was dropped from 30/10 to 20/10 in issue 5. The difference is probably an artifact--at least originally--of changes not being properly migrated between I5 and I6 code branches when CoV was in development. There are other signs of similar issues: in the original version of I5 that went to test, for example, the ranged AoE target cap was 10 rather than 16. That changed before it hit live, but dominators had a 10-target cap on their AoE controls for years, while controllers got 16. Likewise, scrapper Cloak of Fear was lowered to mag 2 in I5, but the brute version remained at mag 3.
Learn something everyday thanks for explaining that.



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