Help me understand Fire Manipulation


Billy Barou

 

Posted

Now, I realise this is kind of a vague question, so let me see if I can't break it down into something more specific. I've played with Fire Manipulation for some time, and at one point I may have had the illusion that I knew what I was doing, but after leaving this Blaster to rest for nearly a year, I rather doubt this. Fire Manipulation is one of these sets that seem odd on the AT they are for, and have a lot of what look to be eccentric powers that don't seem to jive with how the AT "wants" to be played. As such, let me ask four specific questions:

1. What is Blazing Aura for? On a Tank, Scrapper or Brute I can see this, but on a Blaster, having a damage aura seems remarkably silly. For a damage aura to have much use, it has to continuously damage enemies for some time. That, however, would mean that I have to continuously stay in melee with said enemies for some time, which pretty much guarantees they'll do more damage to me than I will to them. What use do I have for this power and what do I do with it?

2. What is Burn for? Were this a Fire Tanker back in 2004, I wouldn't even need to ask this question, but for a Blaster right now? The offensive capabilities of this power are more than questionable, with a 25 second recharge timer, no ability to slot for accuracy and the need to immobilise enemies inside the Burn patch. Better to just pop them in the face with something like Blaze, no? I could possibly see it as adefensive power to combat immobilization, but I'm not sure how much use that has if I haven't used it for that once up to this point.

3. What are Fire Sword Circle and Combustion for? Obviously, AoE attacks are pretty much what a Blaster does, but melee-based AoE attacks seem to be more of a liability than a boon, especially when both attacks are so infuriatingly slow, and for what looks to be really no reason. Combustion, especially, is just slow for the sake of being slow, or so it seems. What do I do with these powers without getting killed for it?

But most importantly:

4. What is Hot Feet for? I really can't make heads or tails of this power. Is it a damage aura? Isn't that what Blazing Aura is for? Is it a slow field. What use could I have for something like this? And why in hot hell does it cost so absurdly much? Over 1.0 endurance per second. What in the world could be worth that kind of cost? Just... What the hell, man? What the hell?

Any answers to any of the above, especially number 4, would be very appreciated.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

For the most part I think a lot of the Fire Manipulation powers were just left their since they have Fiery Aura from the Tanker set and didn't bother changing powers for the Blaster secondary. Blazing Aura doesn't really serve much purpose on the average Blaster although there are some out there that get good use out of it. I know back in the day a lot of people wanted it taken out and replaced with something that the normal player could get good use out of. I have always found Blazing Aura on a Blaster to be counter productive because you are at range, yet have to be in melee range to use the aura. Pretty much as you have pointed out.

Burn has never really had a use in my opinion on a Blaster. I don't think I know a single Blaster that has actually taken Burn. Again I think it is just more of them leaving powers from the Fiery Aura set and porting them to he Blaster secondary since that set has remained unchanged since its inception.

A lot of the FM powers are conceptual in my opinion because wheny ou compare them to the other Blaster secondaries, Fire doesn't really fit in well at all when you compare power for power in the set.

Hot Feet us much like Burn in my opinion, completely useless for a Blaster. The only point I could see it taking it would be to use the slow, but even then if you are using it to slow enemies and blasting at the same time, the crazy cost mixed with your usages of powers will drain you fast. Can only think of a couple times I have seen someone take this power also.


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

1. I use blazing aura for the look and concept. I consider it as extra damage when I'm close to the mobs.

3. I remember people mentioned that combustion has a large radius. And yeah, combustion is slow.

4. Hot feet has a radius of 20 ft, while blazing aura only has 8 ft. Hot feet does damage, -fly, -runspeed and mag 3 afraid, said city of data. I don't use it myself because my blaster hovers and can't use hot feet. I think it's a controlling power.

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What do I do with these powers without getting killed for it?
If there is a tanker, you can go melee and aoe. Otherwise, go in to fire sword and fire sword circle then head out immediately. In my opinion, melee-ing is mostly for fun if you can do enough damage from range. For blazing aura and hot feet, you can always turn it on if you have endurance or for conceptual reasons. You can consider the toggles as some extra damage, and hot feet for a little bit of soft control


 

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Get ready to get flamed.

You guys are absolutly right in what your saying, and FYI ive been saying the same thing for awhile, but everyone else will flame us for saying it.


Psynder LVL 51 Fire/Fire/Scorpion Blaster
KnightWidow LVL 51 NightWidow
Shiver LVL 50 Ice X3 Dominator
Knight'Shade LVL 47 DP/Dark/NRG Corrupter
Currently Marking Out For: Chris Sabin, Player Dos, Daniel Bryan, Portia Perez, CM Punk

 

Posted

Quote:
Originally Posted by Psynder13 View Post
Get ready to get flamed.

You guys are absolutly right in what your saying, and FYI ive been saying the same thing for awhile, but everyone else will flame us for saying it.
Interesting choice of phrase ;-D


Defiant EU
Quaver: Kinetics/Sonic Defender
Semiquaver: Sonic/Kinetics Corruptor

 

Posted

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Originally Posted by Twilight_Snow View Post
4. Hot feet has a radius of 20 ft, while blazing aura only has 8 ft. Hot feet does damage, -fly, -runspeed and mag 3 afraid, said city of data. I don't use it myself because my blaster hovers and can't use hot feet. I think it's a controlling power.
Whatwhatwhatwhat?!? I cannot use Hot Feet while flying? OK. That settles it, then. I'm not taking it. I never land. Of course, I should have suspected I couldn't, but I kind of never really got high enough to look at the power in detail. Maybe I could say it's nice to have a power that lets a grounded Blaster keep foes at bay, but being unusable from air just seems silly.

And Burn, actually, is much the same way. I guess if I put a little more damage into it, I could combine it with Ring of Fire or Char for some nice extra damage, but... This isn't Assault Rifle we're talking about. I don't exactly have a lack of single-target damage, and escaping immobilizes doesn't seem as useful, especially considering that I can't use it in the air and I am, in fact, always in the air.

Blazing Aura I guess I could get a little more use out of when I get my Fire Shield, which would also make Fire Sword Circle and Combustion more useful. And, really, Combustion's radius is HUGE and its damage isn't half bad. They don't look like powers I would seriously consider dropping.

But Hot Feet is going right out the door, and if the mood strikes, I'll drop Burn like a hot potato. I don't exactly have a good idea what to take in their place, though. I can't exactly grab things from Pyre Mastery, and I was going for an ALL fire Blaster. Oh, poppycock!

And, actually, I will have to agree with the general feel of the responses I'm getting. Fire Manipulation looks a LOT like Fiery Aura with a few powers swapped out with REALLY far-fetched designs, Hot Feet being the leader in "Really? Seriously? You're honestly going to go with that?" And even besides that, they don't seem to benefit a Blaster terribly much. They aren't useless, mind you, I don't want to go that far. But their use is fairly limited in regards to what a Blaster does.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by Samuel_Tow View Post
Now, I realise this is kind of a vague question, so let me see if I can't break it down into something more specific. I've played with Fire Manipulation for some time, and at one point I may have had the illusion that I knew what I was doing, but after leaving this Blaster to rest for nearly a year, I rather doubt this. Fire Manipulation is one of these sets that seem odd on the AT they are for, and have a lot of what look to be eccentric powers that don't seem to jive with how the AT "wants" to be played. As such, let me ask four specific questions:
Ok, let me see if I can give some answers. First let me say that the /fire blaster does best with a team and operates best in melee or close range. /Fire is clearly an AoE monster.

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1. What is Blazing Aura for? On a Tank, Scrapper or Brute I can see this, but on a Blaster, having a damage aura seems remarkably silly. For a damage aura to have much use, it has to continuously damage enemies for some time. That, however, would mean that I have to continuously stay in melee with said enemies for some time, which pretty much guarantees they'll do more damage to me than I will to them. What use do I have for this power and what do I do with it?
/Fire is designed to be played in melee. Blazing Aura isn't a stand alone power. It's meant to work in combination with Hot Feet but it still does decent damage even on it's own. That target that you are pummeling with Fire Sword is getting ticked for 11.1 points of unenhanced damage every 2 seconds. That doesn't seem like much but in 14 seconds of being in melee you've done as much extra damage from just standing there as if you had thrown a firebal in there.

Doesn't seem like much? OK what about the extra damage boost for those 10 seconds for Aim and Build Up? For 10 seconds you are doing 29.2 per tick instead.

Oh, wait. What about defiance? It's not at all hard to get up to a 20% bonus from that. That gets us up to 31.36 (unenhanced) damage per tick.

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2. What is Burn for? Were this a Fire Tanker back in 2004, I wouldn't even need to ask this question, but for a Blaster right now? The offensive capabilities of this power are more than questionable, with a 25 second recharge timer, no ability to slot for accuracy and the need to immobilise enemies inside the Burn patch. Better to just pop them in the face with something like Blaze, no? I could possibly see it as adefensive power to combat immobilization, but I'm not sure how much use that has if I haven't used it for that once up to this point.
Well let's see it's not really much use as an anti-Immob power since combat jumping is cheaper and gives as much immob protection as you are likely to need. So what else does it do?

Well it has a mag 50 Avoid built into it, it does massive damage (51 ticks of 3.34 [unenhanced] damage over 10 seconds), and it gives a very healthy defiance buff. That means that we can use it to get everything that isn't immune to avoid effects off of us really fast and it's still going to do some decent damage. Let's say for instance that the mob has a melee attack queued up that takes 1.67 seconds to animate and lets give it .25 seconds to get into melee range and then another .25 seconds to get back out. That means that the mob takes 5.1 ticks every second and will be in the burn patch for 2.17 seconds 5.1*2.17 = 11.067 so the mob will be in there long enough to take 36.74 (unenhanced) damage and you can keep the mob in there for the full duration if you use your immob power or if you have a hold in your primary (electric has 1, Ice has 2).

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3. What are Fire Sword Circle and Combustion for? Obviously, AoE attacks are pretty much what a Blaster does, but melee-based AoE attacks seem to be more of a liability than a boon, especially when both attacks are so infuriatingly slow, and for what looks to be really no reason. Combustion, especially, is just slow for the sake of being slow, or so it seems. What do I do with these powers without getting killed for it?
For Mass AoE damage of course. Slow animating AoEs give decent defiance buffs which increase your damage even more. What you need is mitigation which you get from.....

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4. What is Hot Feet for? I really can't make heads or tails of this power. Is it a damage aura? Isn't that what Blazing Aura is for? Is it a slow field. What use could I have for something like this? And why in hot hell does it cost so absurdly much? Over 1.0 endurance per second. What in the world could be worth that kind of cost? Just... What the hell, man? What the hell?
It's a Damage Aura, a Slow Field, and a huge avoid patch all rolled into one.

With decent slotting for slow you can keep +2s at the -runspeed cap. Combine this with the avoid effect and they are running away (and not hitting you) in slow motion all the while being ticked away at by Blazing Aura, Hot Feet, and Burn if you dropped it. Hot Feet keeps stuff at close range which gives you the time you need to use Fire Sword Circle and Combustion.

What you need still is some mitigation. Where to get that. Well since the secondary lacks it with pretty much the exception of Hot Feet you need to look else where.

Teammates. Most defenders are really helpful. Empath for fortitude, Bubbler or Cold for defense, Sonic for resistances.

Try your epics.

Cold gives you excellent defense vs Smash and Lethal. Snow Storm combined with Hot Feet will bankrupt your endurance quickly but will keep even +4s at the -runspeed cap in your Hot Feet radius. Hibernate gives you an "oh crap" power if you get overwhelmed.

Elec gives you another hold to use with Burn, decent resistances, Surge of Power.

Flame gives you decent resists, another hold to use with burn, and an AoE damage self rez.

Force gives you good resists, PFF for a very frequent "oh crap" power. You can even PFF, splash the alpha and then drop PFF and suddenly every thing is grinding away from you in slow motion.

Not much help for the melee play style in Munitions so probably avoid that.

If it were me I'd go Cold or Force. (or both if you want to use an alt build)

Still not enough mitigation? Then look to your primary. Fire has another AoE slow and avoid in Rain of Fire.

The best choice of all for a primary may be Ice Blast. Frost Breath and Ice Storm give you more slow movement to stack on Hot Feet (letting you hit the -runspeed cap vs +4s) and also give a total of -30% to enemy recharge time which is a very nice reduction in damage on top of the avoid. Ring of Fire, Freeze Ray, and Bitter Freeze Ray all used together will get you lots of mileage out of burn.

Then there are IO sets and set bonuses which I know you avoid. You could slot some extra mitigation in the form of defense set bonuses or even add Pace of the Turtle procs to Frost Breath and Ice Storm for even more mitigation.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

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Originally Posted by Samuel_Tow View Post
Whatwhatwhatwhat?!? I cannot use Hot Feet while flying? OK. That settles it, then. I'm not taking it. I never land. Of course, I should have suspected I couldn't, but I kind of never really got high enough to look at the power in detail. Maybe I could say it's nice to have a power that lets a grounded Blaster keep foes at bay, but being unusable from air just seems silly.
I thought this too but it's not correct. You only have to be on the ground to toggle Hot Feet on. Once it's on you can fly and it works just fine.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

My take on fire manipulation is this

:Blazing Aura: Someone was too lazy or in too much of a hurry to bother with updating this from the tank carry over. With a 8ft damage range and a much larger aggro range if you actually hit something with it, it brings in more damage than it dishes out by far.

Burn: This power has some serious damage potential IF it's slotted up and IF the target you with to apply it to is rooted for it's full duration. It's situationally useful to use it wih ring of fire, then get out of line of sight, then reapply. Very situationally useful if you have an APP hold, (like if you have low endurance, and a single tough target with a lot of hit points, no inspirations, consume is down, and for some reason you don't want to regroup)

Hot feet works while flying, you just have to toggle it on while on the ground, then take off. It stacks nicely with rain of fire, and slows down incoming damage, sometimes even enough to make it worth the endurance, cause the damage ticks help finish off anything that survived your alpha.

Combustion is just weak, except on the ITF when the EB and AV aggro is locked onto something else. Slotted up it does nice damage over time for the endurance cost, and if you aren't dealing with aggro the eternal root time from the animation is ok.

I farm the Cim wall from time to time with my fire fire blaster, and I use two different builds, just for variety.
Build one uses ball breath FSC sword blaze blast and medicine.
Build two has rain, burn, feet, blazing bolt, no FSC no combustion.

Build one drops orange conning spawns much more quickly, but needs enough time to use aid self to finish the spawn quickly.
Build two actually drops damage output from the AoE opening because of the scatter from rain and feet, but lives longer even without the medicine pool. Its much more important with the second build to rely on blaze flares and blast to take down the LT's and healer, but more difficult to do if there are more than one or two dangerous opponents left.

I have used both builds on teams, and find that I very much prefer the build without feet and burn. It just does so much more burst damage.


I predict future happiness for Americans if they can prevent the government from wasting the labors of the people under the pretense of taking care of them.
Thomas Jefferson

 

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Originally Posted by Miladys_Knight View Post
/Fire is designed to be played in melee. Blazing Aura isn't a stand alone power. It's meant to work in combination with Hot Feet but it still does decent damage even on it's own. That target that you are pummeling with Fire Sword is getting ticked for 11.1 points of unenhanced damage every 2 seconds. That doesn't seem like much but in 14 seconds of being in melee you've done as much extra damage from just standing there as if you had thrown a firebal in there.

Doesn't seem like much? OK what about the extra damage boost for those 10 seconds for Aim and Build Up? For 10 seconds you are doing 29.2 per tick instead.

Oh, wait. What about defiance? It's not at all hard to get up to a 20% bonus from that. That gets us up to 31.36 (unenhanced) damage per tick.
Here's the thing, though - anything which requires me to stay in melee range for 14 seconds, especially with something dangerous like a Tank Swiper or a Praefectus Castrorum or, heaven forbid, a Chielf Soldier, it going to outright kill me. No two ways about it. A simple Voltaic Tank can take out two thirds of my hit points with a single Thunder Strike, and a good group of Crey Agents can kick me into pulp in the span of 5-6 seconds. I don't doubt the damage output of Blazing Aura. I doubt my ability to deliver it.

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Well it has a mag 50 Avoid built into it, it does massive damage (51 ticks of 3.34 [unenhanced] damage over 10 seconds), and it gives a very healthy defiance buff. That means that we can use it to get everything that isn't immune to avoid effects off of us really fast and it's still going to do some decent damage. Let's say for instance that the mob has a melee attack queued up that takes 1.67 seconds to animate and lets give it .25 seconds to get into melee range and then another .25 seconds to get back out. That means that the mob takes 5.1 ticks every second and will be in the burn patch for 2.17 seconds 5.1*2.17 = 11.067 so the mob will be in there long enough to take 36.74 (unenhanced) damage and you can keep the mob in there for the full duration if you use your immob power or if you have a hold in your primary (electric has 1, Ice has 2).
Granted, Burn does a lot of damage, but it takes bloody long to do it and keeping enemies in it more than one at a time is unworkable. In that time, simpler things like Blaze, Fire Blast and even Flares can rack up some pretty solid damage for me without the overhead of setup time.

As for the avoid, I keep trying to use it as keep-away, but the patch is too small to stop enemies from coming in and throwing attacks, so I still get hit. And they don't run far away, either. Just out of the patch long enough for their attacks to recharge and they then return into the patch keep on hitting. I've even tried it by stepping behind the Burn patch and enemies will still be able to run its entire length, punch me, and still have time to stand around a bit before the Afraid kicks in.

If this were like the old Ignite power that I could drop down every 5-6 seconds for some serious burning, I could see that, but once every 25 seconds just doesn't seem all that powerful.

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What you need still is some mitigation. Where to get that. Well since the secondary lacks it with pretty much the exception of Hot Feet you need to look else where.

Teammates. Most defenders are really helpful. Empath for fortitude, Bubbler or Cold for defense, Sonic for resistances.
Out of the question, I'm afraid. Team-mates are nice when you have them, but terribly unhelpful when you don't, and having them is a very unreliable prospect. I do not enjoy looking for teams of forming them, and even if I do on occasion, I cannot stand to do that all the time. And even if I did, I can't stand to simply BE in a time the majority of my playtime. I know that with a good Tank, I can just get in there and burn, but one doesn't always present itself, and I can't seem to control him when he does.[/QUOTE]

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I thought this too but it's not correct. You only have to be on the ground to toggle Hot Feet on. Once it's on you can fly and it works just fine.
Well, I guess that's good to hear, even if I'm still not convinced I can even afford the power to begin with. Affording JUST Blazing Aura would be a stretch, and affording both at the same time seems, quite frankly, completely out of the question. They're more than my total recovery, put together.

And, trust me, I'm not saying all of this to be mean or start an argument. These kinds of thoughts led me here to ask in the first place, hoping to be proven wrong. I understand Fire Manipulation works best in melee, kind of like Energy Manipulation does. But unlike Energy Manipulation which can hit and run, Fire Manipulation needs to stay at melee extensively, which is why Scrappers have the shields that Blasters don't. I'm hoping Fire Shield will help, but having tried Temporary Invulnerability, I know it won't be by much. And it'll add still more drain on my endurance, as well.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Hot feet is actually really nice. The avoidance+slow provides a lot of mitigation.

To reference an earlier example: rather than the freak tank (assuming anyone fights freaks in i16) coming up to you and 2 shotting you in melee it will generally start to try and avoid hotfeet and just occasionally turn and use its ranged attack. Pretty handy.

The damage is ok on the power. Pretty solid with aim/bu and defiance running.

Blazing aura is the problem though. Your blaster wants things close, but not THAT close. /elec manip seems to realize this and made lightning field a way bigger aoe than the normal damage auras. If blazing aura was as big as hotfeet they'd work very well together providing strong mitigation and strong damage to enemies that aren't all that close (moderate range). But it doesn't work that way unfortunately.

Burn: no idea what it is useful for on a blaster other than the avoidance, but you already have that in a much larger aoe in hotfeet.

FSC = great, big aoe damage and fast enough where you can use it and then back off. Combustion = too slow.


 

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What is Fire Sword Circle for?
It's my second favorite power to joust with. The first being Inferno.

Nothing says love quite like FOOM from across the room.


The Bacon Compels You.

 

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I also noticed that hot feet can't be toggled during flight, but after toggled on, I can fly with it. Maybe I should have elaborated when I wrote that.

I end up not picking hot feet for my hover blaster though. Because it looks kinda ugly as the hot feet becomes "hot plate" during flight. And also offensive toggles will go off when mezed, I'm a little too lazy to drop hover and turn it back on again just to toggle on hot feet. Also, if you hover, I doubt that having hot feet high up in the air will do a lot. And lastly, I have a feeling that the ability to retain hot feet during flight may be a bug which may get fixed eventually.


 

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/Fire is, IMO, the red-headed step child of blaster secondaries. It has a few nice things it can do, but the other powers don't synergize well, and unless you have a control-heavy primary, it's really hard to play effectively.

I'm crazy enough to think about pairing it with rad blast when I16 launches.


 

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Well it's not everyone's cup of tea Sam but you can crank out some serious hurt in not so much time fairly easily with the right approach.

This works really well for me but I use IO sets and honestly you can get away with some really cheap ones to do it.

Hot Feet slotted with 3 Acc/Ends and Dam/Slows from 3 different slow sets gives you:

Acc - 130.7%
End costs - .6 per second
-run - 122%
Damage - 24.2 per tick
Dam per End vs a single target - 20.167

That's good all the way up to +2 mobs

Fireball as a comparison

6 slotted with Posi blast does 16.63 damage per endurance and that's if the proc activates. Plus fireball does nothing for your mitigation and has 5' less radius.

(SO slotting for fireball 1 acc/3 dam/1 end/1 rech gives 13.48 damage per endurance)

(SO slotting for Hot Feet 1 acc/2 dam/2 end/1 slow gives 18.71 damage per endurance and will keep even con minions all most at the -run speed cap.)

It takes a different play style to play it.

Here's an example of the way I use mine. (I'll give a running total of AoE damage delivered using SOs only)

I run PFF from Force Mastery with Hot Feet and Blazing Aura running. I jump into the middle of the mob, get their attention and splash the alpha.

While the Alpha is splashing I'm popping Aim and Build Up. I drop PFF and cast Rain of Fire where I'm standing (most every thing is now in melee range and effected by Blazing Aura).

The mobs have used their alpha attack and aren't ready to cast anything else yet (this actually works even better now with the bug that has the mobs having no delay on their attacks after notification) when PFF drops they are immediately affected by the avoid in Hot Feet which is then stacked with avoid in Rain of Fire.

In the first 2 seconds after dropping PFF you've hit twice with ticks from Blazing Aura and Hot Feet and the first tick of Rain of Fire and the mobs have started to run away but at the -run speed cap. (177.16 damage)

Fire Sword Circle takes 2.67 seconds to cast. That means that the mobs have taken another tick from Hot Feet (they are probably out of Blazing Aura range by now unless you have one on follow) and 18 ticks from Rain of Fire. (635.24 including the enhanced base base damage from FSC. Minions should be dead or dying now.)

Fire Ball takes another 1 second to cast (every thing should still be in Fire Ball radius) adding 5 more ticks from Rain of Fire and 2 of the 3 ticks from FSC. This is also the point where some of the mobs will stop and finally make a ranged attack against you. (898.04 damage including the enhanced base damage from Fireball)

Combustion takes 3 more seconds (every thing should still be in Combustion radius) which adds 2 more ticks from Hot Feet, 15 more ticks from Rain of Fire, the last tick from FSC and the 3 ticks from Fireball. This is where things that are still alive and haven't had the run AI kick in may make a second atatck. (1294.64 damage including the enhanced base damage of Combustion and it's first damage tick. Lieutenants should be dead or dying by now.)

This is about where Aim runs out and some of the stuff may have made it to the edge of Hot Feet where they can finally begin to run away at full steam or they may turn to attack. Taking a step towards them puts them back in Hot Feet radius and back in the damage and slow field. They also have 9 more seconds of Rain of Fire damage (though they may make it out of the radius before it's duration ends) and 7 more seconds of burn damage from Combustion. (1698.08 Damage).

At this point Bosses should be below 3/4 health which, with the remaining time left on Build Up, a quick Blaze should drop as well. You will probably be between 3/4 and half health at this point.

Now a couple things to consider in the above is that I didn't take into account the 5% of all attacks that miss, nor did I account for each damage tick from FSC and Fire Ball only having an 80% chance of occurring and that if a roll fails the following ticks are not checked for BUT I didn't account for defiance either which would boost damge up another 20% or so.

I hope that gives you an idea of the appeal that Fire/Fire/Force has for some of us. I'll also be the first to admit that the play style lacks appeal for some players.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

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Originally Posted by DestineeFable View Post
/Fire is, IMO, the red-headed step child of blaster secondaries. It has a few nice things it can do, but the other powers don't synergize well, and unless you have a control-heavy primary, it's really hard to play effectively.

I'm crazy enough to think about pairing it with rad blast when I16 launches.
I'm actually thinking the same thing. I get all shivery just thinking about having Achilles Heel procs in the primary......


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

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Originally Posted by Samuel_Tow View Post
Fire Manipulation is one of these sets that seem odd on the AT they are for, and have a lot of what look to be eccentric powers that don't seem to jive with how the AT "wants" to be played.
Fire Manipulation is pure. It is uncluttered. Up until level 35, it does nothing except that which a blaster is made to do, damage (OK, Ring of Fire has some mitigation, but it does so in addition to lots of damage). While the level 35 and 38 powers do more than just damage, they are primarily useful as damage contributors.

Damage. There are no holds, no stuns, no knockbacks. It doesn't Confuse or Drain.

There is a simplicity to /Fire Manipulation that is appealing. You are not there to control aggro. You are not there to mez. You are not there to debuff. You destroy.

If you make a blaster to float at the edge of combat, if you want to avoid pain, if you think tankers are supposed to generate the most hate, and if you would like to do something other than melt spawns, Fire Manipulation may not be for you.

If you can focus on destruction, if you can identify and switch targets rapidly, if you believe that this one time you can stand toe to toe with that AV and live, if you have faith that your team will be there, and if you enjoy watching every enemy fall down at your feet, then you might be someone who would enjoy Fire Manipulation.


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Originally Posted by Samuel_Tow View Post
1. What is Blazing Aura for?
For you to stay in melee and destroy.

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Originally Posted by Samuel_Tow View Post
2. What is Burn for?
To destroy whatever enemies you drop it on. Yes, it can also be used to help get enemies off you, it is the first power that does more than destroy.

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Originally Posted by Samuel_Tow View Post
3. What are Fire Sword Circle and Combustion for?
Mass destruction. Since you have committed to living in melee, PBAoEs are the perfect power, easy to use and complimentary to your auras.

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Originally Posted by Samuel_Tow View Post
4. What is Hot Feet for? I really can't make heads or tails of this power. Is it a damage aura? Isn't that what Blazing Aura is for? Is it a slow field. What use could I have for something like this? And why in hot hell does it cost so absurdly much? Over 1.0 endurance per second. What in the world could be worth that kind of cost? Just... What the hell, man? What the hell?.
Hot Feet is the gem of the set. This massive damage aura also slows your enemies while making them attack you less. It is the power that makes Fire/Kin controllers awesome and it is the power that makes Fire Manipulation awesome (although Fire Sword Circle gives it a good run for its money). It is like Caltrops, except it does 3 times the damage, moves with you, and is nearly always available (Caltrops has the advantage in an environment where you can be mezzed a lot).


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Some of these are potentially useful in what may be a longer, drawn-out fight. Part of the question, as well, is "Are you going to prefer melee or range?"

Wish I could say precisely what I did on my Fire/Fire - I don't believe I took burn. Some of my power choices, as well, were considering the teaming I normally had. Teaming with a Kin regularly? For best effect, you're going to be in melee *anyway,* so Hot Feet, Consume, Blazing Aura, etc. are going to be worth more. (They should, of course, be dropping ID on you if they have it.)

Of course, you're not on a regular team, as you said. FSC is still quite useful (IMHO,) Hot Feet to slow and scare things away, but the rest in your situation I'd call purely optional.

Then again, we do have dual builds if you decide to try a different form of melting faces.


 

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Fire Manip was my first ever Blaster Secondary... teamed with Elec primary no less. It has serious hurt built right in. I never took or intend to ever take Burn.

-Combustion is slow and never sees combat unles I actually have nothing else to throw out... gonna respec out of it.

-Fire Sword and Fire Sword Circle are just straight up mean, if you skip them, you'll be sorry... awesome damage capabilities there.

-Consume is great, not wowwy awesome suace like Power Sink, but still great (plus there is damage in it too).

-Hot Feet, loves me Hot Feet. If you tend to fly a lot, then skip it and just run Blazing Aura, that way you don't have to land to toggle.

Straight blapper joy is what Fire Manip is, that's all I'm saying.

much love for it here. =D


"You sir, have never been in a hammer fight, that much is clear."
-Blast_Chamber

*yeah, I quoted myself.

 

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Originally Posted by StratoNexus View Post
Damage. There are no holds, no stuns, no knockbacks. It doesn't Confuse or Drain.
And no survivability. That's my problem. I love dealing damage, and if I could I'd do nothing other than that. The problem is that it's kind of hard to deal damage when I'm dead. I don't know what you guys that stay in melee all the time are doing and if Hot Feet really IS that strong, but every time I go into melee, I discover yet another enemy with absurdly strong melee attacks. For instance, did you know Crey Elliminators had strong melee attacks? I didn't, but apparently their punches can take off half my health AND stun me. Imagine that.

*edit*
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...if you have faith that your team will be there...
I don't and I can't, because I don't have a team. That's my problem. If I had someone to do the tanking for me, then obviously I could let rip and just kill stuff, but it's kind of hard to do that when you can't survive your own aggro.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Eh, I almost forgot to tell you Sam. When you solo on Fire/Fire you are going to get alot of inspirations. Eat them. Eat them and love them.

Since you are solo all the insps that drop are going to you. I can easily eat 6-8 a spawn and have them all back again (sometimes more) before they've worn off. That's how fast fire/fire destroys stuff.

Teamed you don't get as many but teamed you should have the support of teammates and not need to use as many.

The long animating powers are fine for me. While combustion is going off I'm combining insps.

FSC at 2.67 seconds gives me time to combine insps too.

If insps truly were candy my fire/fire blaster would have a huge dental bill.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

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Originally Posted by Memphis_Bill View Post
Some of these are potentially useful in what may be a longer, drawn-out fight. Part of the question, as well, is "Are you going to prefer melee or range?"
Honestly, if I could survive it, I'd stay in melee most of the time. I have, however, taken to liking Hover and its ability to keep me away from the absurdly powerful punches so many NPCs throw around. That actually goes for long, drawn-out fights, as well. My primary objective is to kill my enemies before they can kill me, and the longer the fight draws out, the greater the damage I sustain, and I can't exactly afford to sustain all that much. Blessed be my Scrapper hit points, I'll tell you right now, but even they can't keep me alive when I get myself in trouble.

I sincerely hope Fire Shield will turn things around, though I can't take that until level 44.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Honestly, if I could survive it, I'd stay in melee most of the time. I have, however, taken to liking Hover and its ability to keep me away from the absurdly powerful punches so many NPCs throw around. That actually goes for long, drawn-out fights, as well. My primary objective is to kill my enemies before they can kill me, and the longer the fight draws out, the greater the damage I sustain, and I can't exactly afford to sustain all that much. Blessed be my Scrapper hit points, I'll tell you right now, but even they can't keep me alive when I get myself in trouble.

I sincerely hope Fire Shield will turn things around, though I can't take that until level 44.
Keep in mind, I describe Fire Manipulation as I view it and as I feel it can be used to its fullest. You seem to be asking how to use the melee based powers, so I describe that (and that is the way to maximize what Fire Manip brings to the table). You can play with a ranger style if you prefer, Ring of Fire is good enough on its own to justify such a choice (especially if concept drives you to /Fire Manipulation).

When in trouble, move right up next to the biggest threat and kill it. When in trouble, get closer to the enemy. When something runs at you, laugh at its audacity and punish its stupidity. This is a difficult mindset to learn.

Definitely use inspires. Reds to make them die faster, purples to make them miss. Use the big hitter (or control power) from your primary to eliminate the most troublesome threat first. If stunned, stagger towards an enemy so you can Sword them when it wears off. If held or slept, keep shooting, Ring of Fire does great damage (if its slotted, which can be hard pre-40).

What is your primary?


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Back to front:

Quote:
Originally Posted by StratoNexus View Post
What is your primary?
Fire Blast. What else?

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Definitely use inspires. Reds to make them die faster, purples to make them miss. Use the big hitter (or control power) from your primary to eliminate the most troublesome threat first. If stunned, stagger towards an enemy so you can Sword them when it wears off. If held or slept, keep shooting, Ring of Fire does great damage (if its slotted, which can be hard pre-40).
I hear that a lot, but inspirations simply don't drop with the speed with which I need them. I never really let my tray get completely full, and I've even taken to carrying around purples which I save for special occasions, but even then I rarely get enough inspirations to match the inspirations I use. In fact, I constantly end up having to combine things into break frees. I just don't see myself being able to rely on inspirations more than just tangentially.

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When in trouble, move right up next to the biggest threat and kill it. When in trouble, get closer to the enemy. When something runs at you, laugh at its audacity and punish its stupidity. This is a difficult mindset to learn.
Would that it worked, but I can't seem to manage it. Minions I can one-shot with at least two powers (Blaze and Blazing Bolt, to be precise) and lieutenants I can kind of two-shot or three-shot if need be, but multiple dangerous lieutenants are still... Well, dangerous. And bosses always end up taking upwards of 10 attacks, which is both more attacks and more time than they need to kill me. And if they're something annoying, like Crey Protectors who hold at range and punch absurdly hard in melee, it's kind of a no-win situation. The fact of the matter is that, unlike with Energy Manipulation, I don't really have anything that gives me INSTANT relief. The biggest melee attack I have is Fire Sword, which while strong, isn't even as strong as Blaze - a ranged attack. The melee-centric AoEs are powerful when I combine them, granted, but still not as powerful as Fireball + Fire Breath, yet they both take longer to do and put me right in the thick of it to use. I just don't have anything I can do in melee that has a QUICK payoff. Everything takes so long to materialise.

Quote:
Keep in mind, I describe Fire Manipulation as I view it and as I feel it can be used to its fullest. You seem to be asking how to use the melee based powers, so I describe that (and that is the way to maximize what Fire Manip brings to the table). You can play with a ranger style if you prefer, Ring of Fire is good enough on its own to justify such a choice (especially if concept drives you to /Fire Manipulation).
To be honest, I don't really want to stay at range specifically. I want to deal as much damage as I can, but above all else, I want to survive. With my Energy/Energy Blaster, I could run up to bosses, chain-stun them and quick-kill them. Like, in four attacks or thereabout, quite literally. With my Fire/Fire Blaster, these fights drag on and there really isn't anything terribly impressive I can do to a boss in melee that I can't do at range. In fact, my AoE spam is MORE impressive at range, with Aim + Build Up + Fireball + Fire Breath + Rain of Fire if need be being pretty much enough to wipe out an entire spawn, sometimes including lieutenants. By comparison, Combustion + Fire Sword Circle takes longer to come out, does less damage and puts me in a terrible position for Breath of Fire, easily my strongest area effect attack short of Inferno.

I Sincerely hope that with Fire Shield and Rise of the Phoenix I'll have a bit more of a leg up. I know Temporary Invulnerability and Personal Forcefield really tuned my Energy/Energy Blaster around, and I remember the sweetness that was Munitions on my pitiful AR/Dev Blaster. With five powers in there, though, I don't know what to take. The hold, the shield and the self-rez are an absolute MUST, but I can't decide between Bonfire and Melt Armour.

*edit*
Because I really should say it: thank you.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

I've heard that slotting Hot Feet for slow can be extremely effective. Imagine everyone running away in very slow motion (and not attacking) while you chase them with Blazing Aura on, and possibly Burn ticking away too. The slower they arem the lonegr they take to leave the afraid effect and turn round and shoot.

Unfortunately, my Fire/Fire blaster (first character ever - what a baptism of fire! *cough*) stopped at 36, so I never tried this out.

I will say that I lived and died by Fire Sword Circle and Blazing Aura. My typical tactic was: Locate spawn of +2s or +3s. target the Leiutenant. Run in with Build Up or Aim going off (I'd alternate these two per group, since high kill speed was the name of the game), fire off FireBall as I approached and then Fire Sword Circle once I hit the mob. Blaze the lieutenant in the face and apply Aid Self while they all lie down. Use Fire Sword if there are two leiutenants.

I hadnt got the hang of using Fire Breath at this point, hence the slightly odd tactics. I'm not really recommending these tactics to anyone, I was new to MMos and died a lot, but it was a lot of fun and quite effective.

I found that running Blazing Aura let me do this to +2 s and +3s instead of +1s, so it was definitely a worthwhile power. Using Fire Breath as an opener is obviously even better, but Im sure there are other situations where Blazing Aura is the difference between a spawn lying at your feet or all standing around you with a sliver of health and you just having single target attacks left. Its not a total garbage power.

That said, my more recent Fire/Energy Blaster (and my practice with Fire Breath) is miles ahead. No surprises there.

BTW I highly recommend Bonfire.
Its great when you need a breather from melee.
It's awesome in places like those tight little police stations on bank missions, doing both decent damage and keeping nasties like carnie bosses flopping about in a corner while you destroy them.
Its also a nice fire and forget against AVs and GMs who arent affected by its knockback.
All in all a surprisingly useful power - I took it thinking it was situational, but have found that it was more a case of "any situation that isnt a big outdoors map".