Fire/fire/earth build


Baelrath

 

Posted

This is my first post here, although i have been lurking around here since ages.

I just want some opinions on my build. I have almost all the stuff that is in there except for two of the uniques in health which i can afford but awaiting youre comments first. Its mostly not very expensive apart from the health slotting.

I am also not sure as what to pick with my last power taunt or rise of the phoenix. I seldom die but i think rise looks cool and i like the idea to. Although i obviously dont like dieing

Fire away


Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/

Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Earth Mastery

Hero Profile:
------------
Level 1: Fire Shield TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(3), TtmC'tng-EndRdx/Rchg(3), TtmC'tng-ResDam/EndRdx/Rchg(5), TtmC'tng-ResDam(5), TtmC'tng-EndRdx(7)
Level 1: Scorch T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(39)
Level 2: Healing Flames Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 4: Combustion M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(13), M'Strk-Dmg/Rchg(13), M'Strk-Acc/EndRdx(15), M'Strk-Acc/Dmg/EndRdx(15), M'Strk-Dmg/EndRdx/Rchg(17)
Level 6: Hurdle Jump-I(A)
Level 8: Combat Jumping Krma-ResKB(A)
Level 10: Kick Dmg-I(A)
Level 12: Plasma Shield TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(17), TtmC'tng-EndRdx/Rchg(19), TtmC'tng-ResDam/EndRdx/Rchg(19), TtmC'tng-ResDam(21), TtmC'tng-EndRdx(21)
Level 14: Health RgnTis-Regen+(A), Mrcl-Rcvry+(23), Numna-Regen/Rcvry+(23), Mrcl-Heal(25), Numna-Heal(25)
Level 16: Tough S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(27), ImpArm-ResDam(27), S'fstPrt-ResDam/EndRdx(29)
Level 18: Burn Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(33)
Level 20: Stamina P'Shift-End%(A), P'Shift-EndMod(33), EndMod-I(33)
Level 22: Super Jump Jump-I(A)
Level 24: Build Up AdjTgt-Rchg(A), AdjTgt-EndRdx/Rchg(34), GSFC-ToHit/Rchg(34)
Level 26: Fiery Embrace RechRdx-I(A), RechRdx-I(36)
Level 28: Fire Sword Circle M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(36), M'Strk-Dmg/Rchg(37), M'Strk-Acc/EndRdx(37), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(50)
Level 30: Blazing Aura Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
Level 32: Weave S'dpty-Def(A), S'dpty-Def/EndRdx(42), RedFtn-Def(42)
Level 35: Incinerate T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(43), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(45), T'Death-Dmg/EndRdx/Rchg(45), T'Death-Dam%(45)
Level 38: Consume Efficacy-Acc/Rchg(A), P'Shift-Acc/Rchg(46), P'Shift-EndMod/Acc/Rchg(46)
Level 41: Stone Prison Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(43), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob/Rchg(48), Enf'dOp-Acc/Immob(50)
Level 44: Quick Sand Slow-I(A)
Level 47: Hasten RechRdx-I(A), RechRdx-I(48)
Level 49: Rise of the Phoenix Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
13% DamageBuff(Smashing)
13% DamageBuff(Lethal)
13% DamageBuff(Fire)
13% DamageBuff(Cold)
13% DamageBuff(Energy)
13% DamageBuff(Negative)
13% DamageBuff(Toxic)
13% DamageBuff(Psionic)
18,9% Defense(Smashing)
18,9% Defense(Lethal)
4,88% Defense(Fire)
4,88% Defense(Cold)
3% Defense(Energy)
3% Defense(Negative)
3% Defense(Psionic)
31,1% Defense(Melee)
3% Defense(Ranged)
6,75% Defense(AoE)
3% Enhancement(Immobilize)
4% Enhancement(Heal)
18,8% Enhancement(RechargeTime)
18% Enhancement(Accuracy)
10% FlySpeed
112,4 HP (6%) HitPoints
10% JumpHeight
10% JumpSpeed
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Held) 11%
MezResist(Immobilize) 5,5%
MezResist(Sleep) 7,7%
MezResist(Stun) 12,1%
MezResist(Terrorized) 2,2%
6,5% (0,11 End/sec) Recovery
16% (1,25 HP/sec) Regeneration
3,15% Resistance(Fire)
3,15% Resistance(Cold)
1,88% Resistance(Negative)
10% RunSpeed


Edit: seems its not my first post. the others have to been from the used to be european forums i guess


 

Posted

Also other suggestions instead of rotp or taunt are welcome to. i thought a bout manoevers but i already use 4 different pools so cant pick that up. unless i ditch haste.


 

Posted

This is probably a bit better to look at, since you can hopefully use the link. Cant seem to use colors so its plain looking again.

Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Earth Mastery

Hero Profile:
Level 1: Fire Shield -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/Rchg:50(3), TtmC'tng-EndRdx/Rchg:50(3), TtmC'tng-ResDam/EndRdx/Rchg:50(5), TtmC'tng-ResDam:50(5), TtmC'tng-EndRdx:50(7)
Level 1: Scorch -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(11), T'Death-Dmg/Rchg:40(34), T'Death-Acc/Dmg/EndRdx:40(36), T'Death-Dmg/EndRdx/Rchg:40(39), T'Death-Dam%:40(39)
Level 2: Healing Flames -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-EndRdx/Rchg:50(7), Dct'dW-Heal/Rchg:50(9), Dct'dW-Heal:50(9), Dct'dW-Rchg:50(11)
Level 4: Combustion -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(13), M'Strk-Dmg/Rchg:50(13), M'Strk-Acc/EndRdx:50(15), M'Strk-Acc/Dmg/EndRdx:50(15), M'Strk-Dmg/EndRdx/Rchg:50(17)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Combat Jumping -- Krma-ResKB:30(A)
Level 10: Kick -- Dmg-I:50(A)
Level 12: Plasma Shield -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/Rchg:50(17), TtmC'tng-EndRdx/Rchg:50(19), TtmC'tng-ResDam/EndRdx/Rchg:50(19), TtmC'tng-ResDam:50(21), TtmC'tng-EndRdx:50(21)
Level 14: Health -- RgnTis-Regen+:30(A), Mrcl-Rcvry+:40(23), Numna-Regen/Rcvry+:50(23), Mrcl-Heal:40(25), Numna-Heal:50(25)
Level 16: Tough -- S'fstPrt-ResDam/Def+:30(A), ImpArm-ResDam/EndRdx:40(27), ImpArm-ResDam:40(27), S'fstPrt-ResDam/EndRdx:30(29)
Level 18: Burn -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(33)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(33), EndMod-I:50(33)
Level 22: Super Jump -- Jump-I:50(A)
Level 24: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-EndRdx/Rchg:50(34), GSFC-ToHit/Rchg:50(34)
Level 26: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(36)
Level 28: Fire Sword Circle -- M'Strk-Acc/Dmg:50(A), M'Strk-Dmg/EndRdx:50(36), M'Strk-Dmg/Rchg:50(37), M'Strk-Acc/EndRdx:50(37), M'Strk-Acc/Dmg/EndRdx:50(37), M'Strk-Dmg/EndRdx/Rchg:50(50)
Level 30: Blazing Aura -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(40), Oblit-Acc/Dmg/Rchg:50(40), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(42)
Level 32: Weave -- S'dpty-Def:40(A), S'dpty-Def/EndRdx:40(42), RedFtn-Def:50(42)
Level 35: Incinerate -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(43), T'Death-Dmg/Rchg:40(43), T'Death-Acc/Dmg/EndRdx:40(45), T'Death-Dmg/EndRdx/Rchg:40(45), T'Death-Dam%:40(45)
Level 38: Consume -- Efficacy-Acc/Rchg:50(A), P'Shift-Acc/Rchg:50(46), P'Shift-EndMod/Acc/Rchg:50(46)
Level 41: Stone Prison -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(43), Enf'dOp-Acc/EndRdx:50(46), Enf'dOp-Immob/Rng:50(48), Enf'dOp-Acc/Immob/Rchg:50(48), Enf'dOp-Acc/Immob:50(50)
Level 44: Quick Sand -- Slow-I:50(A)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48)
Level 49: Rise of the Phoenix -- Dct'dW-Heal/Rchg:30(A), Numna-Heal/Rchg:50(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:

  • 13% DamageBuff(Smashing)
  • 13% DamageBuff(Lethal)
  • 13% DamageBuff(Fire)
  • 13% DamageBuff(Cold)
  • 13% DamageBuff(Energy)
  • 13% DamageBuff(Negative)
  • 13% DamageBuff(Toxic)
  • 13% DamageBuff(Psionic)
  • 18,9% Defense(Smashing)
  • 18,9% Defense(Lethal)
  • 4,88% Defense(Fire)
  • 4,88% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 3% Defense(Psionic)
  • 31,1% Defense(Melee)
  • 3% Defense(Ranged)
  • 6,75% Defense(AoE)
  • 3% Enhancement(Immobilize)
  • 4% Enhancement(Heal)
  • 18,8% Enhancement(RechargeTime)
  • 18% Enhancement(Accuracy)
  • 10% FlySpeed
  • 112,4 HP (6%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 11%
  • MezResist(Immobilize) 5,5%
  • MezResist(Sleep) 7,7%
  • MezResist(Stun) 12,1%
  • MezResist(Terrorized) 2,2%
  • 6,5% (0,11 End/sec) Recovery
  • 16% (1,25 HP/sec) Regeneration
  • 3,15% Resistance(Fire)
  • 3,15% Resistance(Cold)
  • 1,88% Resistance(Negative)
  • 10% RunSpeed


 

Posted

No comments at all. Dying to use my respec to go for this build but want to make sure i dont blow it for nothing.

I know i am a bit impatient, sorry for that


 

Posted

I don't have Mids or a lot of time, but I'll take a stab at it.

Using Titanium Coating to go for melee defense is an angle I haven't seen in a build. It's slot-heavy, but I suppose it's cheaper than some routes.

I would find a way to fit in Greater Fire Sword alongside Incinerate. The one thing nicer than having one heavy hitter is having two you can chain.

In general, you're a bit short on enhancement. It's hard to tell without Mids or doing the calculations by hand, but it looks like Build Up is short of the ED cap for recharge, and Hasten and Fiery Embrace certainly are, and Stamina looks like it's short of the cap as well. It seems funny to have the PS recovery proc and the Miracle and Numina uniques that add recovery in Health but suboptimal base slotting in Stamina. I'd squeeze out another slot if you can.

With the Obliteration sets in your attacks (especially Blazing Aura) being notoriously weak in endurance reduction, and Weave appearing not to have any end reduction, I wonder how fast this build would be starving for endurance. Be aware of the possibility, at least.

That's all I can think of at first glance. It seems creative to me to use Enfeebled Operation and Titanium Coatings as the basis for building defense for a Fire Tanker, it will be cool if it works for you.


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

Since i was eager to test it out i respecced into it already.

So far i am pretty happy. I know obliteration is low on end reduction. but my blazing aura is 0.52 a sec or something and burn is 5 end per use. Since i use combustion and firesword everytime they are up , i am far better with multistrike(which is rather good on end reduction in those)
To be honest i use way less end then with my previous build.

I had to choose a bit so build up and health and stamina are indeed a bit suboptimal. Haste i got three slotted now(one extra with the slot i took from rotp cause i went for taunt in the end). However many post i read show that its better to have 2*50 end mod and the endproc possiblity then to have 3*50end mod which goes way beyond the cap limit. More or less the same for health. So far i have not slotted my health fully cause i am not sure yet i want to use my money on those three uniques.(i have one of the three other two i have to buy)

So far i have 41% melee defense. Which is rather nice now that i used it a bit.
My damage from burn combined with quicksand more then makes up for the fireball i used to have. To me it seems like it does more damage, cost less endurance and even lowers the damage i take cause they try to run away. When i get low on end each time so far my consume was ready to boost it up again. So no problems for now there.
The build has some drawbacks however. It does not have alot of recharge. When haste is up i dont notice that really i got attacks all i want. When haste is down its not ideal, but certainly more then playable for me.

I made this build up as i was playing and started slotting at around levle 40. I think i spend about 60-80 mill on it so far. that is with still one peice of obliteration missing and two of the health uniques.

Any suggestion are still welcome. I really like this char, more then i expected and me really looking to make it even better and enjoying it even more. Suggestions with fire for epic are welcome to but for now i seem to like earth. Makes me feel a bit different and its rather usefull.


 

Posted

Quote:
Originally Posted by Baelrath View Post
However many post i read show that its better to have 2*50 end mod and the endproc possiblity then to have 3*50end mod which goes way beyond the cap limit.
Sure, for three slots. I was suggesting four slots (for example, 50 Performance Shifter End Mod, 50 Performance Shifter End Mod/something else, the Performance Shifter proc, and a plain 50 End Mod. It is one more slot but you get peak output (and a small set bonus to hit points).

How's the character do against defense debuffers like the Cimeroroan Wall? I assume not much worse than someone with NO defense investment, but does it feel frustrating?

Quote:
Originally Posted by Baelrath View Post
Any suggestion are still welcome. I really like this char, more then i expected and me really looking to make it even better and enjoying it even more. Suggestions with fire for epic are welcome to but for now i seem to like earth. Makes me feel a bit different and its rather usefull.
Glad to hear it's working out for you! I do have a suggestion. Since it sounds like you are getting a lot of use out of Quicksand, could you scrounge slots (maybe those un-spent slots you were considering for the Health uniques?) and throw one or two additional slots into Quicksand? I don't know how much enhancement hits the slow cap, but most slows (like caltrops) perform a lot better at keeping the foes trapped if you slot them up a bit. You could throw in two End/Rech/Slow IOs and a common Slow IO to get pretty good results, I'd guess, if you can find the slots. Might keep them in Burn even more solidly.

If Quicksand took defense debuff sets (I don't think it does) you could put Exploited Vulnerability into 3 slots and get another 1.5% melee defense. :P


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

Nice fast and wel thought out comments.

I believe that quicksand with one slow io is almost as cap, wel not really but i got them at 70% slow which is rather nice for one power which takes only the standard slot, recharges fast enough so that i have it always available and last longer then its own recharge.

About the stamina you are probably right. But cant test that now, i used my respec so i have health sitting with three heal IO and looking to fill in the others later.

I did not go to the cimeroroan wall yet. been up against defense debuffer in ae, that went better then it used to, but still can be a pain. Nothing a purple cant take care of. Also still have my heal and my resist to help me out a bit.

Btw, you are right about the no defense set allowed in quicksand.

I am very much aware that this is not a highend build. But from simple crafted io to this is a huge difference already. Maybe later i will upgrade to a real highend build.