Fire/SS Power Choice Advice
I have no idea what the rest of the build is like.
Burn can be used as your immob protection, for damage, for fear kiting, as an interrupt. It could be used with an immob or hold.
Ring of Fire is an immob that is good to stop a runner who happens to be the anchor, hold mobs in place for Burn, as an interrupt and immob kiting which can lower the dps of AVs and such from making them resort to certain attacks.
Char is a nice ranged hold that can hold enemies like ring of fire would in Burn to gain the most damage from it but more importantly with a macro that is say "/Macro T, "$$targetname Sapper" you can hold the sapper before they drain your endurance.
Temp Protection is often just a free slot for those who have most other powers requiring heavy slotting and they can put a KB prot there. It's cheaper than acrobatics.
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.
I posted my build incase it will help. I will not be using Burn for Immobile protection. I would take it for offensive reasons only. I need to know if Foot Stomp will work well in preventing mobs from scattering before they take a good amount of damage and if Burn scatters harder enemies like bosses and above. You already make it sound like Temp Protection is not to essential but I still need to know if it is the more logical choice in my build or should I just not take both.
Understand that whether I choose Burn or Temp Protection, I will be selecting them late in my build most likely.
Thanks
I posted my build incase it will help. I will not be using Burn for Immobile protection. I would take it for offensive reasons only. I need to know if Foot Stomp will work well in preventing mobs from scattering before they take a good amount of damage and if Burn scatters harder enemies like bosses and above. You already make it sound like Temp Protection is not to essential but I still need to know if it is the more logical choice in my build or should I just not take both.
Understand that whether I choose Burn or Temp Protection, I will be selecting them late in my build most likely. Thanks |
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.
My instinct is to choose Char and Burn.
Char serves the function of a single-target immobilize anyway, and can be used to hold problem targets like Sappers (as has been mentioned already).
Burn is situational and some don't like it...and Temp protection gives a bit of recharge debuff resist...but Burn is big damage, potentially, and some mitigation, and TR is still pretty weak.
YMMV.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
These are the powers you need to destroy everything in sight:
rage, footstomp, blazing aura, burn, fireball.
hit burn, que footstomp = insane aoe damage. I just wish burn was a larger radius. Short of the aoe immobs that some FA users have access to, Footstomp is one of the best tools for keeping mobs in burn for a long time. When you add in blazing aura and fireball the duration is usually long enough for everything to be dead.
Temp protection is nice when stacked w/ winters gift
I use burn in conjunction with energy torrent and footstomp. My usual routine is to hop into a mob with ET, burn and then FS. Energy mastery helps with end usage too on a recharge intensive build.
Some folks don't like the cone nature of ET but I don't find it too much of a hassel to hop out and mid arc change directions back in and fire ET. Fireball is a lot easier to use I'll admit, but I like having another FF proc in ET.
Personally, I'm not a fan of taking as many of the travel pool powers as you have. I can understand Hasten, Combat Jumping, and even Hover for both recharge and help with defenses. (Although if you plan on taking Burn you'll need to drop out of Hover to use it.)
Adding in both Fly and Superspeed takes up a power choice I'd prefer to use else where. (thematically if you're toon doesn't have wings you can always grab the raptor pack from the Shadow Shard Jet Pack vendor to cover you're flying needs)
Throwing darts at the board to see if something sticks.....
Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Originally Posted by PapaSlade
Rangle's right....this is fun.
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I have a lvl 50 Fire/SS/Pyre tanker that I just adore. She also has both Super Speed and Flight because of her concept, however I opted in favor of Air Superiority, rather than hover, as another part of my attack chain, as well as the ability to keep a target inside my Burn patch.
Bear in mind, that if you take burn, you may not need Combat Jumping, as Burn will take care of your immobilization protection.
Another thing I would suggest, that I took on my tank is Tough. I skipped weave, but Tough has helped a lot.
Love me or hate me, it's still an obsession.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Smothered's Build101: Level 50 Technology Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-EndRdx(3), TtmC'tng-ResDam/Rchg(3), ResDam-I(5), EndRdx-I(5)
Level 1: Jab -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(25), C'ngImp-Dmg/Rchg(27), C'ngImp-Dmg/EndRdx/Rchg(27), C'ngImp-Acc/Dmg/EndRdx(29)
Level 2: Healing Flames -- Numna-Heal/EndRdx(A), Numna-Heal(7), Dct'dW-Heal(7), Dct'dW-Rchg(9), Dct'dW-Heal/Rchg(9)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(21), C'ngImp-Dmg/EndRdx/Rchg(23), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(25)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(21)
Level 10: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(11), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(17), Sciroc-Dam%(19)
Level 12: Plasma Shield -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam(13), TtmC'tng-EndRdx/Rchg(13), ResDam-I(15), EndRdx-I(15)
Level 14: Super Speed -- Run-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A)
Level 18: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc/Rchg(42), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(42)
Level 20: Stamina -- EndMod-I(A), EndMod-I(43), EndMod-I(43)
Level 22: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(29), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Acc/Dmg/EndRdx(31)
Level 24: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(43)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(37)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(34), Empty(34)
Level 30: Boxing -- Acc-I(A)
Level 32: Tough -- TtmC'tng-ResDam/Rchg(A), TtmC'tng-ResDam(33), TtmC'tng-EndRdx(33)
Level 35: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(36), LkGmblr-Def/Rchg(36), LkGmblr-EndRdx/Rchg(36), Krma-ResKB(37)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), FrcFbk-Rechg%(40)
Level 41: Char -- Empty(A), Empty(46), Empty(46), Empty(50)
Level 44: Fire Blast -- Decim-Build%(A), Decim-Acc/Dmg(45), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46)
Level 47: Fire Ball -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg(50)
Level 49: Burn -- Dmg-I(A), Dmg-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
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Set Bonus Totals:
- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 1.56% Defense(Fire)
- 1.56% Defense(Cold)
- 3.13% Defense(Psionic)
- 3.13% Defense(AoE)
- 2.25% Max End
- 52.5% Enhancement(RechargeTime)
- 57% Enhancement(Accuracy)
- 189.7 HP (10.1%) HitPoints
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 9.35%
- MezResist(Sleep) 6.6%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 4% (0.07 End/sec) Recovery
- 42% (3.29 HP/sec) Regeneration
- 2.84% Resistance(Fire)
- 2.84% Resistance(Cold)
- 3.13% Resistance(Negative)
thats my tank. he rocks..im gunna upgrade him and put imprevium skins or whatever on his fire/plasma shield instead of the titanium coatings.. Burn is handy, but i ave been thinking about taking it out just cuz i can use another power and i still kill the buddies fast with or wihout it..
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Tankers : Ice/Ele, Fire/SS, Fire/DM, Invul/Fire, Ele/Stone Corrupter : Arch/TA
Scrappers : DM/DA, Kat/SR Brutes : Fire/Shield, Ele/Fire(Villian)
Controllers : Fire/Kin, Ele/Rad, Earth/Cold
My tanker has these powers, works pretty good:
Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield --
Level 1: Jab --
Level 2: Blazing Aura --
Level 4: Haymaker --
Level 6: Healing Flames --
Level 8: Hover --
Level 10: Taunt --
Level 12: Plasma Shield --
Level 14: Fly --
Level 16: Swift --
Level 18: Burn --
Level 20: Knockout Blow --
Level 22: Health --
Level 24: Stamina --
Level 26: Boxing --
Level 28: Rage --
Level 30: Tough --
Level 32: Fiery Embrace --
Level 35: Hasten --
Level 38: Foot Stomp --
Level 41: Char --
Level 44: Fire Blast --
Level 47: Fire Ball --
Level 49: Consume --
Hello, I have recently created a Fire/SS Tanker and because of the tightness of the build I have some hard choices that must be made. In short, I must choose whether to take Burn or Temp Protection or neither and I must choose between either Ring of Fire or Char in Pyre Mastery.
Understand I am building for solo efficiency with max amount of damage possible but effectiveness on a team is important to me as well.
As a Super Strengh Tanker with Foot Stomp, should I choose Temp Protection or Burn or neither? How effective is Burn soloing and teaming with SS ? Does Burn scatter harder enemies like Lieutenants, Bosses and EBs ? (I understand Burn scatters mobs but if it is effective against harder targets because it doesn't scatter them I might consider taking it) Does the Slow resist in Temp protection justify taking it over Burn ?
What is more logical Ring of Fire or Char ?
(Edit)
I did not feel the need to post my build because my character concept makes it quite inflexible but I will incase it will help. Knockback protection will be attained through IOs.
FIRE AURA
Fire Shield
Healing Flames
Blazing Aura
Plasma Shield
Consume
Fiery Embrace
SUPER STRENGTH:
Jab
Punch
Haymaker
Knockout Blow
Rage
Foot Stomp
LEAPING:
Combat Jumping
FLIGHT:
Air Superiority
Fly
FITNESS:
Swift
Health
Stamina
SPEED:
Hasten
Superspeed
PYRE MASTERY:
Ring of Fire or Char
Fire Blast
Fire Ball
That leaves me one more power to choose and no I will not drop fly because of concept reasons. Whether I choose Burn or Temp Protection , I will most likely be taking them late in my build.
Appreciate the help.