which secondary for fire?
Hi all!
I'm going to be starting a new blaster and I'm curious as to what if any secondary powers are not viable with fire as a primary or which ones may be considered "ideal"...my current is fire/fire and I'm not opposed to doing that again as I'm only making new toon for new server that rl friend is on, I know they offer paid server transfers but the current one is only 21 so I didn't see the point in paying when getting to that lvl took very little time. |
For a Fire Blaster, I'd suggest any secondary other than Ice. It's not that I think Ice is worse, but it just doesn't work so well with a fast-paced Fire Blaster.
Let's go ahead and see what we'll get...
Fire/Fire you know about already. Fire Sword Circle, Fire Sword, Consume, and Burn that you can stack with Ring of Fire, plus two damage auras.
Fire/Electric gets more AoE with Thunder Strike, as well as good ST melee, a hold (albeit a melee hold), and Power Sink. It gives you a little more control direct control and plain damage.
Fire/Energy gives you high-powered Single Target Melee, but little in the way of AoE melee. You also get Build up at lv 4, Conserve Power at lv 16, Power Boost to pump up the Stun in your melee hits, and Range Boost, which a friend of mine uses to give Fire Breath and Blaze a little extra range and aid in pulling. This is a pretty popular combo.
Fire/Devices loses you Build up, but you get some more tactical powers in return: Caltrops to slow enemies while you pound them, using TP Foe to drop enemies on top of stacked trip mines, and throwing Smoke grenade that make enemies miss, as well as a floating gun turret. This used to be a popular one in PvP.
Fire/Mental gives you another ranged cone (with better range than Fire Breath), Drain Psyche, World of Confusion, and Psychic Shockwave. This combo is sturdy, strong, and pretty safe. I have a friend who uses this to great effect both solo and on teams.
Thanks J...that's pretty much what I was looking for...now to come up with a concept
Global @radubadu
Usually playing one of the following toons blueside on Virtue:
Cadler 50 WP/SS tanker
Radubadu 46 Fire/Fire blaster
Hell Runner 35 Fire/Fire brute
For a Fire Blaster, I'd suggest any secondary other than Ice. It's not that I think Ice is worse, but it just doesn't work so well with a fast-paced Fire Blaster.
Fire/Electric gets more AoE with Thunder Strike, as well as good ST melee, a hold (albeit a melee hold), and Power Sink. It gives you a little more control direct control and plain damage. Fire/Energy gives you high-powered Single Target Melee, but little in the way of AoE melee. You also get Build up at lv 4, Conserve Power at lv 16, Power Boost to pump up the Stun in your melee hits, and Range Boost, which a friend of mine uses to give Fire Breath and Blaze a little extra range and aid in pulling. This is a pretty popular combo. Fire/Devices loses you Build up, but you get some more tactical powers in return: Caltrops to slow enemies while you pound them, using TP Foe to drop enemies on top of stacked trip mines, and throwing Smoke grenade that make enemies miss, as well as a floating gun turret. This used to be a popular one in PvP. |
/Ice is a very nice secondary for Fire, because it gives you what fire sorely lacks.....mitigation......and it does that better than just about any other secondary. Fire/Ice is a very effective and fun combination.
/Elec....the AOE component to Thunderstrike is very small and the animation is so long that I always recommend skipping it. It just isn't needed with CB, HP, SG.
/Energy is similar to /Elec due to the melee attacks, but not quite as damaging of a secondary since more of the damage is tied up in the long animating Total Focus and the set lacks a damage aura. Conserve Power is not as good of a recovery tool as Power Sink, although it does come earlier, and Boost Range is a solid utility power for those that want to stick to range. It does, however, stack with itself well with all of the stuns in the set.
/Devices.......just don't. Seriously, if Ice could be said to be too slow of a secondary for Fire (which I disagree with), then devices would be like crawling in quicksand. Devices got absolutely neutered between ED, the old smoke grenade 'nerf', and Inventions. Targeting Drone, Smoke Grenade, and Cloaking Device are mostly replaced by Inventions and trip mine, time bomb, and Gun Drone are very slow casting powers. The set, frankly, needs totally redone to compete with other sets in today's game. There are those that play it, and it can be a fun set, but you have to play to its strengths and be accepting of its vast limitations.
/Energy and /Mental are the two most popular combination's with Fire, and for good reason.
/Energy offers good single target damage for Fire, as well as some single target damage mitigation. Bonesmasher is an extremely good attack, and makes Fire/Nrg into a devastating boss killer, as well as an AoE monster.
By far the biggest advantage of /nrg for fire is Boost Range. This power increase the cone size of Breath of Fire, which lets you hit the whole mob with it easily. Buildup+Aim+Breath of Fire+Fireball will usually 2 shot all minions in a mob.
Powerboost is also a great power, the best uses are usually using it to boost Aid Self, or using it to boost Vengeance(Powerboost+Veng is what I typically use)
/Mental on the other hand, turns fire from an AoE Monster, to *lol gg mobs* It doesn't have the single target damage that /Nrg has, or the utility abilities. What it does have is AoE. Lots and lots of AoE. There is also some minor control abilities in /Mental, but the primary reason is to make a Fire/Mental blaster that can kill mobs with blistering speed.
I'm a big fan of /elec, /mental, /ice and /energy for use with fireblasting.
Not so impressed by fire/fire, actually deleted my fire/dev.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
I'd like to chime in and mention that
Fire/Ice was one of the most enjoyable experiences I've had playing blasters.
Not to mention he was the fastest to 50 for me.
The firepower combined with Ice Patch and Shiver is amazing.
After 1 application of Shiver not even bosses could make it to me before going down! I actually prefer it to Power Push for mitigation.
Not to mention that with Ice Patch the previously situational Rain of Fire gets lots more use!
Personally, the only secondary I'd avoid on a fire blaster would be Devices.
My Fire/Ice is the only toon I've taken to 50 without melee attacks! Ice is that good at keeping them at bay.
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It depends which playstyle you're going for. Fire/ice and fire/dev remain my two favorite combinations to this day. The control the /ice and /dev offer with the damage heavy fire blasting is almost too perfect. Shiver alone is pretty much an awesome reason /ice pairs well with fire blast. Much like caltrops does, but /dev while losing build up, has so many other goodies. Targetting drone makes leveling up the fire/dev painfully easy and fun.
As to blapping, the best secondary with fire is IMO /elec. Fire/elec/elec blasters absolutely rule with multiple holds, prob the best ST damage in the game, lots of aoe with static discharge adding. Tons of fun.
Fire/mental is also a very fun build, like a mix between /energy and /fire, /mental compliments fire blast well for soloing and on teams.
Plasmic's Guide to Sonic/Mental
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I disagree with most of this.
/Ice is a very nice secondary for Fire, because it gives you what fire sorely lacks.....mitigation......and it does that better than just about any other secondary. Fire/Ice is a very effective and fun combination. /Elec....the AOE component to Thunderstrike is very small and the animation is so long that I always recommend skipping it. It just isn't needed with CB, HP, SG. /Energy is similar to /Elec due to the melee attacks, but not quite as damaging of a secondary since more of the damage is tied up in the long animating Total Focus and the set lacks a damage aura. Conserve Power is not as good of a recovery tool as Power Sink, although it does come earlier, and Boost Range is a solid utility power for those that want to stick to range. It does, however, stack with itself well with all of the stuns in the set. /Devices.......just don't. Seriously, if Ice could be said to be too slow of a secondary for Fire (which I disagree with), then devices would be like crawling in quicksand. Devices got absolutely neutered between ED, the old smoke grenade 'nerf', and Inventions. Targeting Drone, Smoke Grenade, and Cloaking Device are mostly replaced by Inventions and trip mine, time bomb, and Gun Drone are very slow casting powers. The set, frankly, needs totally redone to compete with other sets in today's game. There are those that play it, and it can be a fun set, but you have to play to its strengths and be accepting of its vast limitations. |
The main one being that devices is a very safe and solid, though painfully slow, set for soloing. It takes a certain type of unhurried playstyle to really be happy with it.
@Candlestick
If you really want an AoE monster Rad/Fire is the way to go. Lots of PBAoEs. I'm really enjoying mine.
-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
I disagree with most of this.
/Ice is a very nice secondary for Fire, because it gives you what fire sorely lacks.....mitigation......and it does that better than just about any other secondary. Fire/Ice is a very effective and fun combination. /Devices.......just don't. Seriously, if Ice could be said to be too slow of a secondary for Fire (which I disagree with), then devices would be like crawling in quicksand. Devices got absolutely neutered between ED, the old smoke grenade 'nerf', and Inventions. Targeting Drone, Smoke Grenade, and Cloaking Device are mostly replaced by Inventions and trip mine, time bomb, and Gun Drone are very slow casting powers. The set, frankly, needs totally redone to compete with other sets in today's game. There are those that play it, and it can be a fun set, but you have to play to its strengths and be accepting of its vast limitations. |
I'd say all they need to do is give targetting drone an assault like constant on damage boost (to more than just AR's snipe) and tweak time bomb. No "total redo" necessary IMHO.
One advantage of fire/devices is it is one of only two secondaries (other being /ice) where you can actually make good use of rain of fire.
Love my fire/devices. On tough battles or bad teams devices is invaulable, on steamroller teams I just don't bother. So, slow? Not really. Anyway, I find most other secondaries have just as many skippable powers. Basically the big drawback is the no build-up, all it really comes down to. Yes, that's a big one though.
I'd say all they need to do is give targetting drone an assault like constant on damage boost (to more than just AR's snipe) and tweak time bomb. No "total redo" necessary IMHO. One advantage of fire/devices is it is one of only two secondaries (other being /ice) where you can actually make good use of rain of fire. |
-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
Huge difference between "enemies at the -runspeed cap" and "enemies at both -runspeed and -recharge cap". I'm not saying that -rrunspeed is useless, but 1/4 the incoming firepower is my personal priority.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Huge difference between "enemies at the -runspeed cap" and "enemies at both -runspeed and -recharge cap". I'm not saying that -rrunspeed is useless, but 1/4 the incoming firepower is my personal priority.
|
In my experience there's not much difference in incoming damage between -rech cap and avoid + -runspeed cap, especially at the speed with which fire/ and /fire destroy stuff. The main problem is the 39-40 level wait to get it.
-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
Hi all!
I'm going to be starting a new blaster and I'm curious as to what if any secondary powers are not viable with fire as a primary or which ones may be considered "ideal"...my current is fire/fire and I'm not opposed to doing that again as I'm only making new toon for new server that rl friend is on, I know they offer paid server transfers but the current one is only 21 so I didn't see the point in paying when getting to that lvl took very little time.
Global @radubadu
Usually playing one of the following toons blueside on Virtue:
Cadler 50 WP/SS tanker
Radubadu 46 Fire/Fire blaster
Hell Runner 35 Fire/Fire brute