What am I doing wrong ? Fire/Fire/Pyre


Biospark

 

Posted

Hello Tankers

I am having fun playing my new tanker and been working out an IO build to work into as I level up, but looking at this build and others that I have tried I am not happy with it.

What I am aiming for is a build that has a good ST attack chain with just enough AoE for Taunt and Solo work. It does not have to be soft-capped, but it sure would be nice.
More recharge would also be nice, but the more I look at this build, it just seems mediocre on Damage and actual Tankability.

What am I doing wrong ?

P.S. Not taking the sword animations was intentional. I was considering them, but the concept was not to be a weapon wielder and almost considered Fire/SS except Footstomp is not thematic either.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Fire Shield -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam:40(3), RctvArm-ResDam/EndRdx:40(27), RctvArm-EndRdx:40(29), RctvArm-ResDam/EndRdx/Rchg:40(33)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(5), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(13)
Level 2: Healing Flames -- Numna-Heal/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(3), Numna-Heal:50(15), RechRdx-I:50(25)
Level 4: Combustion -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(5), Erad-Acc/Dmg/Rchg:30(9), Erad-Acc/Dmg/EndRdx/Rchg:30(13)
Level 6: Air Superiority -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/Rchg:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(15)
Level 8: Swift -- Run-I:50(A)
Level 10: Consume -- Erad-Dmg/Rchg:30(A), Erad-Acc/Rchg:30(11), Erad-Acc/Dmg/Rchg:30(11), Efficacy-EndMod/Rchg:30(27)
Level 12: Plasma Shield -- RctvArm-ResDam:40(A), RctvArm-EndRdx:40(29), RctvArm-ResDam/EndRdx:40(31), RctvArm-ResDam/EndRdx/Rchg:40(31)
Level 14: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(34), Zephyr-ResKB:50(34)
Level 16: Breath of Fire -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(17), Posi-Dmg/Rchg:50(17), Posi-Acc/Dmg/EndRdx:50(25)
Level 18: Health -- Heal-I:50(A), Numna-Regen/Rcvry+:50(19), Mrcl-Rcvry+:40(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(23), RechRdx-I:50(23)
Level 24: Boxing -- P'ngS'Fest-Acc/Dmg:30(A)
Level 26: Tough -- RctvArm-ResDam:40(A), RctvArm-EndRdx:40(31), RctvArm-ResDam/EndRdx:40(33), RctvArm-ResDam/EndRdx/Rchg:40(33)
Level 28: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/Rchg:50(34), RedFtn-EndRdx/Rchg:50(36), RedFtn-Def/EndRdx/Rchg:50(36), RedFtn-Def:50(36), RedFtn-EndRdx:50(37)
Level 30: Blazing Aura -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(43), Erad-Dmg/Rchg:30(43), Erad-%Dam:30(46)
Level 32: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(39), GSFC-ToHit/Rchg/EndRdx:50(40), GSFC-Rchg/EndRdx:50(40), GSFC-ToHit/EndRdx:50(40), GSFC-Build%:50(43)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(39), C'ngImp-Acc/Dmg:50(39)
Level 38: Rise of the Phoenix -- Dsrnt-I:50(A)
Level 41: Ring of Fire -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42)
Level 44: Fire Blast -- Dev'n-Acc/Dmg:50(A), Dev'n-Dmg/EndRdx:50(45), Dev'n-Dmg/Rchg:50(45), Dev'n-Acc/Dmg/Rchg:50(45), Dev'n-Acc/Dmg/EndRdx/Rchg:50(46), Dev'n-Hold%:50(46)
Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(50)
Level 49: Burn -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(50), Erad-%Dam:30(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



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BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

Quote:
More recharge would also be nice, but the more I look at this build, it just seems mediocre on Damage and actual Tankability.
Um. That pretty much sums up fire tanks.

They're down on defensive powers because the development idea was that they would trade off defensive powers for more offense. But the fact is the current dev team has never rebalanced, or even looked at the set, since Jack added the +fear to burn and Enhancement Diversification was implemented. Many of us fire tank players have been begging, for literal years in some cases, for the dev team to do SOMETHING to fix the design issues that still haven't been addressed. As far as I'm aware, no developer has actually responded to either defend the bad design of fire aura, or to say that changes are going to be implemented. The invuln rework, I want to say in Issue 12?, seriously ticked a lot of fire aura players off because a set that didn't need a rework got one... and the devs STILL declined to fix fire aura.

Just to give you a taste of what I'm on about, check this thread: http://boards.cityofheroes.com/showthread.php?t=198671


 

Posted

Yep, I have seen the running debate over Burn and also remember when it was a really nice power. I agree with the majority of folks that the Immob protection in Burn is just plain wierd, and also that it should have a slow effect at the very least to make it do some damage before mobs exit the patch. You will notice I have it in my build, but not till after level 41 (Ring of Fire as my planned setup power). I thought about Char, but Immob has a better shot with helping tear down hard targets, plus the added benefit of keeping a target from chasing someone or running off.


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF

 

Posted

I dunno. My Fire/Fire/Pyre felt like she was holding up acceptably in melee while running on yellow SOs, but I have not tried her against Cimeroran or difficult AE content. Damage is fine. I can still do damage with Burn that increases my effectiveness.

I haven't analyzed your build, but my offhand guess as to why it feels mediocre on Damage would be: you didn't take Fire Sword Circle. I know you said single-target, but geez.

Seriously, that's the best part of Fire/Fire -- hitting Fiery Embrace/Build Up/Fire Sword Circle.

I am planning (but have not tested) a build that emphasizes damage output, recharge, and endurance; it'll have Tough but no Weave or defense slotting. In action, the plan is to take a pounding until Healing Flames recharges, meanwhile the enemy is losing hitpoints faster and has no Healing Flames.

I have a couple of other projects to wade through first, though.


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

So you went into the set, knowing you weren't going to take a few of the big powers, and you're wondering why it's "mediocre on damage?" That really doesn't follow. You probably would have been better off going Fire/SS if you didn't like the Sword attacks that much.

Because Fire/Fire is a good tank build, both for damage and tanking. Mine does it quite well. It's not as easy street tanking as it is for WP or Invuln, but you can still main tank for your team in any content in game. The damage is good too.

It DOES have design issues that need to be fixed up. Burn and Fiery Embrace are the biggest things, though some of of its mez protection would benefit from fixing, too. Even so, it's working pretty well as a set, hence its not being changed any more in depth than it did back in I13. Like it or not, the devs are going to the bigger problem ATs and powersets first, and Tanks and Fiery Aura just don't fit the bill well enough. Heck, Going Rogue is surely taking precedence over many things. Defenders are probably the next AT getting a look.

Fixing Burn requires substantive work (I really don't believe that Castle or the devs think Burn is fine as is) that is on the back burner, in my opinion. Pure conjecture on my part, of course, but the issues in Fiery Aura are not just a matter of players arguing for being "more uber," either.

A fine distinction, perhaps, but that's what it is. Fiery Aura works pretty well, and can tank just fine. Not as smoothly as it should, but it does work well.

*added*

I suppose I should post my IO build. It worked well for me as I was getting the cash for it, too. You can go for different types of defense as well, but it works for me.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Grey Pilgrim Switchover: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(3), ImpArm-ResDam/Rchg(15), ImpArm-ResDam/EndRdx/Rchg(17), ImpArm-EndRdx/Rchg(19), ImpArm-ResPsi(40)
Level 1: Scorch -- F'dSmite-Acc/Dmg(A)
Level 2: Healing Flames -- Mrcl-Heal/EndRdx(A), Mrcl-Heal/Rchg(3), Mrcl-Heal/EndRdx/Rchg(9), H'zdH-Heal/Rchg(17), H'zdH-Heal/EndRdx/Rchg(19), S'fstPrt-ResDam/Def+(33)
Level 4: Combustion -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(5), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(13), Sciroc-Acc/Rchg(15), Sciroc-Dam%(42)
Level 6: Fire Sword -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(7), Mako-Dmg/Rchg(7), Mako-Dmg/EndRdx(9), Mako-Acc/EndRdx/Rchg(11), Mako-Dam%(37)
Level 8: Combat Jumping -- Krma-ResKB(A)
Level 10: Consume -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc/Rchg(23), P'Shift-Acc/Rchg(27), P'Shift-EndMod(34), RechRdx(45)
Level 12: Plasma Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-EndRdx/Rchg(13), ImpArm-ResDam/Rchg(23), ImpArm-ResDam(25), ImpArm-ResDam/EndRdx/Rchg(31), ImpArm-ResPsi(42)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(42), Zephyr-Travel/EndRdx(46), Winter-ResSlow(50)
Level 16: Swift -- Run(A)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Temperature Protection -- S'fstPrt-ResKB(A)
Level 24: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(25), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Rchg(34), Sciroc-Dmg/Rchg(43), Sciroc-Dam%(46)
Level 26: Fiery Embrace -- RechRdx(A), RechRdx(27)
Level 28: Fire Sword Circle -- M'Strk-Acc/Dmg(A), M'Strk-Acc/Dmg/EndRdx(29), M'Strk-Dmg/Rchg(29), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(31), M'Strk-Acc/EndRdx(46)
Level 30: Boxing -- Acc(A)
Level 32: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(33), TtmC'tng-EndRdx(33), TtmC'tng-ResDam/Rchg(43), TtmC'tng-ResDam/EndRdx/Rchg(43), TtmC'tng-EndRdx/Rchg(45)
Level 35: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(36), T'Death-Dmg/Rchg(36), T'Death-Dmg/EndRdx/Rchg(36), T'Death-Dmg/EndRdx(37), T'Death-Dam%(37)
Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Dmg/EndRdx(39), C'ngImp-Dmg/Rchg(40), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 41: Char -- G'Wdw-Acc/Rchg(A)
Level 44: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(45)
Level 47: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(48), RedFtn-EndRdx(48), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(50), RedFtn-Def/EndRdx/Rchg(50)
Level 49: Rise of the Phoenix -- Heal(A)
------------
Level 1: Brawl -- Acc(A)
Level 1: Sprint -- Run(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet




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

I haven't read in detail your build or the entire thread, just scanned, but I'd have to agree with what some of the others have said. Here's my 2 inf...

1. Get Fire Sword Circle!!
2. Get Greater Fire Sword (lose Breath of Fire)
3. If you're going to use Burn consider and Epic set that will help keep them in the patch longer. Either Energy Mastery with Torrent (for the KD) or Earth Mastery for Stalagmites.
4. Get rid of RotP (just me, I don't like the power. Some do some don't)
5. Pick up Fiery Embrace if you can.
6. Slot more damage in your attacks
7. Not sure Ring of Fire is doing all you want it to. I'd replace that with something else (possibly Fiery Embrace) or slot it with enough recharge so you can spam it.
8. Your Accuracy looks a bit low to me. I usually try for 40+% per attack.
9. I've never liked flying Fire Tanks (I like the idea...but...), they haven't worked out for me. Take Combat Jumping and Super Leap. CJ will offer some additional Defense. Use your Blessing of the Zephyr with CJ.Take Hurdle.
10. I'd slot up Scorch, it has a fast recharge and is a very effective attack (5 slot with Crushing Impact if you want more recharge bonus).
11. Get rid of Breath of Fire.




Tanker Tuesdays: Meet in King's Row by IP Gate 6pm PT9pm ET.
1st Tuesday on Champion, 2nd Tuesday on Justice
3rd Tuesdays (Odd months) Freedom, (Even months) Virtue, 4th Tuesday, Tour, Server TBA
Brutal Thrashing Thursdays: Justice (ask Papa Slade when),meet in RWZ 6pm PT9pm ET.

 

Posted

Thanks everyone for the replies. Alot of good things to think about.

I have adjusted my build plan a tad to incorporate CJ for a little more Def and Immob protection. Still up in the air on swapping Firebreath for Fire Sword circle. Concept versus damage and all. But Firebreath comes earlier in the career, so I can always respec later. Also was able to move some slots around to get dmg and acc up in my attacks. As far as Burn goes, I was planning to use RoF to set up for burn. This would be my Boss-burning tactic. So, about the only decision left undecided is to drop RotP in order to have both Buildup and FE.

Its all good


BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF