How durable can Fire Aura be ?


Bobitron

 

Posted

I may wish to resume leveling my Fire/Fire Scrapper but I would like to know what can be done to increase his durability. I simply want to be able to take the alpha of a plus 3 group of 10 enemies without having to hit Healing Flames immediately after.

This build is a concept build and KB protection will be achieved with IOs. The other build will be for single target take down and will lack AOEs, have hasten, lack flight and probably will have Energy Mastery.

W a r s u n


FIRE MELEE
Fire Sword
Cremate
Fire Sword Circle
Build Up
Incinerate
Greater Fire Sword

FIRE AURA
Fire Shield
Healing Flames
Blazing Aura
Plasma Shield
Consume
Firey Embrace

LEAPING
Combat Jumping

FLIGHT
Air Superority
Fly

FITNESS
Swift
Health
Stamina

FIGHTING
Punch/Kick
Tough
Weave

BLAZE
Char
Fire Blast
Fire Ball


To be clear I am simply asking what can be done with the powers I have and IOs to make me forget that Fire Aura is fragile with SOs. How much defense/recharge/resistance can I attain ? What is the best path? My current budget is 300 million but I can always get more since he is only 32.


 

Posted

Quote:
Originally Posted by New_Dark_Age View Post
To be clear I am simply asking what can be done with the powers I have and IOs to make me forget that Fire Aura is fragile with SOs. How much defense/recharge/resistance can I attain ? What is the best path? My current budget is 300 million but I can always get more since he is only 32.
Your best bet is to simply go for positional defense. Slot up some Obliteration 6 piece sets and Touch of Death 6 piece sets where you can. Take Weave, Maneuvers, and Combat Jumping/Hover. Slot a Steadfast Protection 3% +def IO in Temp Protection (which you did take because of the slow resist, right?). Throw in some BotZ 3 piece sets in SJ and CJ. That should net you 33.4% +def(melee) and 17.9% +def(ranged, AoE). With a few more +def set bonuses thrown in (Aegis, Mako's Bite), you should be able to manage at least 20% +def to ranged and AoE. Those defenses, combined with the preexisting resistances FA has, should be enough to get you where you want to be.


 

Posted

Quote:
Originally Posted by Umbral View Post
Your best bet is to simply go for positional defense. Slot up some Obliteration 6 piece sets and Touch of Death 6 piece sets where you can. Take Weave, Maneuvers, and Combat Jumping/Hover. Slot a Steadfast Protection 3% +def IO in Temp Protection (which you did take because of the slow resist, right?). Throw in some BotZ 3 piece sets in SJ and CJ. That should net you 33.4% +def(melee) and 17.9% +def(ranged, AoE). With a few more +def set bonuses thrown in (Aegis, Mako's Bite), you should be able to manage at least 20% +def to ranged and AoE. Those defenses, combined with the preexisting resistances FA has, should be enough to get you where you want to be.
I had this idea floating in my head since working on my Kat/Fire. Go Claws/Fire, concentrate on Ranged and AoE and keep scattering all the melee types with Burn. Claws with a ranged Focus and a cone Shockwave would be ideal for this since running foes aren't a big issue. Go for a 20m/40r/30aoe defense package with Claws/Fire, keep melee scattered with Burn and then kill everything with cones. A demon type with /Dark for the ranged and cones would be ideal if you can manage without Phys Perf. That's why claws would be ideal. Then you could use Tentacles and do a run by Burn to manage your exposure to melee.


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

Posted

Quote:
Originally Posted by Umbral View Post
Your best bet is to simply go for positional defense.
Out of curiosity, why positional defense? It seems that you could probably get high levels of S/L defense more easily and it'd work against a significant portion of ranged attacks as well. Since a lot of large S/L defense bonuses are 2-4 slot bonuses (vs 5-6 slots for melee defense), it sounds like it'd be less slot intensive as well. What compelling reasons are there for taking melee over S/L defense?


 

Posted

Quote:
Originally Posted by Laevateinn View Post
Out of curiosity, why positional defense? It seems that you could probably get high levels of S/L defense more easily and it'd work against a significant portion of ranged attacks as well. Since a lot of large S/L defense bonuses are 2-4 slot bonuses (vs 5-6 slots for melee defense), it sounds like it'd be less slot intensive as well. What compelling reasons are there for taking melee over S/L defense?
Positional is easier to get and less intensive on your attacks. The two obvious reasons are the Gaussian's set and Blessing of the Zephyr. These sets really pump up postional defense and typed doesn't really have a decent counter part. Also, I'd rather go Mako's then working on the level 30 and 40 sets required to pump typed. Oblit tends to be better than Eradication as well.


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

Posted

Positional defense is far more adaptive.

Say you're fighting council. JUst the minions use these attacks: a lethal/ranged attack, a cold/ranged attack, a fire/AoE,a lethal/melee, a energy/ranged, a negative energy/ranged, a negative energy melee, a smashing+lethal/AoE, and a smashing/melee. Look at those damage types, and you'll need a broad spectrum. Let's just say you got high ranged/melee defense. See how many in that list you can cut out?

Very few things in the game do not have a position tied to them.


 

Posted

Quote:
Originally Posted by Laevateinn View Post
Out of curiosity, why positional defense? It seems that you could probably get high levels of S/L defense more easily and it'd work against a significant portion of ranged attacks as well. Since a lot of large S/L defense bonuses are 2-4 slot bonuses (vs 5-6 slots for melee defense), it sounds like it'd be less slot intensive as well. What compelling reasons are there for taking melee over S/L defense?
The main reason is because you'll get a lot better enhancement values from the 6 piece sets that I mentioned as well. Kinetic Combat and Smashing Haymaker will underenhance the attacks you put them into so you're sacrificing the functionality of those powers to fuel those set bonuses when you would be getting full power functionality from slotting the positional defense sets while getting the same functional defenses.

In general, when given the option to choose between typed and positional, I always go with positional at the top end because there are more, better options for getting those set bonuses that don't reduce the native effectiveness of the powers unless the powerset in question already has a preference for typed defenses (like WP, Invuln, or Ice).


 

Posted

For a res set, I'd rather go with S/L def.

Going for S/L

5 kinetic combat sets (4 fire attacks + air sup), 2 rectified reticle in BU, 3 reactive armor sets in resistance powers, 2 obliteration sets in FSC and Blazing Aura, and a Steadfast.

Example build :

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Ends up with 40% S/L, 12% F/C, 15.7% E/N, 11.9% psi, 31.6% melee, 13.8% ranged, 11.9% AoE.


Going for positionals with a focus on melee

5 ToD sets in melee attacks, 3 aegis sets in resistance powers, Gaussian in BU, BotZ in Fly and CJ, Detonation in Fireball, still the same Oblit sets in BA and FSC, and a Steadfast.

Compared to the previous build, lower values on attacks (a full ToD set is much weaker than 4 kinetic combat + 2 slots to taste), longer recharges, lower end recovery, BU available less often.

Example build :

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Ends up with 32.5% melee, 20% ranged, 26.6% AoE, 21.9% S/L, 26% F/C, 15.7% E/N, 11.3% psi.


 

Posted

Nihilli and Umbral have some really good advice. Some things to note though are that without defense debuff resistance and no active mitigation (knockdown, stuns) there are a lot of mobs that will tear through that defense really quickly. Your only real mitigation is killing fast, which you should do on a fire/fire scrapper.

Once you get around 20% defense to all you can always pop 2 purples to pop yourself up to the softcap and be extremly survivable. I suggest monitoring your in game stats.

Another way to add survivability is good slotting of healing flames ( I use doctored wounds set). Building for recharge is great on /fire for healing flames and consume. Getting the +hp accolades and building for +hp is a very good way to increase survivability.


Also make sure to get some knockback resistance in your /fire if not you will get knocked around like a ping pong ball. +8 mag is about all I need.


Active 50's
Darklocked (dm/sd Brute)
Wardman (Fire/sd Scrapper)
Congealer (ice/cold Corruptor)
Peroxisome (mind/psi Dominator)
Evil Thing (Fire/Kin Corruptor)

Proud Member of Repeat-Offenders

 

Posted

Quote:
Originally Posted by Enots View Post
Some things to note though are that without defense debuff resistance...
Very important to keep this in mind. I have a Katana/Dark that is softcapped to ranged and AoE (and melee with an application of Divine Avalanche), but it's very easy to get beat up by enemies with serious -Def. This would be doubly important for a toon that has some (but not capped) defense layered with resistances and active mitigation. A group of Romans or a couple Tarantula Mistresses are going to completely strip that away very quickly and leave you scrambling for Healing Flames.


 

Posted

Here's my planned cheap Fire/Fire build.....should be able to do it for under 150 million using AE tickets for salvage and a lucky roll or two.

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