Fire Aura Needs to be Improved !!!
irrelevant [snip] If these people claim Burn should not be turned into a damage power because of balance reasons, then by their same logic Shield Charge is overpowered and deserves a nerf.
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Shield Charge, IMO is the power that needs to be fixed. It does far too much damage when one considers its placement in a Defensive Set.
Also, I don't think "irrelevant" means what you think it does, or you need to figure out double negatives. It might also behoove you to avoid throwing in terms like "bulls---" (or its euphemistic abbrevation) into what should be a convincing argument.
I only got this far...
Shield Charge, IMO is the power that needs to be fixed. It does far too much damage when one considers its placement in a Defensive Set. Also, I don't think "irrelevant" means what you think it does, or you need to figure out double negatives. It might also behoove you to avoid throwing in terms like "bulls---" (or its euphemistic abbrevation) into what should be a convincing argument. |
Great so I was correct to state that "by their same logic Shield Charge should be nerfed. "
So you recommend nothing get done or you have something to say regarding Fire Aura getting buffed as it should be ? It is a damage set after all so why would anyone be afraid to make Burn a powerful damaging attack ? The description of Fire Aura doesnt say " Fire Aura scatters mobs "
I dont think SC should be nerfed btw.
My point was that your logic on [Burn] is faulty. You are saying that SC is just right, and so Burn should do more damage. I am saying that SC does too much damage considering it is not in an offensive set, and therefore there is no reason to buff Burn.
I have seen un-IOed Fire Tanks do just fine, and have no complaints with the leveling I have done with Fire Aura (though I admit that it wasn't very much). I think your issue is not in the set itself, but in your expectations. AKA, operator error.
Also, you draw a comparison between Regen and Fire with regard to taking the Alpha. How is this comparison valid? When is it the job of a Scrapper to take the Alpha?
Finally, the thing that bugs me the most about your tl;dr-inspiring post is that it comes off like a mean-spirited rant founded on entitlement. If you really want to affect change in this set that you apparently dislike, then try removing all opinion and conjecture from your post. Perhaps then it will at least feign persuasive ability.
Shield Charge does entirely too much damage considering it is a secondary power. I'm not entirely sure what kind of numbers it would need to be at unenhanced and buffed but I'd guess at least a reduction of 1/4 the current damage out put.
Virtue: @Santorican

Dark/Shield Build Thread
My point was that your logic on [Burn] is faulty. You are saying that SC is just right, and so Burn should do more damage. I am saying that SC does too much damage considering it is not in an offensive set, and therefore there is no reason to buff Burn.
I have seen un-IOed Fire Tanks do just fine, and have no complaints with the leveling I have done with Fire Aura (though I admit that it wasn't very much). I think your issue is not in the set itself, but in your expectations. AKA, operator error. Also, you draw a comparison between Regen and Fire with regard to taking the Alpha. How is this comparison valid? When is it the job of a Scrapper to take the Alpha? Finally, the thing that bugs me the most about your tl;dr-inspiring post is that it comes off like a mean-spirited rant founded on entitlement. If you really want to affect change in this set that you apparently dislike, then try removing all opinion and conjecture from your post. Perhaps then it will at least feign persuasive ability. |
Fire Aura being weak should be common knowledge simply with a general understanding of the game and experience with mulitple sets. I dont understand how someone knowledgeble of the game could not understand Fire Aura's concept of less mitigation for greater damage and then after understanding that concept , not see how the damage is absent when they realize that Burn Scatters mobs thus causing almost no damage, Blazing Aura is not unique, Consume's damage is trival and a liability because it increases recharge time and requires players to slot for accuracy and ROTP needs you to die to use it as well as simultaneously not seeing the frailty of the set such as no defense , lack of utility, a good tier 9th, utter reliance on Healing Flames, and lack of KB and "reliable" immobile protection which would force Fire Aura players into more power pools than others.
I am simply stating that Fire Aura is weak and should be improved to be equal to other sets. I do not mean to sound snobby just direct. I know it is weak and I know those that think it should not be improved are simply flat out wrong.
Shield Charge does entirely too much damage considering it is a secondary power. I'm not entirely sure what kind of numbers it would need to be at unenhanced and buffed but I'd guess at least a reduction of 1/4 the current damage out put.
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I dont think so but my Shield is a Tank.
Even if it is nerfed , Burns damage could still be front loaded. It needs an improvement nevertheless.
Personally, I still feel that FA is one of the best secondaries for PvE melee. From time to time I still farm with my Fire/Fire/Fire tank and my SS/Fire/Mace Brute. The scattering effect of Burn can be easily fixed:
- On a Brute by getting an AoE Immobilize from a patron.
- On a Scrapper or Tank by teaming with someone with an AoE Immobilize.
This is a multi-player game based around teaming, isn't it?
Personally, I still feel that FA is one of the best secondaries for PvE melee. From time to time I still farm with my Fire/Fire/Fire tank and my SS/Fire/Mace Brute. The scattering effect of Burn can be easily fixed:
- On a Brute by getting an AoE Immobilize from a patron. - On a Scrapper or Tank by teaming with someone with an AoE Immobilize. This is a multi-player game based around teaming, isn't it? |
So Fire Aura should only be the highest damaging/offensive set when you have an immobilize or controller with you ? What sense is that ?
Let me get this straight....
Your upset because the only way Fire Aura can compete with Shield Defense in terms of DPS is to take Burn which causes critters to run away from you for 2 seconds then back to you?
Let me get this straight....
Your upset because the only way Fire Aura can compete with Shield Defense in terms of DPS is to take Burn which causes critters to run away from you for 2 seconds then back to you? |
Fire cannot compete with Shields for Damage and Shields provides better mitigation so there is an imbalance. Fire is suppose to be the offensive set all the time, not occassionally. You suffer the sets weaknesses all the time, so why should you enjoy the strengths only ocassionally ?
Taking Burn wont do anything for damage currently. It scatters mobs slowing down the battle. I am advocating a fix to that.
If your not happy with Burn because of the scatter, don't take it. Worried about loosing your immobilization protection by not having burn; take combat jumping like fire tanks have been doing since the dawn of time. But don't tell me that if I light a bonfire under your ***, your going stand there.
If your not happy with Burn because of the scatter, don't take it. Worried about loosing your immobilization protection by not having burn; take combat jumping like fire tanks have been doing since the dawn of time. But don't tell me that if I light a bonfire under your ***, your going stand there.
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So this is what is comes down to ? Dont take it if you dont like it even though there is an obvious balance issue being ignored. By that logic , foes should scatter from a Tanker with Icicles or Scrapper with Quills. If it is concept/realism that you care about so much , at least advocate Burn causing a slow to mobs so they take damage while still causing a fear like other Fire Powers, otherwise you don't have an argument.
Why would fire cause critters to slow?
If I set you on fire would you crawl to a pool of water or try and get there as fast as possible?
Bonfire, Rain of Fire and Burn all have this effect. It's not like the Fiery Aura set got singled out here. It's Fire counterparts in the blaster, corruptor, dominator and controller AT's got stung with this little feat of developer thinking aswell.
Personally I don't think there is a balance issue in the FA set. Like the people above, I feel that if you really have to point fingers, point them at SD. But then again, I think the SD set is fine the way it is and comparing the two is like comparing apples to oranges. Sure they're both fruit, but my gawd do they taste different.
But at least you caught on to one thing I was trying to point out: Don't take it if you don't like it.
Why would fire cause critters to slow?
If I set you on fire would you crawl to a pool of water? Bonfire, Rain of Fire and Burn all have this effect. It's not like the Fiery Aura set got singled out here. It's Fire counterparts in the blaster and controller AT's got stung with this little feat of developer thinking. Personally I don't think there is a balance issue in the FA set. Like the people above, I feel that if you really have to point fingers, point them at SD. But then again, I think the SD set is fine the way it is and comparing the two is like comparing apples to oranges. Sure they're both fruit, but my gawd do they taste different. But at least you caught on to one thing I was trying to point out: Don't take it if you don't like it. |
Balance> Realism
This is the same equation that allows a Will Power AT to absorb bullets.
Once again you don't have an argument.
Honestly, If you were only concerned about balance.. you would have picked an underpowered set to pick holes in.
I'm off to play my strong and pretty.
Wow, I don't think I've ever seen so much backlash on something that's come up many times before. I agree that Fiery Aura is ok as it is. I also agree that it's near or at the bottom when comparing it to all the other sets for survivability. I've got 90+ levels in Fiery Aura across all three ATs, including one 50 (Brute).
1) You're looking at Burn wrong, it works just fine right now as damage mitigation + damage + immob protection.
2) Consume absolutely needs buffed. Recharge needs dropped, and damage either needs buffed or removed completely.
3) Fiery Embrace also needs its recharge dropped. Twice Build Up's recharge should be more balanced than 3x Build Up. (I'm not sure on numbers, if it *is* 2x build up, it should be 1.5) Also, if I remember my numbers correctly, it is equal to Build Up for non-fire types, and Build Up + for fire types. This sounds just fine to me.
4) Adding slow protection to Temp Protection helped a little, but it still needs a little bit more.
Shield Charge does entirely too much damage considering it is a secondary power. I'm not entirely sure what kind of numbers it would need to be at unenhanced and buffed but I'd guess at least a reduction of 1/4 the current damage out put.
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That's your own opinion please don't state it like it's fact cause it is straight out lies. Your obviously ignorant about the recent damage buff to shield charge yep it does about 200 more damge on scrappers then it did when it was released obviously the devs felt it was to weak.
How can some of you people in this thread argue such nonsense I have a IOed shield and IOed fire armor scrapper and they /shield greatly out performs the /fire. I dont IO toons till 47 so yup I played both with SOs for a great deal of time and fire armor deserves a buff no matter what way you look at it. Most of you argueing other wise probably haven't even played both sets to maturety cause you comments sure sound like that.
FIXING BURN
Regardless of what path the devs would choose Burn should be made useful again. The fear affect should be taken away from Burn and the immobilize protection should be moved into Plasma Shield. People always caution me that Burn was overpowered before ED but that no longer is relevant to the game because of changes and because of the introduction of SHIELD CHARGE which does Superior Damage. If these people claim Burn should not be turned into a damage power because of balance reasons, then by their same logic Shield Charge is overpowered and deserves a nerf. So I dont want to hear this Burn was overpowered BS. It should do significant damage to rival SC at least. Immobilize protection should be moved to Plasma Shield because having it in Burn will only divide a player on when to use it. Imagine how stupid it would be to have mez protection in Shield Charge. After you imagine that , realize that is the actual case with Fire Aura's Burn. |
It would be the best if fiery aura can be improved without getting rid of any powers. First, is there any protection that is thematic to fiery aura which it doesn't have? For more significant power changes, you can take a look how conserve power can be changed to energize for electric armor, such change keeps the original function and theme while significant improvements are made.
So let me get this straight...
Your complaining Fiery Aura needs to be retooled because it's overall damage in 5 Offensive Powers compared to Shield Defense's 1 Offensive Power, right? I think Your totally wrong.
If you really take a look at FA, you would notice that the Powers build upon one another. Blazing Aura starts things off followed by popping Burn and then Consume. Heck, in the higher levels I can see chaining Fiery Embrace, Burn, Consume as a solid work.
You also said you can't take RotP into consideration. You have to because it is a tactically important power. Yes, you have to get gacked to use it. Oh Boo Hoo, you get some debt. Sheesh. If I die so I can let loose a nuke-style PBAoE damage and Rez at the same time, I'd do it. Considering you could then pop Healing Flames, and then the FE/Burn/Consume after that.
Also your trying to compare a mainly Resistive Set (FA) to a mainly Defensive, with some Resistive, Set (SD). That in of itself is a hard thing to look at. FA mixes some offensive Damage and Damage Resistance for it's mitigation. SD focuses on Defense through the shield and a "strength in numbers" approach for mitigation.
Now I have a couple of FA Scrappers (Katana/Fire & Electric/Fire) and a Fire/Ice Tank. Personally, I don't find FA lacking in any respect. Granted the END in the early levels is a PitA, but that's true of any "Armor" Set. FA, along with Dark Armor, are good Sets, they just do things differently from the more DEF-minded sets.
Thank you for the time...

Wow, I don't think I've ever seen so much backlash on something that's come up many times before. I agree that Fiery Aura is ok as it is. I also agree that it's near or at the bottom when comparing it to all the other sets for survivability. I've got 90+ levels in Fiery Aura across all three ATs, including one 50 (Brute).
1) You're looking at Burn wrong, it works just fine right now as damage mitigation + damage + immob protection. 2) Consume absolutely needs buffed. Recharge needs dropped, and damage either needs buffed or removed completely. 3) Fiery Embrace also needs its recharge dropped. Twice Build Up's recharge should be more balanced than 3x Build Up. (I'm not sure on numbers, if it *is* 2x build up, it should be 1.5) Also, if I remember my numbers correctly, it is equal to Build Up for non-fire types, and Build Up + for fire types. This sounds just fine to me. 4) Adding slow protection to Temp Protection helped a little, but it still needs a little bit more. |
We seem to agree on other things. FE's recharge being decreased is something left out so thanks for recommending it.
My post is overambitious with the changes but I will always advocate to replace the Tier 9th rez with something more useful. If the devs were to Make Burn a useful/powerful attack, buff Consume and decrease FE's recharge then Fire Aura would be in much better shape and I probably wouldnt be here.
So let me get this straight...
Your complaining Fiery Aura needs to be retooled because it's overall damage in 5 Offensive Powers compared to Shield Defense's 1 Offensive Power, right? I think Your totally wrong. If you really take a look at FA, you would notice that the Powers build upon one another. Blazing Aura starts things off followed by popping Burn and then Consume. Heck, in the higher levels I can see chaining Fiery Embrace, Burn, Consume as a solid work. You also said you can't take RotP into consideration. You have to because it is a tactically important power. Yes, you have to get gacked to use it. Oh Boo Hoo, you get some debt. Sheesh. If I die so I can let loose a nuke-style PBAoE damage and Rez at the same time, I'd do it. Considering you could then pop Healing Flames, and then the FE/Burn/Consume after that. Also your trying to compare a mainly Resistive Set (FA) to a mainly Defensive, with some Resistive, Set (SD). That in of itself is a hard thing to look at. FA mixes some offensive Damage and Damage Resistance for it's mitigation. SD focuses on Defense through the shield and a "strength in numbers" approach for mitigation. Now I have a couple of FA Scrappers (Katana/Fire & Electric/Fire) and a Fire/Ice Tank. Personally, I don't find FA lacking in any respect. Granted the END in the early levels is a PitA, but that's true of any "Armor" Set. FA, along with Dark Armor, are good Sets, they just do things differently from the more DEF-minded sets. Thank you for the time... |
Lets review Fire Auras damage.
Blazing Aura - Effective Damage Toggle. It seems to do slightly more damage than Lightning Field and Death Shroud but not by very much.
Consume- Mainly used as a Endurance management tool. Because it does a very small amount of damage it has a 180 second recharge and requires accuracy slotting so its damage ends up being a liability and decreases a players overall damage output by not providing sufficient endurance as compared to other endurance powers like Power Sink. Slotting for damage would also be a waste.
Burn- Causes mobs to disperse and run thus doing hardly any damage at all.
FE- Significantly increases damage for a short time.
ROTP- You would have to die, everytime, let me repeat that , everytime , in order to use its damage. Even if someone was willing to do this ROTP has I believe a 5 minute base recharge. So no , you cannot factor in the damage from it because you can only use it occassionally. This idea of dying to use this rez/attack also contradicts the need to strengthen Fire Aura's surviviability since it would make this strategy less useful. It is time to drop it and realize it is foolish to factor in its damage.
So the only powers we have that are good on damage are Blazing Aura which is not unique and other powerset have a damage toggle similar and FE which is unique.
Currently Shield Charges 2 damage powers out damage all damage powers in Fire Aura unless you have a immobilize or Controller with you. This is a balance issue.
With this, the first post, saying "I don't want to hear facts that are inconvenient to me," and the third post, with "I know it is weak and I know those that think it should not be improved are simply flat out wrong," the OP obviously doesn't want a discussion. "I'm right, if you disagree with me you're stupid" is not a strong argument for anything.
So with his list:
No to dropping ROTP for anything. The devs won't do it anyway because they won't change the basic design of a power, a rez will always be a rez. An armor will always be an armor.
Yes to getting Burn looked at again.
Consume might use a tweak, but it's not broken.
Fiery Embrace is OK as is.
Wanted: Origin centric story arcs.
If you've only played an AT once (one set combo) and "hate" it - don't give up. Roll a different combo. It may just be those sets not clicking for you.
Fire Aura should be buffed. The set is currently too weak and obsolete with the introduction of Shields which does more damage while providing better damage mitigation. The concept of Fire Aura is less damage mitigation for greater damage but the damage isnt there except for Firey Embrace. Burn causes mobs to scatter, other sets have a toggle like Blazing Aura, Consume's damage is trival and ROTPs damage cannot be factored in because you would have to die everytime to use it. Either the devs should increase its damage significantly or considerably increase its damage/mitigation.
FIXING BURN
Regardless of what path the devs would choose Burn should be made useful again. The fear affect should be taken away from Burn and the immobilize protection should be moved into Plasma Shield. People always caution me that Burn was overpowered before ED but that no longer is relevant to the game because of changes and because of the introduction of SHIELD CHARGE which does Superior Damage. If these people claim Burn should not be turned into a damage power because of balance reasons, then by their same logic Shield Charge is overpowered and deserves a nerf. So I dont want to hear this Burn was overpowered BS. It should do significant damage to rival SC at least. Immobilize protection should be moved to Plasma Shield because having it in Burn will only divide a player on when to use it. Imagine how stupid it would be to have mez protection in Shield Charge. After you imagine that , realize that is the actual case with Fire Aura's Burn.
IMPROVING CONSUME
Consume should be changed into a more reliable endurance power regardless of what path the developers choose. It currently has an ridiculous 180 second recharge and on an SOed toon without Hasten it simply takes an eternity for it to recharge. To point out, Power Sink has only a 60 second recharge and does not require accuracy. Consume's recharge should be decreased and the trival damage should be removed to compensate which would allow players to slot it more for End Mod and Recharge rather than wasting slots on Accuracy. Currently Consume does everything halfassed as it tries to do damage as well as aid endurance management. It doesnt do any of these things well though. I bet if you were to add a small amount of damage to Power Sink and triple its recharge while requiring players to slot it with accuracy, that would and could only be seen as a nerf. This is currently the case with Consume and because the power tries to do damage, players overall do less damage because they have a subpar endurance power that requires accuracy slots and has 3 times the recharge time of Power Sink.
GETTING RID OF ROTP AND ADDING MORE MITIGATION
If the devs want to go the improved damage/mitigation path rather than the all damage path, ROTP should be replaced with a Power Like MOG to be used as a stop gap between Healing Flames and to let Fire Aura ATs take the Alpha strike. Fire Aura currently sucks at taking the Alpha Strike unless you are heavily invested in IOs or have the fighting pool so in this regards it is similar to Regen and like regen it could be given a power to help repair that deficiency. Fire Auras would have 15 seconds to wipe out the mob before being forced to completely rely on Healing Flames as they currently are.
GETTING RID OF ROTP AND ADDING MORE DAMAGE
If the devs want to go the damage path and ROTP is removed for lets say a toggle like Against all Odds or a power like Rage(not as strong though) then this further justifies improving Consume to deal with the extra endurance cost . Fire Aura would need an additional damage attack if the developers want to go the all damage path and stay loyal to the Fire concept because even if Burn is improved , Shields would still rival it in damage. Shields would have AAO and SC and Fire Aura would have FE , Burn ,and to a lesser extend BA, while still having less mitigation than Shields. So I feel an additional damage power is needed to bring it passed Shields in damage and to justify it having piss poor mitigation.
GETTING RID OF TEMPERATURE PROTECTION AS AN ALTERNATIVE
If the developers are so determined to keep ROTP then the alternative is to combine temperature protection with Fire Shield or Plasma Shield and place another power mitigation or damage power in its place. Obviously if this is done, then a Clone of Mog would be out of the question for improving Fire Aura's mitigation. Perhaps a toggle that increases Regeneration would be feasible , like Rise to the Challenge. A damage toggle like AAO would still be fine.
IMPROVING FIERY EMBRACE
I do not have much complaints with this power but many others complain about its usefulness on non-Fire Melee ATs. I feel that it should slightly improve accuracy however with its accuracy buff perhaps being unenhanceable.
No more new sets should even be considered until the developers repair the ones we currently have. For 4 years, Fire Aura has been left in a weakened state. The damage it promises in return for its frality does not exist so what we have is simply a frail set with nothing to offer in return. If you have other ideas on how to improve Fire Aura then please state them.