Fire Tanks - Are they really bad?


Ace_of_Hearts

 

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Originally Posted by Calash View Post
I tend to agree what +def is not a good path for a Fire/, but only due to the lack of and debuff resistance.
We're just going to have to agree to disagree on this. I really think def debuffs are overblown as a threat, esp on a set that has 70% S/L resistance to cover any blow defenses, seeing as how most def debuffs come from lethal damage. My Fire tank w/capped S/L def has never had issues in Cim (none of my tanks do other than my Stony out of Granite, but only when he gets multi-critted). Having said that, I haven't run Praetorians on my Fire tank in a long time--I sorta wonder what all that rad damage would do to him and his less than stellar (~47%) energy res.

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Ignoring what this does to Consume and Blazing Aura the way I see it Fire/ brings something to SS that no other primary can. Burst Damage. 240% damage boosting for 10 seconds (if timed right). KO Blow and FootStomp with buffs in that range are a beautiful thing to see.
Be honest. If you could play SD/SS, wouldn't you take that combo in a heartbeat? Rage + AAO (+FS+SC+FS) would be so freakin' broken.


An Offensive Guide to Ice Melee

 

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Originally Posted by dave_p View Post
Be honest. If you could play SD/SS, wouldn't you take that combo in a heartbeat? Rage + AAO (+FS+SC+FS) would be so freakin' broken.
Heck no I prefer my Fire/Fire tank over any SD/combo, I am sorry to say the biggest problem I have with the SD tank (as well as the scrapper SD) is simply this. The only thing protecting your tank from holds, stuns, and everything else is Activate Defense, and one with the shield, both have a very long recharge. Now at higher lvls when you get your recharge up there it might be better, but at lower lvls it is not as good as a Fire/Fire tank, or any other one. I prefer my nice little combo on my fire/fire tank. I would tell you but you would probably say it wouldn't work. ( but I have teamed with a SD/SS tank and I killed 2 mobs before the one could kill 1 mob with your combo.)


 

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Active Defense only needs at most two recharges enhancements to make it permanent. With a duration of 120s and a recharge of 200s it doesn't take very high level DO's to make it happen. I think it can be done with low level TO's as well, but I don't recall. A soft-capped SD/SS rarely needs OwtS, so the amount of recharge in it shouldn't matter.

That being said, having a Lvl 50 Fire/Fire and a LvL 41 SD/SS tank I find them to be different "flavors of ice cream". Both are good, but really, it all depends on the flavor I'm in the mood for. Both do amazing damage. Fire's lack of defense can bite you in the toosh if you're not careful, same for SD's lack of included self heal. My Fire/Fire is still one of my favorite toons, but the SD/SS ain't so bad either... and my DA/DM or my SA/SM tanks.... er where were we?


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!
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Originally Posted by PapaSlade
Rangle's right....this is fun.

 

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Originally Posted by dave_p View Post
Also, Shield Charge (& Lightning Rod, the 1-2 combo that makes SD/Elec so popular) uses scrapper values (...)
Minor correction. All versions of shield charge used to use the Brute version, then awhile ago they were changed to properly reflect each AT's melee modifiers. Tanker Shield Charge ended up getting a slight boost in the process.

I prefer Shield Charge over a small-radius damage aura and a Build Up clone. The huge radius, knockdown, short animation time, and burst damage make it better in practice than a simplistic comparison of damage numbers would imply, and anecdotal claims of "my X can outdamage every Y out there!" don't impress me. That said, on an SO-only build it's not an every-spawn power and it comes late in a set that is rather lackluster without it.


 

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Originally Posted by dave_p View Post
Be honest. If you could play SD/SS, wouldn't you take that combo in a heartbeat? Rage + AAO (+FS+SC+FS) would be so freakin' broken.

What do you mean if?? I rolled one a while back but already have too many /SS toons so I went SD/Dark. Got bored with that and went SD/Elec. Now that is a monster of a toon once you start putting in sets. Sitting on 42.6% Melee def Solo and with a good grouping and buildup I can hit 130% +Damage reliably. Not quite up to what Fiery Embrace can provide though, but for this toon I would not give up Shield Charge+Lighting Rod+Thunder Strike+Chain Induction.


 

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Originally Posted by Laevateinn View Post
Minor correction. All versions of shield charge used to use the Brute version, then awhile ago they were changed to properly reflect each AT's melee modifiers. Tanker Shield Charge ended up getting a slight boost in the process.
Right...to be very specific, that means Tanker Shield Charge does NOT do anything like the damage Scrapper Shield Charge does. But it still does plenty.


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

 

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Originally Posted by Laevateinn View Post
Minor correction. All versions of shield charge used to use the Brute version, then awhile ago they were changed to properly reflect each AT's melee modifiers. Tanker Shield Charge ended up getting a slight boost in the process.
Really? My mistake. I thought scrappers & tanks still summoned the same pseudopet. City of Data still shows the same, but they haven't been updated in forever it seems. I just checked the latest DB for Mids', but that seems to have completely messed up the tanker values. It still produces obscene #s tho compared to most normal tanker AoE attacks.

To Calash - Has ELM surpassed SS for AoE damage? FS recharges a ton faster then LR, and has nearly the same radius (tho I'll admit the extra 5' is niiiiice). I wished Stars would update his charts w/ELM in the mix. Granted ELM has other AoE attacks, but w/Rage factored in I'd be surprised if ELM edges out SS. Of course, LR does energy damage which is nice...


An Offensive Guide to Ice Melee

 

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Originally Posted by Ace_of_Hearts View Post
I have recently rolled my first tank and got him to level 10 - and I enjoy playing him. He's fire/ice

After chatting to a few friends on my server (Union) I was informed that fire tanks are actually quite squishy and poor. Is this true? Are they really bad? In my experience I have seen very few fire tanks running around - especially level 50. So are fire tanks poor compared with, say, ice / willpower / shield / stone? If so, why? I know they have no defense against knockback and no psionic resistance but with careful slotting surely these holes can now be plugged.

My overall plan is to slot for ranged and melee defense and, thanks to mids, I reckon I can get to about 40% on both with not too much cash (except a full set of Numina's but thats why God created merits).

To be honest, I'm enjoying him at the moment so even if fire tanks are naff I have no intention of deleting him. I am just curious why they have such a bad reputation.

One more question (this is noobish but as I said earlier, it is my first tank) - is taunt absolutely necessary or can I rely on gauntlet to cover all my tanking needs? I was just wondering because I planned for taunt in my build but if I could get away with it, I would rather drop it for another power.
I am glad you enjoy playing your character. Unfortunately the truth is Fire Aura is a weak secondary and it better serves as a Scrapper secondary because of a Scrapper's greater damage. I am not sure why you are attracted to Fire Aura but I can tell you it will not deliver on its promise to do greater damage.

The concept of Fire Aura is greater offense for less durability. In reality , only the latter part of the concept is true. It has no " good " immobile protection , no defense and no protection to the "always present in the end game" Knockback effects. Its less durable than other secondaries but does not provide enough damage to compensate. So it is plainly gimped.

Burn will cause almost no damage to enemies because of an overkill nerf that was never rectified.

Consume is a halfassed power that tries to do damage and recover endurance simultaneously. Because it tries to do all these things , players overall do less damage because instead of having a reliable, auto-hit enduance recovery with a minute recharge like Power Sink , they have a unreliable endurance recovery power with a 3 minute recharge and that requires accuracy slotting.

ROTP damage cannot be factored because , firstly, you must die to use it and , secondly, it has a long recharge so you cant use it often even if you are willing to die to use it.

Fiery Embrace delivers but has a longer recharge than Build Up and is more benefical to Fire Melee's and Blazing Aura, while good, is not anything special since other secondaries have such toggles.



After spending a while on the boards, you should be able to detect BS. It is obvious that Fire Aura is weak from the shaddy responses you and I receive in such threads. Examples are:

"It can be made to work"
- which implies more effort must be put into it when compared to others.

"Fire Aura plays differently than other secondaries"
- Meaning what ?

"Fire Aura can be good. Just be sure to get Combat Jumping, Tough and Weave"
-ignores that most other sets dont need this.

"Fire Aura is not like other secondaries"
- Meaning what ? Fire Aura is starting to sound like an emo girl. Yeah it doesnt play like other secondaries. It is weaker

"I like playing Fire Aura"
-Ok

"An IOed Fire Aura can be pretty durable"
-So can any IOed character. This implies that it needs IOs to cover up its natural weaknesses while other sets do not. Building a house on corrupt foundations never works.

"Burn works great if you have an Immobile"
-So I need an Immobile to do what Fire Aura Promises?

These statements should mark at least a 9.4 on the BS Reading Meter which is almost as high as listening to Obama's State of the Union Address.


Now granted your secondary is Ice so your weakness will not be as apparent since Ice Patch can keep mobs in Burn and on their a** but consider this. Shields does more damage while providing more protection than Fire. Sound unbalanced ? It is but is nonetheless true.

Fire Aura is currently obsolete.


 

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Originally Posted by New_Dark_Age View Post
"It can be made to work"
- which implies more effort must be put into it when compared to others.

"Fire Aura plays differently than other secondaries"
- Meaning what ?
You have to play it more on offense more then other tanks

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Originally Posted by New_Dark_Age View Post
"Fire Aura can be good. Just be sure to get Combat Jumping, Tough and Weave"
-ignores that most other sets dont need this.
Combat jumping takes care of the Immobile

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Originally Posted by New_Dark_Age View Post
"Fire Aura is not like other secondaries"
- Meaning what ? Fire Aura is starting to sound like an emo girl. Yeah it doesnt play like other secondaries. It is weaker
What secondaries are you talking about? Its a primary.

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Originally Posted by New_Dark_Age View Post
"An IOed Fire Aura can be pretty durable"
-So can any IOed character. This implies that it needs IOs to cover up its natural weaknesses while other sets do not. Building a house on corrupt foundations never works.
My Fire/Fire tanks not IOed out yet and i seen it better durability then other tanks that IS IOed OUT

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Originally Posted by New_Dark_Age View Post
"Burn works great if you have an Immobile"
-So I need an Immobile to do what Fire Aura Promises?
It also has a great toxin resistance then other tanks when u use it, and no you don't need to be Immobile to use it.

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Originally Posted by New_Dark_Age View Post
These statements should mark at least a 9.4 on the BS Reading Meter which is almost as high as listening to Obama's State of the Union Address.
Bad call here Bub, keep politics out of here please.


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Originally Posted by New_Dark_Age View Post
Now granted your secondary is Ice so your weakness will not be as apparent since Ice Patch can keep mobs in Burn and on their a** but consider this. Shields does more damage while providing more protection than Fire. Sound unbalanced ? It is but is nonetheless true.

Fire Aura is currently obsolete.
It is obviously You have never played a fire tank other wise you would know what a lot of us that do knows about it. It is NOT OBSOLETE. I have a Level 50 Fire/Fire tank that just rocks, no its not IOed out yet, but it goes through mobs faster then any other tank I have teamed with, I even was set alone once with 2 mobs while the rest of the team went ahead, and I caught up with them after they taken down only 1 mob. So unless you actually played one do not put down the power of THE FIRE TANK.


 

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Hello New Dark Age.
You seem to be suffering from a failed relationship with the unyielding Fiery Aura. Considering the vehemence in you're thread on the "Suggestions and Idea's" forum about what is wrong with the Fiery Aura and how it "should be changed" I suggest therapy. Long. Expensive Therapy.

Fiery Aura is considered by some to be the "redheaded stepchild" of the Tank/Scrapper/Brute defensive auras and like dating a redhead, Fiery Aura takes more work. Like some redheads Fiery Aura requires more attention then most, and Healing Flames and Consume help give it some of the attention it needs. I'm not sure why you're so down on the steamy drink of Consume as properly slotted 3 "sips" will fill your end bar to contentment.

Burn is another example of the attention this redhead needs. I know that when my redhead gets mad at me I get my "Immobilized" toosh off the couch and get moving, just like the sweet smolder of burn does for Fiery Aura. And I know most folks who are around a redhead when they're angry tend leave the room in fear instead of getting caught up in that storm. Having the area cleared certainly mitigates my damage.

Are you Tough enough to date this one? Fiery armor, like Darkness, does benefit greatly from having Tough as part of the arsenal, but it isn't required material. My Fire/Fire tank cruised to Level 50 without any issues and this was before I knew about proper builds. Adding in Tough and Weave made it stronger, but weren't required for me to get to 50. Some will tell you that Tough and Weave should be part of all tank's arsenals, so how different is Fiery aura from that?

If you want an easy time of it, go "date" a /Regen scrapper. Personally I find it more enjoyable to go out with this Hot Fiery "redheaded" Aura.


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!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

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Originally Posted by New_Dark_Age View Post
... I am not sure why you are attracted to Fire Aura but I can tell you it will not deliver on its promise to do greater damage....

...Fiery Embrace delivers but has a longer recharge than Build Up and is more benefical to Fire Melee's and Blazing Aura, while good, is not anything special since other secondaries have such toggles.

If you are going to dismiss the damage boosting power of the set then yes, Fire does not deliver in it's damage boosting.

Just as Shield would not deliver if you pulled AAO because it cannot deliver a steady damage boost no matter the number of mobs around you.

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Now granted your secondary is Ice so your weakness will not be as apparent since Ice Patch can keep mobs in Burn and on their a** but consider this. Shields does more damage while providing more protection than Fire. Sound unbalanced ? It is but is nonetheless true.
Everything I am seeing tells me that Fire provides a better damage boost than shield in low mob groupings. Even capped on mobs I can not get AAO to get me much past 65% boosts reliably. Fire will give you 80% to everything for 10 seconds.

Now, if you want to argue Burn vs Shield Charge I am 100% on your side


 

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Yeah, there are pros and cons to all the Tanker Primaries. You note what those are and you work with them. That's a good thing, too. If they all played the same, what would be the point of having different sets (not to mention noting how much that would neuter much of the fun you can have with CoX).

I do think Burn could use some tweaking, Fiery Embrace should be of more help to all secondaries, and Consume has too long of a recharge for what it does. But those are very minor things to deal with compared to how it plays. It's quite solid when you play and take the pros and cons into account (just like you should with ANY tank set).


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

 

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Originally Posted by Calash View Post
If you are going to dismiss the damage boosting power of the set then yes, Fire does not deliver in it's damage boosting.

Just as Shield would not deliver if you pulled AAO because it cannot deliver a steady damage boost no matter the number of mobs around you.



Everything I am seeing tells me that Fire provides a better damage boost than shield in low mob groupings. Even capped on mobs I can not get AAO to get me much past 65% boosts reliably. Fire will give you 80% to everything for 10 seconds.

Now, if you want to argue Burn vs Shield Charge I am 100% on your side
A constant 30-40-50% bonus to damage is better than a 100% boost every 90 seconds.

Shield/Ice is 30% faster at the same exact missions as a Fire/Ice.

I have a 50 fire/ice and a 50 shield/ice. I ran the same missions using AE and using herostats, which unfortunately does not count everything, showed the shield/ice to be around 30% faster. This was done with SO's on both builds. NO IO's were used at all. The fire/ice did have the bonus of all accolades though...

Fiery Embrace needs to be changed. I think AAO is a much better power.

Shield Charge is much better than Burn, and to such a degree I dont think I could even make up a number to represent it.

SC affects 16 critters. Burn affects 5. Burn causes them to run away and back and not receive full damage. Ice patch helps... but only affects 5, and higher con critters will run off of Ice patch to get away from Burn. (burn and Ice patch do not affect the same 5 critters in a full spawn....)

Shield is not the greatest tank. It is the most offensive tank. Shield/fire is great and on a steamrolling team, probably one of the best.


I did get my fire/ice to 41% defense to S/L. This greatly helped the survivability. Defense Debuffs do chew it up, but that is where the resistance comes in with Healing Flames.


Numbers aside... play what you want to play. If you dont like it, play another. The point is to have fun. I have many tanks and each is good for different reasons. My badge toon, fire/ice tank, is the last one I take on things though. My other tanks are more fun.


YMMV---IMO
Ice Ember

 

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Hardly constant.

Unless you are herding vast numbers of mobs so that as you kill off some others come to fill the gaps you are only looking at peak performance of the power for 2-3 seconds per battle. The majority of your battle is probably at 20% boosting, on average. Fiery Embrace is a constant 80% (100% for fire primary) for a good 10 seconds with no reduction in effectiveness of the buff over the time.

Where I think shield pulls ahead is in the tools to leverage the buff (lets face it, Shield Charge is a wonderful power and will take full advantage of the buff killing minions with ease), and the lack of being a click power. With animation time factored in stacking Fiery Embrace and Build-Up causes you to miss some of the buffing. AAO does not have this problem. It is one of the reasons Fire pairs up so well with SS, no need to worry about timing the stacking buffs.


 

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Shield and Elec are probably the biggest reminders that Burn has been overly nerfed. You don't have to worry about immoblizations or anything silly with those, you just use them. I'd rather Castle revamped Burn to work consistently and easily than leave Burn the way it is. It should have been tweaked better back when it received its nerf, and it's still sitting that way.

Fiery Embrace should just work at 20 seconds for everything. Then it'd be a nice option to choose instead of Build-up, or with it. Fiery Aura still has these powers hanging around from the start of the game that need tweaking, while Shields was really designed effectively all around.

But other than that, it really is a good set. I've pretty much given up on the idea of help with Immobilization and KB, even though those weaknesses still don't make sense. I'd love to free up some slots from having -kb IOs, but oh well. And Combat Jumping is useful on just about every tank anyway, so that's not THAT big a deal.


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

 

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Steamrolling team you say?

SD/Fire better at Steamrolling then a Fire/Fire?

I call Shinanigans!

On a steamrolling team, a Fire/Fire will still win out.Why you ask? Simple, the Burn everyone hates so much does full, and massive damage when a Controller immobs the attacking mob that surrounds the Fire/Fire Tanker.

Hit Burn, and Burn hits a wider radius then people think it does.It hits more then 5 Targets.Burn aslo can out damage SC, as well as has a faster recharge timmer.

We all know that no Steamrolling team is without a Controller that can lock everything down.Well, atleast not the good ones.

I adore my pure Fire Tanker, but I think ill try a SD/** variation of a Tanker, just for some spice.Dout ill like the lack of heal, resistance, and FE, but, worth a shot.


 

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Originally Posted by Fire_Minded View Post
Steamrolling team you say?

SD/Fire better at Steamrolling then a Fire/Fire?

I call Shinanigans!

On a steamrolling team, a Fire/Fire will still win out.Why you ask? Simple, the Burn everyone hates so much does full, and massive damage when a Controller immobs the attacking mob that surrounds the Fire/Fire Tanker.

Hit Burn, and Burn hits a wider radius then people think it does.It hits more then 5 Targets.Burn aslo can out damage SC, as well as has a faster recharge timmer.

We all know that no Steamrolling team is without a Controller that can lock everything down.Well, atleast not the good ones.

I adore my pure Fire Tanker, but I think ill try a SD/** variation of a Tanker, just for some spice.Dout ill like the lack of heal, resistance, and FE, but, worth a shot.
I'm sorry but I have to disagree with this - I've found immobs to be counter productive to using Burn.

I find that in most teams the controllers are spamming immobs when the mobs are still dispersed and this reduces the effectiveness of the Burn patch.
Shield Charge on the other hand has a much larger radius so I;ve found this to be less of an issue.

You've said that your going to play a Shield/Fire - think this is a great idea as it seems to me that what you really love is Fire Melee.
It can be a pain not having a ready heal but you'll find that you need it less.

For me the big advantage to Shield/ over Fire/ is that it doesn't have the Psy hole, it doesn't matter what mobs I face I've got a good chance of taking them down ( I hate having to adjust the mission level if I pick up a Carnie or Arachnos mission).

Give it a go and see the light


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

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Then he will see how much better and more offensive Shield is than Fire.

Shield/Ice is about 30% faster than a Fire/ice. Shield/Fire is even faster. Fire melee makes a big difference.


YMMV---IMO
Ice Ember

 

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Shield tanks dont have psi defense or resist.


 

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They have positional defense which includes the majority of psi.

Neither my /SR Scrapper or Shield/ Tank have any issues with Psi damage.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

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Originally Posted by Airborne_Ninja View Post
Shield tanks dont have psi defense or resist.
From what I understand Shield's Defense is posistional, not vs. damage type. If a Ritki tries to nail you with a psi attack it is using a ranged attack. The SD set does have a defense for that, be it a bullet or a mental blast it should work the same. If I am wrong somebody please correct my assumption.

(EDIT: I see Psiphon beat me to it while I had the reply window up...I wasn't intentionally beating a dead horse.)


 

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Originally Posted by Psiphon View Post
They have positional defense which includes the majority of psi.
Thusly the psi "hole" still exists since psi controls are non-positional, albeit to a lesser extent then a resist set.

Quote:
Originally Posted by Psiphon View Post
Neither my /SR Scrapper or Shield/ Tank have any issues with Psi damage.

Neither does my fire tank.


 

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Well, it does depend. There are some Psychic attacks that are typed only to psychic, so Shields can get hit by those easier. However, most of them do have a typed component, so it isn't TOO much of an issue. For the Carnies, another bonus is that your high defense helps you dodge their end drain on defeat that can make them annoying.

That's another reason adding defense to Fiery Aura is nice... you get to dodge annoying things like that more.


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

 

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Originally Posted by Airborne_Ninja View Post
Thusly the psi "hole" still exists since psi controls are non-positional, albeit to a lesser extent then a resist set.




Neither does my fire tank.
Dominate from Mind Control is not a typed attack. All psi blasts from the blast sets are typed attacks.

Shield sets do not have a psi hole like other tank sets.


YMMV---IMO
Ice Ember

 

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Originally Posted by Ice_Ember View Post
Dominate from Mind Control is not a typed attack. All psi blasts from the blast sets are typed attacks.
Wait, whats this?

http://www.redtomax.com/data/powers/...ntrol.Dominate

Say, Dominate has no positional component?

Thusly the psi "hole" still exists since psi controls are non-positional, albeit to a lesser extent then a resist set.