The Wall of Fire (Fire/Fire) and the Four Rules of Tanking


Aluminum Man

 

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Originally Posted by Red Suzzie View Post
Im Curious what a build would look like maxing out def for all types. What are the highest numbers you can get? Fooling around with mids I'm only getting mid to high 29's. Can anybody get any better? 32.5 is the lowest I feel comfortable running so I can pop a luck to soft cap.
As Hyperstrike's post kind of suggests, if you pursue too much defense with a build, you'll start to neglect other parts of your performance. Sometimes that trade-off is worth it, but not too much. I would be nervous about that build of Hyper's because of the end consumption. You want to be able to keep trucking, and there are many end draining powers in game, making the situation worse if you can't even normally keep up your endurance.

I know people have been able to get their S/L defense on Fiery Aura Tankers to the normal softcap (45%), but that requires some sacrifices... some of which I would debate if they were worth it. I don't think you can get ALL of your defenses to a high amount without considerable sacrifice, just as an FYI.

As to where you are comfortable, 32.5% is all well and good as you suggest (I like it for my Blasters with their ranged or S/L defense), it's not strictly needed for Fiery Aura. You already have pretty high resists, especially if you have Tough, so what does hit is going to be resisted pretty well. The defenses on my main build do make a significant difference, and adding Barrier or one defense inspiration makes it way tougher than anything you face. Unless it's one of those cheating things the developers do with "unresistable damage."

For defenses, I would say S/L or melee, and Psi are the most important things to defend against well. They're the majority of the damage you face or will do a real number on you if you are hit, so you want to dodge those. And getting to the 20s or a little higher with those will make a noticeable difference.

I've been meaning to make a "no concern for cost" build that ups the defense and recharge as far as I can go (making for a good balance there), but haven't had the time. It would require PvP sets, though, which are usually spendy.


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

Quote:
Originally Posted by Grey Pilgrim View Post
I would be nervous about that build of Hyper's because of the end consumption.
You'd be NERVOUS? I'd be crapping my spandex and wishing they sold extra rows of inspies in the Paragon Store!

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As to where you are comfortable, 32.5% is all well and good as you suggest (I like it for my Blasters with their ranged or S/L defense), it's not strictly needed for Fiery Aura. You already have pretty high resists, especially if you have Tough, so what does hit is going to be resisted pretty well. The defenses on my main build do make a significant difference, and adding Barrier or one defense inspiration makes it way tougher than anything you face. Unless it's one of those cheating things the developers do with "unresistable damage."
Agreed.

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For defenses, I would say S/L or melee, and Psi are the most important things to defend against well. They're the majority of the damage you face or will do a real number on you if you are hit, so you want to dodge those. And getting to the 20s or a little higher with those will make a noticeable difference.
25% is usually enough to significantly cut down incoming damage.



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Posted

Quote:
Originally Posted by Hyperstrike View Post
25% is usually enough to significantly cut down incoming damage.
LOL to your first part. Running out of end scares me as well! End usage is pretty important for a Fiery Aura Tanker (and Brute and Scrapper, if you're wanting those to be more resilient), because of all the toggles that are worth getting and running. This is made worse when you run into Freaks in the early to mid game, and Malta, Carnies, and Praetorians in the late game. My defensive build is pretty rock solid for end usage, and Cardiac makes the Leadership toggle possible to run. Basically, Consume is there for when a Sapper gets lucky and hits me, or the same for some of the psi users in the end game. I like that a lot... I have a few other characters that need Consume or a similar power to keep on trucking, and that always makes me nervous (even if it is doable).

I'll never scoff at getting into the 30s or even the def cap if I can, but on a resist based set, the 20s really make an appreciable difference. Getting your resists even higher is a big change, too. Cardiac, even before I hit the rare levels and its +1 bonus, made a huge difference in my survivability when my resists to S/L went into the mid-70s, versus the high 60s.


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

So, the defensive build. How is it offensively? I've got quite a bit to spend on a build for my Fire tank and I'd love to get something that can survive but also dish out some damage too


 

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I responded via PM, but for anyone else that is curious, Fiery Aura is like Shield. Both powersets are offensively oriented, giving up some survivability to be able to dish out more damage. So if you want a more survivable character but also be able to dish out good damage, Shield and Fiery Aura are good choices for Tanks. Burn is crazy good for AOE and also helps with ST damage (low DPE as well), and Fiery Embrace gives you another damage choice option on top of Build up from your offense powerset.

The defensive build I have also has enough options for offense and recharges its powers well enough that I don't feel the need for Hasten (and I'm going more for survivability there).

I'll have to update things for ATOs and newer incarnate abilities, probably once my spring semester is over. Way too busy during the school year to update it right now. Though I would say you should get the incarnate abilities you feel would be most helpful to you after all your experience getting to 50. The Tanker ATO set is most worth it for Fiery Aura, since it can up your damage, S/L resist, and overall resists with the proc (best place to slot that proc is Fire Sword, as it procs more reliably there than Scorch and recharges fairly fast).


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