Fire/Electric Build: Better? Cheaper?


BeornAgain

 

Posted

Cinder Volta is my tank I'll be doing Tanker Tuesday with on Champion. She's 18 now, but I have her second build if someone feels I've skipped something important of catastrophic consequences.

I don't think I got the budget too high. But cheaper is preferable, but tougher is best. I wanna be able to walk away from a dozen enemies and go make a sandwich and come back to a full green bar.

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

Click this DataLink to open the build!

Cinder Volta III: Level 50 Natural Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Fire Shield

  • (A) Steadfast Protection - Knockback Protection
  • (3) Steadfast Protection - Resistance/+Def 3%
  • (11) Titanium Coating - Resistance/Endurance
  • (13) Impervium Armor - Resistance/Endurance
Level 1: Charged Brawl
  • (A) Smashing Haymaker - Accuracy/Damage
  • (3) Smashing Haymaker - Damage/Endurance
  • (5) Smashing Haymaker - Damage/Recharge
  • (5) Smashing Haymaker - Damage/Endurance/Recharge
  • (7) Accuracy IO
Level 2: Havoc Punch
  • (A) Smashing Haymaker - Accuracy/Damage
  • (7) Smashing Haymaker - Damage/Endurance
  • (9) Smashing Haymaker - Damage/Recharge
  • (9) Smashing Haymaker - Damage/Endurance/Recharge
  • (11) Accuracy IO
Level 4: Healing Flames
  • (A) Triage - Heal/Recharge
  • (13) Regenerative Tissue - Heal/Recharge
  • (15) Harmonized Healing - Heal/Recharge
  • (15) Miracle - Heal/Recharge
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (17) Recharge Reduction IO
  • (17) Recharge Reduction IO
Level 8: Hurdle
  • (A) Jumping IO
Level 10: Taunt
  • (A) Trimuphant Insult - Taunt
  • (19) Trimuphant Insult - Taunt/Recharge
  • (19) Trimuphant Insult - Chance to Disorient
Level 12: Plasma Shield
  • (A) Endurance Reduction IO
Level 14: Health
  • (A) Healing IO
  • (21) Healing IO
  • (21) Healing IO
Level 16: Thunder Strike
  • (A) Obliteration - Damage
  • (23) Obliteration - Accuracy/Recharge
  • (23) Obliteration - Damage/Recharge
  • (25) Obliteration - Accuracy/Damage/Recharge
  • (25) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (27) Obliteration - Chance for Smashing Damage
Level 18: Consume
  • (A) Adrenal Adjustment - EndMod/Recharge
  • (27) Energy Manipulator - EndMod/Recharge
  • (29) Efficacy Adaptor - EndMod/Recharge
  • (29) Performance Shifter - EndMod/Recharge
  • (31) Mocking Beratement - Taunt/Recharge
Level 20: Stamina
  • (A) Endurance Modification IO
  • (31) Endurance Modification IO
  • (31) Endurance Modification IO
Level 22: Boxing
  • (A) Recharge Reduction IO
Level 24: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (33) Reactive Armor - Endurance/Recharge
  • (33) Reactive Armor - Resistance
  • (33) Reactive Armor - Endurance
Level 26: Weave
  • (A) Serendipity - Defense/Endurance
  • (34) Gift of the Ancients - Defense/Endurance
  • (34) Red Fortune - Defense/Endurance
  • (34) Kismet - Defense/Endurance
Level 28: Chain Induction
  • (A) Smashing Haymaker - Accuracy/Damage
  • (36) Smashing Haymaker - Damage/Endurance
  • (36) Smashing Haymaker - Damage/Recharge
  • (36) Smashing Haymaker - Damage/Endurance/Recharge
  • (37) Pounding Slugfest - Accuracy/Damage
  • (37) Focused Smite - Accuracy/Endurance/Recharge
Level 30: Blazing Aura
  • (A) Multi Strike - Damage/Endurance
  • (37) Scirocco's Dervish - Damage/Endurance
  • (39) Scirocco's Dervish - Accuracy/Damage
  • (39) Taunt Duration IO
Level 32: Rise of the Phoenix
  • (A) Cleaving Blow - Damage/Recharge
  • (39) Multi Strike - Damage/Recharge
  • (40) Scirocco's Dervish - Damage/Recharge
  • (40) Damage Increase IO
Level 35: Super Speed
  • (A) Endurance Reduction IO
Level 38: Lightning Rod
  • (A) Obliteration - Damage
  • (40) Obliteration - Accuracy/Recharge
  • (42) Obliteration - Damage/Recharge
  • (42) Obliteration - Accuracy/Damage/Recharge
  • (42) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (43) Obliteration - Chance for Smashing Damage
Level 41: Char
  • (A) Entropic Chaos - Damage/Endurance/Recharge
  • (43) Entropic Chaos - Damage/Recharge
  • (43) Devastation - Damage/Recharge
  • (45) Devastation - Accuracy/Damage/Recharge
Level 44: Fire Blast
  • (A) Entropic Chaos - Accuracy/Damage
  • (45) Entropic Chaos - Damage/Endurance
  • (45) Entropic Chaos - Damage/Recharge
  • (46) Entropic Chaos - Damage/Endurance/Recharge
  • (46) Entropic Chaos - Chance of Heal Self
Level 47: Fire Ball
  • (A) Positron's Blast - Accuracy/Damage
  • (48) Positron's Blast - Damage/Endurance
  • (48) Positron's Blast - Damage/Recharge
  • (48) Positron's Blast - Damage/Range
  • (50) Positron's Blast - Accuracy/Damage/Endurance
  • (50) Recharge Reduction IO
Level 49: [Empty]
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
------------


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Posted

The first thing I noticed is that your shields are *very* poorly slotted. Fire Shield, Plasma Shield, Tough and Weave should all be slotted close to 56% resist/defense and around 40% endurance reduction. Additional endurance reduction gains you very little, and replacing res/def with end reduction is a bad bargain. You'd be much better off just four slotting with a set you like (skipping the End and End/Rchg IOs) than frankenslotting as you have here.

Blazing Aura, on the other hand, needs plenty of end reduction; I'd aim for around 60% or higher.

Are you slotting the Oblits for the defense bonus or for the recharge? Oblits are aren't a particularly good choice if you're looking for typed defense, and although they've got plenty of recharge, the set has almost no end reduction. So I'd swap out the Oblits in Thunderstrike for some other set; having two attacks slotted like that is going to kill your end bar.

If you're going for defense bonuses--it's really hard to tell from this build--you could be doing a lot more than you are now. Slotting Erads in Thunder Strike and Thunderstrikes in your ranged attacks would add a significant amount of additional E/NE defense. And slotting Mocking Beratement or Perfect Zinger in Taunt would add some needed S/L defense.

EDIT: Instead of a Acc common as the fifth slot for those Smashing Haymaker sets, try a Acc/Dam/End or Acc/Dam/Rchg so they're fully slotted for both accuracy and damage.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Wow, thanks.

Man, I've got homework to do now.

What I feel that I am trying to work toward with my bonuses and slotting is an accurate toon with great defense and good damage that operates with no endurance problems and has some recharge boost, in that order.

Edited to add: Holy crap, I have some bids to cancel!


 

Posted

Quote:
Originally Posted by Postagulous View Post
Wow, thanks.

Man, I've got homework to do now.

What I feel that I am trying to work toward with my bonuses and slotting is an accurate toon with great defense and good damage that operates with no endurance problems and has some recharge boost, in that order.
That should be doable, depending on your definition of 'great defense'. Soft-capping a set like FA that doesn't have any defense of its own is a challenge unless you are willing to make sacrifices in other areas and spend a large amount of influence, but 25-30% defense is certainly achievable and will add a lot of survivability.

The first choice you should make is whether you want to work on typed or positional defense and target your build in that way. Personally, I prefer typed because the bonuses require fewer slots and you can get away with just concentrating on S/L and E/NE, but positional is certainly a viable option too.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Here's the latest. Your advice was quite good. I never really thought about the unique charactaristics of a set, and would always just frankenslot if I didn't like what I saw.

I figured that Plasma Shield was best left alone. Throw a common endred at it and forget it. But, the resistance offered is good, if not redundant, and getting the def set in there is good.

The Erads just weren't doing it for me. I'm not sure if I've broken the rule of fives here with slotting Multi-Strike everywhere [I'm in a hurry to get to 2x XP] but it has good enh and good bonus, unless I'm missing something.

I removed the whole epic pool. I'm not sure I can slot my main stuff and have one really. I think I'll recall friend or some other stuff that only needs one slot. Rec Friend, Foe, and team would be handy. I usually try to fit rec friend in by 30, if not by 10. :)

Adjusted build:

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Rich man's version:
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How do you slot RotP? You don't need Endred, Acc, and hopefully not recharge. Stun and damage would be what I'd shoot for, but to max them I'd need to frankenslot and, what feels wasteful [more wasteful than having RotP] is slotting it with Razzle Dazzle. It gets some def, and all over the place...but six slots? I think RotP is something I could steal slots from.


 

Posted

Sorry, can't help you with RotP, I don't like self-rez powers and never take them. But unless you're planning to die a lot, I can't imagine more than one or two slots would be necessary.

I'm also a little baffled by your aversion to Eradication, it has flat-out terrific bonuses--for 4 slots you get +end, E/NE def, and +HP, what's not to like? Multi Strike is a good bargain set for a player looking for positional defense, but its bonuses for typed def are frankly pitiful.

If the problem is how to slot Erads for the most benefit, here's my suggestion. Note that the 2-slotted Scirocco's each give a 10% regen bonus. (Note that I dropped an extra slot in both Taunt and Super Speed for a couple more easy bonuses)

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Cinder Volta: Level 46 Natural Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam:35(3), RctvArm-ResDam/EndRdx/Rchg:35(11), RctvArm-ResDam/Rchg:35(13)
Level 1: Charged Brawl -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(3), S'ngH'mkr-Dmg/Rchg:35(5), S'ngH'mkr-Dmg/EndRdx/Rchg:35(5), C'ngImp-Acc/Dmg/EndRdx:45(7)
Level 2: Havoc Punch -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(7), S'ngH'mkr-Dmg/Rchg:35(9), S'ngH'mkr-Dmg/EndRdx/Rchg:35(9), C'ngImp-Acc/Dmg/EndRdx:45(11)
Level 4: Healing Flames -- Tr'ge-Heal/Rchg:30(A), RgnTis-Heal/Rchg:30(13), H'zdH-Heal/Rchg:40(15), Mrcl-Heal/Rchg:40(15)
Level 6: Hasten -- RechRdx-I:30(A), RechRdx-I:30(17), RechRdx-I:30(17)
Level 8: Hurdle -- Jump-I:30(A)
Level 10: Taunt -- Mocking-Acc/Rchg:35(A), Mocking-Taunt/Rchg:35(19), Mocking-Taunt/Rchg/Rng:35(19), Mocking-Taunt/Rng:35(45), Mocking-Taunt:50(46)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(45), RctvArm-ResDam:35(45), RctvArm-ResDam/EndRdx/Rchg:35(46)
Level 14: Health -- Heal-I:30(A), Heal-I:30(21), Heal-I:30(21)
Level 16: Thunder Strike -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(23), Erad-Dmg/Rchg:30(23), Erad-Acc/Dmg/Rchg:30(25), Sciroc-Dmg/EndRdx:50(25), Sciroc-Acc/Dmg/EndRdx:50(27)
Level 18: Consume -- Adrenal-EndMod/Rchg:20(A), EnManip-EndMod/Rchg:20(27), Efficacy-EndMod/Rchg:30(29), P'Shift-EndMod/Rchg:30(29), Mocking-Taunt/Rchg:30(31)
Level 20: Stamina -- EndMod-I:30(A), EndMod-I:30(31), EndMod-I:30(31)
Level 22: Boxing -- RechRdx-I:35(A)
Level 24: Tough -- RctvArm-ResDam/EndRdx:35(A), RctvArm-ResDam/Rchg:35(33), RctvArm-ResDam:35(33), RctvArm-ResDam/EndRdx/Rchg:35(33)
Level 26: Weave -- LkGmblr-Def/EndRdx:35(A), LkGmblr-Def/Rchg:35(34), LkGmblr-Def/EndRdx/Rchg:35(34), LkGmblr-Def:35(34)
Level 28: Chain Induction -- S'ngH'mkr-Acc/Dmg:35(A), S'ngH'mkr-Dmg/EndRdx:35(36), S'ngH'mkr-Dmg/Rchg:35(36), S'ngH'mkr-Dmg/EndRdx/Rchg:35(36), P'ngS'Fest-Acc/Dmg:30(37), F'dSmite-Acc/EndRdx/Rchg:35(37)
Level 30: Blazing Aura -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(37), Erad-Acc/Dmg/Rchg:30(39), Sciroc-Dmg/EndRdx:50(39), Sciroc-Acc/Dmg/EndRdx:50(43), M'Strk-Acc/EndRdx:50(43)
Level 32: Rise of the Phoenix -- C'ngBlow-Dmg/Rchg:35(A), M'Strk-Dmg/Rchg:35(39), Sciroc-Dmg/Rchg:35(40), Dmg-I:35(40)
Level 35: Super Speed -- Zephyr-Travel:35(A), Zephyr-Travel/EndRdx:50(46)
Level 38: Lightning Rod -- Erad-Acc/Rchg:30(A), Erad-Dmg/Rchg:30(40), Erad-Acc/Dmg/Rchg:30(42), Erad-Acc/Dmg/EndRdx/Rchg:30(42), Sciroc-Dmg/EndRdx:50(42), Sciroc-Acc/Dmg/EndRdx:50(43)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
------------
Set Bonus Totals:

  • 11.9% Defense(Smashing)
  • 11.9% Defense(Lethal)
  • 3.13% Defense(Fire)
  • 3.13% Defense(Cold)
  • 14.7% Defense(Energy)
  • 14.7% Defense(Negative)
  • 5.94% Defense(Melee)
  • 9.69% Defense(Ranged)
  • 1.56% Defense(AoE)
  • 7.2% Max End
  • 9% Enhancement(Accuracy)
  • 168.7 HP (9%) HitPoints
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 9.9%
  • 40% (3.13 HP/sec) Regeneration

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|-------------------------------------------------------------------|


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Thanks again.

Edited to add/Later that day: OH, I understand now. We're not building S/L def because we have that in the Resistance. And the other components of the positional will take care of those attacks. Am I right?

Begin obsolete text ---

I think the thing I'm not getting, and it's due to ignorance not sloppiness, is the balance of things.

I thought the positional was pretty good off the Multi's. And everything has a position [except a few things which I've forgotten]

End obsolete text ---

And, re: rez powers, the only thing I'll say is that if I die, which should only happen once a night at lower levels and probably never at higher [and I'm fickle, I'll respec] But if I die, I don't want everyone to. The tank needs to stand back up. And I'd rather have a power like RotP rather than carry a rez, break free, and end and health insp.

Now that I've slapped the dead horse lightly on the side, I'll never speak of it again.

Thanks for posting the data chunk. More homework, and I'll spend more time on it. And, opposed to those people who say there is no limit on inf when building it, even though I have 2.5b [not all on this toon,] inf matters.

Thanks again.


 

Posted

Quote:
Originally Posted by Postagulous View Post
Thanks again.

Edited to add/Later that day: OH, I understand now. We're not building S/L def because we have that in the Resistance. And the other components of the positional will take care of those attacks. Am I right?
Hmm, how to explain. I assumed you were looking for typed defense, since Smashing Haymaker, Kinetic Combat, Mocking Beratement, and Reactive Armor all give primarily typed defense. If I thought you were looking for positional defense, I would have suggested very different sets than you have slotted so far.

With positional defense (Melee, Ranged, AoE) ideally you want to build for all three positions, which will take care of almost all attacks except a few Psi typed attacks that do not have a position assigned to them.

S/L defense is typed, and if you are going that route (which I thought you were because of the SH and KC sets) you definitely want to get as much S/L def as practical, since S/L attacks are by far the most common damage types. Players who are building for typed defense usually concentrate first on S/L, then on E/NE, and then on F/C and Psi if possible. (A FA tank has capped fire resists, which makes building for F/C defense less necessary.)

I've seen a few players--usually an Invul with capped S/L resists--concentrate on E/NE/F/C/Psi but the vast majority will go for S/L defense first, because it will also guard against attacks that are dual-typed, Smashing/Fire or Lethal/Cold for instance.

Does that help?

So if want to build for positional defense, say so and I can recommend sets that are a better choice than some you have now. However, if you want to stick with typed defense, Eradication is really a better choice for PBAoEs. It doesn't give S/L def, but it gives much more 'bang for the buck' than the tiny S/L def bonuses in Multi Strike.

However, there are some things you could do with your inexpensive build to increase S/L defense, like slotting Boxing with the 4 cheapest Kinetic Combat IOs you can find, or taking Build-Up and slotting it with 2 Rectified Reticle. You also need to be sure and pick up a Steadfast +Def, which will provide an additional 3% defense whether you're looking for typed or positional. Similarly, taking CJ will add a few percentage points of defense if you're not set on Hasten/SS.[/QUOTE]

Quote:
Thanks for posting the data chunk. More homework, and I'll spend more time on it. And, opposed to those people who say there is no limit on inf when building it, even though I have 2.5b [not all on this toon,] inf matters.

Thanks again.
Completely understand--none of my builds have Hami-Os or LotG +Recharges. But there is a heck of a lot you can do on relatively little influence if you plan your build carefully and are patient about buying what you need. Having SG storage is also a huge help since you can craft and store IOs as you can afford them.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

I worked on the build and finished it off, at least for this round, before I read your last post.

I wasn't really shooting for positional or typed, I just wanted to keep the damage out. My main thoughts were S/L because that's all I've built before or had protect me. I'm currently playing a katana/wp scrap and I'm amazed at what the above softcap melee/lethal can do.

This round, I went typed. I also completely redid it. I wish Mids would allow you to move a power. The order of my powers might be different as I mess with mids a lot, not that you can tell by the amount I know.

Here tis:

| Copy & Paste this data into Mids' Hero Designer to view the build |
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Some powers I feel are underslotted. As much as I love Shiver, I'm not giving it much. And I'm slotting two into rec friend so I can get the bonus off Time Space.

I think this can be done for under 600m using a mix of overnight bids and BUY-IT-NAO bids. For some, I'll put out bids of ridiculously low price and wait. Ugh, my jaw just dropped open as I realized my personal shopper, a level 50 ma/inv scrap, is not on this server. Crap. Eh, a minor inconvenience.

ETA: the personal shopper is still me, it's just that I'll load up that toon with bids then use the enh storage at the sg to hand things to the recipient.

Thanks again. I hope this build doesn't have any glaring errors. You never know, I might become some crazy farmer and purple everything that's not hami's, and a bucket of crap would be godlike after that.


 

Posted

Better, though I think you're emphasizing E/NE defense to the detriment of S/L defense. IMO, you'd be better off slotting Smashing Haymaker or Kinetic Combat in your ST attacks instead of the PS/PF combo.

Why six slots of Erad in Thunderstrike? I think the Erad + Scirocco's combo would be a better choice, given Erad's lack of end reduction.

You forgot the Steadfast +Def! I'd either find another slot for it in Plasma Shield, or replace the RA Res/Rchg with it.

If you'd like to free up some slots for other purposes, the easiest way to do it is to go the SH/KC route in your ST attacks. Using the 4 + 1 slotting you'll have another couple of slots to play with for other things.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Finduilas View Post
Better, though I think you're emphasizing E/NE defense to the detriment of S/L defense. IMO, you'd be better off slotting Smashing Haymaker or Kinetic Combat in your ST attacks instead of the PS/PF combo.

Why six slots of Erad in Thunderstrike? I think the Erad + Scirocco's combo would be a better choice, given Erad's lack of end reduction.

You forgot the Steadfast +Def! I'd either find another slot for it in Plasma Shield, or replace the RA Res/Rchg with it.

If you'd like to free up some slots for other purposes, the easiest way to do it is to go the SH/KC route in your ST attacks. Using the 4 + 1 slotting you'll have another couple of slots to play with for other things.
Sounds good, and generally was what I was thinking, but I thought you were saying get away from S/L def because I have 70 resist on both. I'll re-read this and get my ducks in a row.

What? I swear I have the steadfast +def. I might have flipped to the alternate slotting and forgotten about it. I always get both steadfast uniques.

Cool, and thanks for all the help.

[Why hasn't anyone else commented in this?]


 

Posted

Quote:
Originally Posted by Postagulous View Post
[Why hasn't anyone else commented in this?]
I didn't post here because, even though its all the rage, I tend not to try to get a lot of expensive +defense on tankers that are oriented towards resist sets. Can you? Yes. Will you be more powerful because of layered types of protection (defense, resist)? Yes. However, my mind doesn't work that way and I just prefer to build for recharge and recovery.

Basically, I build in an entirely different (and perhaps inferior) way, so it wouldn't be useful to the conversation.

Here is my build, which nobody but me would like anyway.

Lewis

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

Click this DataLink to open the build!

ZZZ TAN FIRE ELEC: Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(11), Aegis-ResDam/EndRdx(11), Aegis-ResDam/EndRdx/Rchg(23)
Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(9)
Level 2: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(7)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(25), Dct'dW-Rchg(25), H'zdH-Heal/EndRdx/Rchg(31)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 8: Hurdle -- Jump-I(A)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(40), Zinger-Taunt/Rchg/Rng(43), Zinger-Taunt/Rng(43)
Level 12: Plasma Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(13), Aegis-ResDam/EndRdx(13), Aegis-ResDam/EndRdx/Rchg(23)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(19), M'Strk-Dmg/EndRdx/Rchg(19), M'Strk-Dmg/Rchg(34)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21), EndMod-I(46)
Level 22: Combat Jumping -- Krma-ResKB(A)
Level 24: Burn -- C'ngBlow-Dmg/Rchg(A), M'Strk-Dmg/Rchg(37), M'Strk-Dmg/EndRdx/Rchg(37), Sciroc-Dmg/Rchg(37)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Build Up -- AdjTgt-EndRdx/Rchg(A), AdjTgt-Rchg(29), RechRdx-I(29)
Level 30: Boxing -- Acc-I(A)
Level 32: Blazing Aura -- M'Strk-Acc/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(33), Sciroc-Acc/Dmg(33), Sciroc-Dmg/EndRdx(33), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(34)
Level 35: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(36), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(36)
Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), C'ngBlow-Acc/Rchg(40)
Level 41: Ring of Fire -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
Level 49: Temperature Protection -- S'fstPrt-ResKB(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
------------
Set Bonus Totals:
  • 5% DamageBuff(Smashing)
  • 5% DamageBuff(Lethal)
  • 5% DamageBuff(Fire)
  • 5% DamageBuff(Cold)
  • 5% DamageBuff(Energy)
  • 5% DamageBuff(Negative)
  • 5% DamageBuff(Toxic)
  • 5% DamageBuff(Psionic)
  • 4.5% Max End
  • 50% Enhancement(Accuracy)
  • 43.8% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 5% FlySpeed
  • 119.5 HP (6.38%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Immobilize) 9.9%
  • MezResist(Sleep) 4.95%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 4.95%
  • 10% (0.17 End/sec) Recovery
  • 30% (2.35 HP/sec) Regeneration
  • 2.84% Resistance(Fire)
  • 2.84% Resistance(Cold)
  • 6.25% Resistance(Negative)
  • 20% RunSpeed



Code:
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Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

Quote:
Originally Posted by UnicyclePeon View Post
I didn't post here because, even though its all the rage, I tend not to try to get a lot of expensive +defense on tankers that are oriented towards resist sets. Can you? Yes. Will you be more powerful because of layered types of protection (defense, resist)? Yes. However, my mind doesn't work that way and I just prefer to build for recharge and recovery.

Basically, I build in an entirely different (and perhaps inferior) way, so it wouldn't be useful to the conversation.

Here is my build, which nobody but me would like anyway.

Lewis
No matter what advice that is given here, you as the player always need to find what works for you. So if you're happy with what you've got, all the more power to you. If you feel you could use help, those that are willing to give advice certainly will. In the end you're the one playing the character, not us.

But you knew that already.


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.

 

Posted

Uni,

I liked some of the slotting and concept of your build. I've always gone for regen and recharge for my blasters because that is what is easy to build for and quite effective. I usually don't think of a quick tank, so rech wasn't what I was going after.

Also, having the 70% S/L makes me not want to mess too much with S/L def. In fact, my most worrisome thing is end drain like from the damn Mu. Geez, I hate them. Everyone talks about the Sappers, but really, the Mu show up more and just irritate the crap out of my face-planted body.

You slotted -4 kb twice. Why?


 

Posted

Quote:
Originally Posted by UnicyclePeon View Post
I didn't post here because, even though its all the rage, I tend not to try to get a lot of expensive +defense on tankers that are oriented towards resist sets. Can you? Yes. Will you be more powerful because of layered types of protection (defense, resist)? Yes. However, my mind doesn't work that way and I just prefer to build for recharge and recovery.

Basically, I build in an entirely different (and perhaps inferior) way, so it wouldn't be useful to the conversation.

Here is my build, which nobody but me would like anyway.

Lewis

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

Click this DataLink to open the build!

ZZZ TAN FIRE ELEC: Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Electrical Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(11), Aegis-ResDam/EndRdx(11), Aegis-ResDam/EndRdx/Rchg(23)
Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Dmg/EndRdx/Rchg(9)
Level 2: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(7)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(25), Dct'dW-Rchg(25), H'zdH-Heal/EndRdx/Rchg(31)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 8: Hurdle -- Jump-I(A)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(40), Zinger-Taunt/Rchg/Rng(43), Zinger-Taunt/Rng(43)
Level 12: Plasma Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(13), Aegis-ResDam/EndRdx(13), Aegis-ResDam/EndRdx/Rchg(23)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(17), Sciroc-Acc/Rchg(17), Sciroc-Acc/Dmg/EndRdx(19), M'Strk-Dmg/EndRdx/Rchg(19), M'Strk-Dmg/Rchg(34)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21), EndMod-I(46)
Level 22: Combat Jumping -- Krma-ResKB(A)
Level 24: Burn -- C'ngBlow-Dmg/Rchg(A), M'Strk-Dmg/Rchg(37), M'Strk-Dmg/EndRdx/Rchg(37), Sciroc-Dmg/Rchg(37)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Build Up -- AdjTgt-EndRdx/Rchg(A), AdjTgt-Rchg(29), RechRdx-I(29)
Level 30: Boxing -- Acc-I(A)
Level 32: Blazing Aura -- M'Strk-Acc/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(33), Sciroc-Acc/Dmg(33), Sciroc-Dmg/EndRdx(33), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dam%(34)
Level 35: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(36), Aegis-ResDam/EndRdx(36), Aegis-ResDam/EndRdx/Rchg(36)
Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), C'ngBlow-Acc/Rchg(40)
Level 41: Ring of Fire -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), RechRdx-I(50)
Level 49: Temperature Protection -- S'fstPrt-ResKB(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
------------

Set Bonus Totals:
  • 5% DamageBuff(Smashing)
  • 5% DamageBuff(Lethal)
  • 5% DamageBuff(Fire)
  • 5% DamageBuff(Cold)
  • 5% DamageBuff(Energy)
  • 5% DamageBuff(Negative)
  • 5% DamageBuff(Toxic)
  • 5% DamageBuff(Psionic)
  • 4.5% Max End
  • 50% Enhancement(Accuracy)
  • 43.8% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 5% FlySpeed
  • 119.5 HP (6.38%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Immobilize) 9.9%
  • MezResist(Sleep) 4.95%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 4.95%
  • 10% (0.17 End/sec) Recovery
  • 30% (2.35 HP/sec) Regeneration
  • 2.84% Resistance(Fire)
  • 2.84% Resistance(Cold)
  • 6.25% Resistance(Negative)
  • 20% RunSpeed


Code:
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From my Experiance taking Recharge and Recovery and Regen is the complete correct way to go with a Resistance set.

Spending all that moola to get Defense %s is rather pointless because theres way to many things in the game that drop Def %s to even bother slapping it on a Resistance build.

I find it rather funny that anyone would go the Defense route at all.It not only gimps the damage capacity of the build, but your sacrificing alot of potential for a worthless addition that you could easly supliment with a Armor Set that has Defense and Resistance already.If you wanted a damage aura, then do as I will suggest, and go for the all around best IO compatable Armor Set there is for Tankers.

.....Dark Armor.....

Its been a while since iv played DA on a tanker, but its the next on my remake list from my old account.If im correct, Cloak of Fear grants a -toHit Debuff on anything it hits.So that automatically works in conjunction with Cloak of Darkness, which grants def % already.

Id also take the Damage Aura as well.Its not likly the mob will be feared for long in a team setting, nore will it really do much other then give slight midigation to damage will grant as they cower in fear anyhow.

Fire/Elec was one of my first choices when I came back to this game, but I lost interest in it shortly in favor of a Traps/Rad Defender.However im a avid Resistance armor player and I have alot of experiance with these sets vs many people who aviod them like the plague.

I am uncertain if I will be rolling up a Dark/Dark or a Dark/Elec build soon, but 1 thing is for certain.With a resistance build, you cant sit there and go afk in a huge mob and make a sandwich, take a shower, shave, whatever you have to do without UnicyclePeon's and my suggejstions to go with regen, recovery, and recharge.

At that point on your Fire/Elec Tanker, you could easly set Healing Flames to Auto and walk away and come back to a full green bar.


 

Posted

P,

Well, one -4 KB is enough for 90% of the content, but I liked having the other one in just for giggles. You could totally drop Temperature Protection, I just threw it in there for the extra -KB as well as the resistance to Slows that come in Temp Prot.

As for the global recharge, I just wanted Healing Flames up a bit more often.

Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

Posted

I found an AE mission that I've used to see how well my resist based tanks can hold out to overall damage with defense debuffs. I believe it's called Fire Kin Master's AE, and I've run it at +0x8, no bosses.

My Fire/Fire/Pyre can't survive the onslaught of damage in the mission as well as my Dark/Dark/Earth can. Dark Regen just makes it so much easier to survive.


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.

 

Posted

Off Topic:
My next alt was going to be a dark/db tank but all the stuff I was reading, except for one guide, indicated that I'd be out of end very quickly. I'm not fond of this and in fact one of my favorite alts is a wp/elec tank which has zero zero zero end problems. I could run other's toggles for them if the game allowed. But, I say favorite, but I stalled on her in favor of this fire/elec.

[Though I am playing two other alts now, a katana/wp and fire/rad controller.]

Tank needs broadsword.


 

Posted

Quote:
Originally Posted by Postagulous View Post
Sounds good, and generally was what I was thinking, but I thought you were saying get away from S/L def because I have 70 resist on both. I'll re-read this and get my ducks in a row.

What? I swear I have the steadfast +def. I might have flipped to the alternate slotting and forgotten about it. I always get both steadfast uniques.

Cool, and thanks for all the help.

[Why hasn't anyone else commented in this?]
What I said was (emphasis added):

"I've seen a few players--usually an Invul with capped S/L resists--concentrate on E/NE/F/C/Psi but the vast majority will go for S/L defense first, because it will also guard against attacks that are dual-typed, Smashing/Fire or Lethal/Cold for instance."

You can do it, of course, but skipping S/L defense is not the norm for typed defense builds.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Fire_Minded View Post
From my Experiance taking Recharge and Recovery and Regen is the complete correct way to go with a Resistance set.
So glad *that's* settled.

Too bad so many people disagree that a) there is one "complete correct way", and b) that Recharge etc. is it.

Quote:
Spending all that moola to get Defense %s is rather pointless because theres way to many things in the game that drop Def %s to even bother slapping it on a Resistance build.

I find it rather funny that anyone would go the Defense route at all.It not only gimps the damage capacity of the build, but your sacrificing alot of potential for a worthless addition that you could easly supliment with a Armor Set that has Defense and Resistance already.If you wanted a damage aura, then do as I will suggest, and go for the all around best IO compatable Armor Set there is for Tankers.
Building for defense, if done carefully, by no means necessarily "gimps the damage capacity of the build". It's true that some players make the choice to sacrifice damage for survivability, but it's certainly not inevitable.

And once, just once, I'd like someone who says that defense is worthless on a resistance build to provide some evidence, *any* evidence other than personal impressions to support their claim.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Postagulous View Post
Off Topic:
My next alt was going to be a dark/db tank but all the stuff I was reading, except for one guide, indicated that I'd be out of end very quickly. I'm not fond of this and in fact one of my favorite alts is a wp/elec tank which has zero zero zero end problems. I could run other's toggles for them if the game allowed. But, I say favorite, but I stalled on her in favor of this fire/elec.

[Though I am playing two other alts now, a katana/wp and fire/rad controller.]

Tank needs broadsword.
FYI, Dual Blades is not a particularly end-heavy set, not nearly as much as broadsword or other weapon sets from what I understand.

Dark Armor's endurance cost is a challenge, no doubt about it, but definitely not an insurmountable problem. I have a high level Dark/Mace that plays very well, and I think if anything, Dual Blades would be less end-heavy than Mace.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

So, here is the build I am trying to get going:

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Electrical Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(3), ImpArm-ResDam/Rchg(37), ImpArm-ResPsi(37)
Level 1: Charged Brawl -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 2: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(11), Sciroc-Dam%(46)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(11), Dct'dW-Heal/Rchg(40), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Rchg(43), Heal-I(43)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Havoc Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 10: Consume -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(13), Sciroc-Dam%(50)
Level 12: Plasma Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(15), ImpArm-ResDam/Rchg(15), ImpArm-ResPsi(43)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17)
Level 16: Taunt -- Zinger-Taunt(A), Zinger-Dam%(19), Zinger-Taunt/Rchg(19), Zinger-Taunt/Rng(21)
Level 18: Thunder Strike -- Oblit-Dmg(A), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(33)
Level 20: Burn -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(21), Sciroc-Dam%(23)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- ImpArm-ResDam(A), ImpArm-ResPsi(25), ImpArm-ResDam/EndRdx(25), ImpArm-ResDam/EndRdx/Rchg(27)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
Level 28: Chain Induction -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 32: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(46), AdjTgt-ToHit/EndRdx(50)
Level 35: Rise of the Phoenix -- RechRdx-I(A)
Level 38: Lightning Rod -- Oblit-Dmg(A), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42), BasGaze-Slow%(42)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(45), Decim-Build%(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Dam%(50)
Level 49: Temperature Protection -- S'fstPrt-ResKB(A)
Level 50: Cardiac Partial Radial Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(5), RgnTis-Regen+(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(7), P'Shift-EndMod/Rchg(7), P'Shift-EndMod/Acc(9)

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Thoughts? I have had tanks since the beginning of time, but this is my first fire tank (though, I do have elec melee on a scrapper, never had fire armor before at all)