Question on my SS/Fire build


Fiery-Enforcer

 

Posted

I've got a question on my build. A couple of things you should know; I'm not worried about PVP, pretty much only venture in there for badges. Given that, I know that the changes I'm asking about probably won't make much difference, but I'm just curious for an opinion. This is my main villain, and I'd just like to deck him out all nice. I'm also planning on taking him hero side when GR comes out.

So, the question I have on the build, is that I am thinking of two possible changes. 1)Replacing Hurl with Ball Lightning, which would cost me regen/damage and gain Recov/Acc. 2)Replacing Weave (with the LotG recharge) with Hasten. To do this, and 3 slot Hasten, I would have to remove a slot from Boxing and Healing Flames. So I'm wondering if removing that would be made up for by the recharge gained with Hasten.

I know the build is expensive, but I've got 99% of it already (thanks to a generous friend that quit the game). Also, you can ignore the slotting levels, I just went down the line for the purpose of this.

Thanks in advance for looking. Here's the build

Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Volcanis Prime: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: Fire Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(7), ImpArm-EndRdx/Rchg(7), ImpArm-ResDam/EndRdx/Rchg(9)
Level 2: Haymaker -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(9), Hectmb-Acc/Dmg/Rchg(11), Hectmb-Acc/Rchg(11), Hectmb-Dmg/EndRdx(13)
Level 4: Healing Flames -- Mrcl-Heal/EndRdx/Rchg(A), Mrcl-Heal/Rchg(13), Mrcl-EndRdx/Rchg(15), Mrcl-Heal(15), RechRdx-I(27)
Level 6: Boxing -- RzDz-Acc/EndRdx(A), RzDz-Acc/Stun/Rchg(17), RzDz-Immob%(19)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(21), C'ngImp-Acc/Dmg/Rchg(21), C'ngImp-Dmg/EndRdx/Rchg(23)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23), GftotA-Run+(25), GftotA-Def(25)
Level 12: Swift -- Run-I(A)
Level 14: Super Jump -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-ResSlow(17), Winter-RunSpd/Jump/Fly/Rng/EndRdx(27)
Level 16: Plasma Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(29), ImpArm-EndRdx/Rchg(29), ImpArm-ResDam/EndRdx/Rchg(31)
Level 18: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(31), Numna-Regen/Rcvry+(31)
Level 20: Stamina -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod(33), Efficacy-EndMod/Acc(33), Efficacy-EndMod/Rchg(33)
Level 22: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Rchg(34), Sciroc-Acc/Dmg/EndRdx(34), Sciroc-Dmg/EndRdx(34)
Level 24: Rage -- AdjTgt-Rchg(A), AdjTgt-ToHit(36), AdjTgt-ToHit/Rchg(36), AdjTgt-EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(37)
Level 26: Consume -- Oblit-%Dam(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39)
Level 28: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(39), S'fstPrt-ResKB(40)
Level 30: Hurl -- Apoc-Dmg(A), Apoc-Dmg/Rchg(40), Apoc-Acc/Dmg/Rchg(40), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43)
Level 35: Burn -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(45), Armgdn-Dmg/EndRdx(45), Armgdn-Acc/Rchg(45), Armgdn-Dam%(46)
Level 38: Rise of the Phoenix -- Amaze-ToHitDeb%(A), Amaze-Stun(46), Amaze-Stun/Rchg(46), Amaze-Acc/Stun/Rchg(48), Amaze-Acc/Rchg(48)
Level 41: Electrifying Fences -- GravAnch-Hold%(A), GravAnch-Immob(48), GravAnch-Immob/Rchg(50), GravAnch-Acc/Rchg(50), GravAnch-Acc/Immob/Rchg(50)
Level 44: Weave -- LkGmblr-Rchg+(A)
Level 47: Fiery Embrace -- RechRdx-I(A)
Level 49: Acrobatics -- EndRdx-I(A)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 6: Ninja Run
------------
Set Bonus Totals:

  • 12% DamageBuff(Smashing)
  • 12% DamageBuff(Lethal)
  • 12% DamageBuff(Fire)
  • 12% DamageBuff(Cold)
  • 12% DamageBuff(Energy)
  • 12% DamageBuff(Negative)
  • 12% DamageBuff(Toxic)
  • 12% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 6.75% Defense(Psionic)
  • 3% Defense(Melee)
  • 3% Defense(Ranged)
  • 3% Defense(AoE)
  • 4.5% Max End
  • 5% Enhancement(Heal)
  • 90% Enhancement(RechargeTime)
  • 110% Enhancement(Accuracy)
  • 6% FlySpeed
  • 168.7 HP (11.3%) HitPoints
  • 6% JumpHeight
  • 6% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 4.4%
  • MezResist(Stun) 4.4%
  • 30.5% (0.51 End/sec) Recovery
  • 46% (2.88 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 10.1% Resistance(Fire)
  • 15.1% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 4.39% Resistance(Negative)
  • 13.5% RunSpeed


Arc 180901: Flight of the Dreadnought

 

Posted

Well, first I would drop Acrobatics and slot a couple more -kb IO's. That will free you up a power pick right there. Also, yes I would find a way to fit Hasten in the build as a SS/Fire benefits a lot for more recharge.

Some slotting should be changed to free up some slots. First, switch the Efficacy Adaptors in Stamina with Performance Shifters including the proc. Next, you can remove the all the slots from Boxing and Combat Jumping to free up 5 slots right there. You won't really see a big benefit from the regen bonuses with having little defense.

Find another slot to put in Footstomp and slot it up with 5 Armageddons(minus the damage one) and the FF +rech proc. It's pretty useless in Burn besides the set bonuses, you'll get a lot more benefit and enhancement values with it in FS. Also, I wouldn't slot Consume with Obliterations on and end heavy build like this. Switch them out for some Performance Shifters, you can actually drop a slot from it too.

If you do that you'll lose the recharge bonus, but you can easily get it back by slotting Doctored Wounds or a Panacea set in Healing Flames and that way you'll have better enhancement values in your heal also. Now, this is completely up to you, but you were wanting to fit Ball Lightning in your build, correct? Instead you can't go with Soul Mastery and replace Hurl with Gloom. It's a much better ST attack and it can quickly go in your attack chain. Slot that up with the Apocs except for the damage one.

To fit more AoE into your build, you would have to take Dark Obliteration instead of Ball Lighting, which isn't a bad trade off since you'll be getting Gloom also. Now, if you decided to do that, you would probably have to drop another power. If anything I would drop Burn for Dark Obliteration because it is a situational power at best. When I had it in my build, I saw that I got the most out of it from using it on AVs.

Well, that is my advice to you from the countless hours I've logged onto my SS/Fire. Take what you want from it and let me know if you have any questions.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

Posted

MY SS/Fire is only 34 and I have a build planned for him, but pretty much it follows all that Fiery_Enforcer said, except it doesn't have purples.


 

Posted

Thanks for the quick feedback guys. I will definitely make some of the changes you suggested. One question, I tend to solo a lot of the time, and when I do, I find myself using Electrifying Fences + Burn quite often. Given that, do you still think it's the best idea to move the Armageddons from Burn to Footstomp? I put them in Burn because I figured that getting the damage bonus on each tick would be better, but if that's not the case I'll definitely move it.


Arc 180901: Flight of the Dreadnought

 

Posted

I'm not actually sure how damage procs in Burn work, but I'm assuming it would only check when you first use the power and not for each tick. Overall, you'd have a bigger benefit if it was in Foot Stomp since it recharges faster and the radius is huge compared to Burn. If you drop Burn you can pick up Dark Obliteration or Ball Lightning for added AoE.

Now if you want, I can post my build to give you a better idea. A while back I dropped Burn for Gloom and have been very happy with the outcome.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

Posted

If you've got the time, sure, go ahead and post your build. I always find it interesting to see what other people have done.


Arc 180901: Flight of the Dreadnought

 

Posted

Villain Plan by Mids' Villain Designer 1.704
http://www.cohplanner.com/

Click this DataLink to open the build!

Fiery-Enforcer: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Punch -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(37), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 1: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/EndRdx/Rchg(3), Aegis-ResDam/EndRdx(5), S'fstPrt-ResKB(7)
Level 2: Haymaker -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(7), Hectmb-Dmg/EndRdx(23), Hectmb-Dam%(25)
Level 4: Healing Flames -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(13), Panac-Heal/Rchg(13), Panac-Heal/EndRedux/Rchg(15), Panac-Heal(15), Dct'dW-EndRdx/Rchg(17)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(40)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(11)
Level 10: Hurdle -- Jump-I(A)
Level 12: Blazing Aura -- M'Strk-Acc/Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx(40), Sciroc-Dmg/EndRdx(43)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Plasma Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/EndRdx/Rchg(19), Aegis-ResDam/EndRdx(19), S'fstPrt-ResKB(36)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(23), Mrcl-Rcvry+(37), Numna-Regen/Rcvry+(48)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(46)
Level 22: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(34), AdjTgt-EndRdx/Rchg(46), AdjTgt-ToHit/EndRdx(50)
Level 24: Consume -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Acc(27), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc/Rchg(29)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A)
Level 28: Boxing -- Acc-I(A)
Level 30: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(31), Aegis-ResDam/EndRdx(31)
Level 32: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FrcFbk-Rechg%(34)
Level 35: Fiery Embrace -- RechRdx-I(A)
Level 38: Rise of the Phoenix -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(39), Stpfy-Acc/Stun/Rchg(39), Stpfy-Stun/Rng(40)
Level 41: Gloom -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(42), Apoc-Acc/Rchg(42), Apoc-Dmg/EndRdx(42), Apoc-Dam%(43)
Level 44: Dark Obliteration -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
Level 47: Soul Tentacles -- GravAnch-Immob(A), GravAnch-Immob/Rchg(48), GravAnch-Acc/Immob/Rchg(48), GravAnch-Acc/Rchg(50), GravAnch-Immob/EndRdx(50)
Level 49: Weave -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Mako-Dam%(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 0: Ninja Run
------------
Set Bonus Totals:

  • 6% DamageBuff(Smashing)
  • 6% DamageBuff(Lethal)
  • 6% DamageBuff(Fire)
  • 6% DamageBuff(Cold)
  • 6% DamageBuff(Energy)
  • 6% DamageBuff(Negative)
  • 6% DamageBuff(Toxic)
  • 6% DamageBuff(Psionic)
  • 7.5% Enhancement(Range) (in PvP)
  • 3% Enhancement(Stun)
  • 93.8% Enhancement(RechargeTime)
  • 83% Enhancement(Accuracy)
  • 10% FlySpeed
  • 281.1 HP (18.8%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Confused) 5% (in PvP)
  • MezResist(Held) 5% (in PvP)
  • MezResist(Immobilize) 9.4%
  • MezResist(Repel) 1000% (10% chance, in PvP)
  • MezResist(Sleep) 13.3%
  • MezResist(Stun) 5% (in PvP)
  • MezResist(Terrorized) 5% (in PvP)
  • 28.5% (0.48 End/sec) Recovery
  • 36% (2.25 HP/sec) Regeneration
  • 1.58% Resistance(Smashing) (in PvP)
  • 1.58% Resistance(Lethal) (in PvP)
  • 10.1% Resistance(Fire)
  • 10.1% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 10% RunSpeed




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[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

Posted

Burn won't check on every tick. That would be delightful, but alas, not to be.

It will check on every target in range (up to its target cap of 5) when first cast and then once again every 10seconds after that. I forget what the duration is of Burn since it's been so long since I used it, but if it lasts say 20 seconds it would check twice.

Whereas Footstomp has a bigger radius, a bigger target cap and is more spam-friendly. Put the 'geddons in Footstomp.

Edit: just checked, Burn lasts 10 seconds. So it'll only check the once.


Support Guides for all Corruptor secondaries and Fortunatas
The Melee Teaming Guide for Melee Mans

 

Posted

Cool. Thanks for all the information. This will definitely give me some good things to work with!


Arc 180901: Flight of the Dreadnought

 

Posted

Ok, I think I've pretty much got what I want worked out with the exception of the last purple set. I'm debating between a ranged set vs. a TAoE set, so the major differences would work out like so in the end;

Ranged vs. TAoE
+30.5% Recovery / +34.5% Recovery
+26% Regeneration / +10% Regeneration
+110% Accuracy / +125% Accuracy
+12% Damage / +8% Damage


I'm not really leaning either way powers wise, so I'm just wondering based solely on the bonuses above, which you would think is a wiser choice. I'm not really good with applying the numbers. It would seem to me that the higher recovery/accuracy would be a better option, just wondering if that's correct.


Arc 180901: Flight of the Dreadnought