/Fire Manipulation Question...


BrandX

 

Posted

...in alot of builds, I see people not taking both the AOE Damage Toggles (Blazing Aura & Hot Feet). Why is this?

For a set like Dual Pistols, with a nuke that says "get into melee" why would people skip these? What am I missing? Is it just the end usage?


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

End usage? Maybe, that and the fact that they get turned off if someone sneezes on you.

Blazing aura also has a small radius and only does damage to things that you engage in *sustained* melee combat with. Blasters may melee things, but in *sustained* melee generally either you or the target end up dead pretty quick, and either way blazing aura won't do much. Hot feet has a much larger radius and some mitigation attached, so I would definitely use it myself even if I did have to retoggle it all the time, but blazing aura I don't really see any use for.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!

 

Posted

Muon's pretty much got it.

Hot Feet also helps with the point of all High Level blaster powers: getting you out of trouble. Hot Feet contains a 3mag fear component, and a slow component. Ergo, when you do get into Melee range, most minion critters won't directly attack you, giving you time to pull off attacks and then get OUT of Melee range.

Blazing Aura... well. At least it doesn't have a taunt component (anymore), but still, all it does is a straight damage tick for an 8ft radius. So it offers no mitigation for being in melee range.


 

Posted

As others have said above, Blazing Aura's radius is too small to justify the End cost. It does nice damage, but unless you're hugging your opponent, they're too far away.

Hot Feet has a decent range and some people find that its mixed fear/slow effects can keep mobs out of the dangerous melee range.


 

Posted

Quote:
Originally Posted by Muon_Neutrino View Post
End usage? Maybe, that and the fact that they get turned off if someone sneezes on you.

Blazing aura also has a small radius and only does damage to things that you engage in *sustained* melee combat with. Blasters may melee things, but in *sustained* melee generally either you or the target end up dead pretty quick, and either way blazing aura won't do much. Hot feet has a much larger radius and some mitigation attached, so I would definitely use it myself even if I did have to retoggle it all the time, but blazing aura I don't really see any use for.
Oh...I totally forgot about the mez's switching your offensive toggles off. Thanks for the replies


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Ya it's a good idea to get your def up fairly high if you want to enjoy /fire to the fullest. At least hotfeet has a fast cast time so when you do get mezzed it isn't a huge deal to toggle back on.

Blazing aura, as mentioned, probably isn't worth taking for most users unless you specifically build to be very melee centric.


 

Posted

Quote:
Originally Posted by Frosticus View Post
Ya it's a good idea to get your def up fairly high if you want to enjoy /fire to the fullest. At least hotfeet has a fast cast time so when you do get mezzed it isn't a huge deal to toggle back on.

Blazing aura, as mentioned, probably isn't worth taking for most users unless you specifically build to be very melee centric.
Blazing Aura is great. If you're a brute or a tank.

For blasters it sucks. Always has. Always will. Only take it if you like spending an inordinate amount of endurance with pitiful returns.

In closing I don't think I can properly state how badly blazing aura sucks.