Ideas for more survivable Fire/Fire?
You really went for S/L, you should resist energy well but be susceptible to the secondary effects that may come with that such as end drain. End drain versus your end rec - end cost during a fight duration doesn't look healthy to me but I can't get to a Mids from here to see it.
I would for this type of tank take the hold from earth as well as QS and SP, fly instead of ss, go for rechg with haste and have consume to round my tank out my tank versus all other than S/L better.
I know S/L is quite common but you can be great to that and overly weak to all else if you or somebody else is not careful. I do, do Fire/Fire and its kind of a tanker that looks at everything the same way; kill it before it kills me or control it and limit it. Often there is only one actual threat in a large group and alphas can be mitigated in so many ways so it not bad. AVs are too easily outsmarted. Burn is a good source of mitigation and I have good threat level to not lose aggro anyway, not even to PA, so fear kite with that if you have to.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I foresee a huge problem with endurance on this build. Not only did you skip Consume, but you have 4 powers fully slotted with Obliteration, therefore underslotted for end reduction--including Blazing Aura, a .52 EPS toggle! At the very least, I'd re-slot BA, drop RotP or one of the APP attacks and pick up Consume.
Personally, I think you're giving up too much in your quest to soft-cap S/L defense, but if you're determined to do so, I would recommend something like this. In this build the two upper level ST attacks are fully slotted, and you have a little more E/NE defense. Consume will help too, but I'd still be concerned about the three attacks that are slotted with Oblit sets.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Pyronomics team final: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Blazing Aura -- Erad-Dmg:30(A), Erad-Dmg/Rchg:30(3), Erad-Acc/Dmg/EndRdx/Rchg:30(3), Sciroc-Dmg/EndRdx:50(5), Sciroc-Acc/Dmg/EndRdx:50(5)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(7), KntkC'bat-Dmg/EndRdx/Rchg:35(7), KntkC'bat-Dmg/Rchg:35(9)
Level 2: Fire Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(11), RctvArm-ResDam:40(11), RctvArm-ResDam/EndRdx/Rchg:40(19)
Level 4: Healing Flames -- Mrcl-EndRdx/Rchg:30(A), Numna-Heal/EndRdx/Rchg:50(9), Mrcl-Heal/Rchg:35(15), Mrcl-Heal:35(17), Numna-Heal/Rchg:30(17)
Level 6: Combat Jumping -- DefBuff-I:50(A), Zephyr-ResKB:50(23)
Level 8: Hurdle -- Jump-I:30(A)
Level 10: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:35(13), Zinger-Taunt/Rchg/Rng:35(13), Zinger-Acc/Rchg:35(15), Zinger-Dam%:50(25), Zinger-Taunt/Rng:30(45)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(19), RctvArm-ResDam/EndRdx/Rchg:40(21), RctvArm-ResDam:40(21)
Level 14: Super Speed -- Zephyr-ResKB:35(A)
Level 16: Health -- Numna-Heal:30(A), Numna-Regen/Rcvry+:30(37)
Level 18: Combustion -- Oblit-Dmg:35(A), Oblit-Acc/Rchg:35(27), Oblit-Dmg/Rchg:35(29), Oblit-Acc/Dmg/Rchg:35(29), Oblit-Acc/Dmg/EndRdx/Rchg:30(34), Oblit-%Dam:30(42)
Level 20: Stamina -- P'Shift-EndMod:40(A), P'Shift-EndMod/Rchg:40(23), P'Shift-End%:40(31)
Level 22: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Knock%:35(45)
Level 24: Tough -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(33), ResDam-I:50(33)
Level 26: Burn -- Oblit-Dmg:30(A), Oblit-Acc/Rchg:30(31), Oblit-Dmg/Rchg:30(31), Oblit-Acc/Dmg/Rchg:30(33), Oblit-Acc/Dmg/EndRdx/Rchg:30(42), Oblit-%Dam:30(45)
Level 28: Fire Sword Circle -- Oblit-Dmg:35(A), Oblit-Acc/Rchg:35(34), Oblit-Dmg/Rchg:35(34), Oblit-Acc/Dmg/Rchg:35(36), Oblit-Acc/Dmg/EndRdx/Rchg:35(36), Oblit-%Dam:35(36)
Level 30: Fiery Embrace -- RechRdx-I:50(A)
Level 32: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-Pcptn:20(37), RechRdx-I:50(39)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(37), KntkC'bat-Dmg/Rchg:35(39), KntkC'bat-Dmg/EndRdx/Rchg:35(39), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(40), KntkC'bat-Dmg/EndRdx/Rchg:30(40), Mako-Acc/Dmg/EndRdx/Rchg:50(46)
Level 41: Stone Prison -- Enf'dOp-Acc/Rchg:35(A), Enf'dOp-Acc/Immob/Rchg:50(42), Enf'dOp-EndRdx/Immob:30(43), Enf'dOp-Acc/EndRdx:30(43), Enf'dOp-Immob/Rng:30(43), Enf'dOp-Acc/Immob:50(46)
Level 44: Quick Sand -- TmpRdns-EndRdx/Rchg/Slow:50(A)
Level 47: Consume -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(48), Erad-Acc/Dmg/EndRdx/Rchg:30(48), P'Shift-EndMod/Rchg:50(48)
Level 49: Weave -- LkGmblr-Def/EndRdx:30(A), LkGmblr-Def:30(50), LkGmblr-Rchg+:30(50), LkGmblr-Def/EndRdx/Rchg:30(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 0: Ninja Run
------------
Set Bonus Totals:
- 11.5% DamageBuff(Smashing)
- 11.5% DamageBuff(Lethal)
- 11.5% DamageBuff(Fire)
- 11.5% DamageBuff(Cold)
- 11.5% DamageBuff(Energy)
- 11.5% DamageBuff(Negative)
- 11.5% DamageBuff(Toxic)
- 11.5% DamageBuff(Psionic)
- 35.2% Defense(Smashing)
- 35.2% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 11.8% Defense(Energy)
- 11.8% Defense(Negative)
- 3% Defense(Psionic)
- 29.9% Defense(Melee)
- 7.38% Defense(Ranged)
- 3% Defense(AoE)
- 3.6% Max End
- 36% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 31.3% Enhancement(RechargeTime)
- 5% FlySpeed
- 203.8 HP (10.9%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 13.2%
- MezResist(Stun) 6.6%
- MezResist(Terrorized) 2.75%
- 20% Perception
- 4% (0.07 End/sec) Recovery
- 54% (4.22 HP/sec) Regeneration
- 1.88% Resistance(Negative)
- 5% RunSpeed
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My Characters
Knight Court--A CoH Story Complete 2/3/2012
I can not say much as for fire/fire earth for my fire/fire tank epic is energy. But I do agree with the post above from the other 2. This is my build might not seem much but I do not have problems with end and damage, plus I have tanked Hami with this build.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Sir Hell: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(3), TtmC'tng-ResDam(3), TtmC'tng-EndRdx/Rchg(5), TtmC'tng-ResDam/EndRdx/Rchg(5), TtmC'tng-EndRdx(7)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 2: Blazing Aura -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(11), HO:Ribo(42)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(9), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(36)
Level 6: Combat Jumping -- Krma-ResKB(A), LkGmblr-Def/EndRdx/Rchg(7), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(43)
Level 8: Hurdle -- Jump(A)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg/Rng(13), Zinger-Taunt/Rchg(13), Zinger-Acc/Rchg(15), Zinger-Dam%(15), Zinger-Taunt/Rng(17)
Level 12: Plasma Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(17), TtmC'tng-EndRdx/Rchg(19), TtmC'tng-ResDam/EndRdx/Rchg(19), TtmC'tng-EndRdx(34), TtmC'tng-ResDam(34)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(42)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Numna-Heal/EndRdx(27), Mrcl-Rcvry+(29), Mrcl-Heal(31), RgnTis-Regen+(42)
Level 18: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/EndRdx/Rchg(25), KntkC'bat-Dmg/Rchg(25)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod(33), P'Shift-EndMod/Acc(33)
Level 22: Consume -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(23), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Acc(29)
Level 24: Boxing -- Amaze-ToHitDeb%(A), Amaze-Acc/Stun/Rchg(37)
Level 26: Tough -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(33), S'fstPrt-ResDam/EndRdx(34)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Def/EndRdx(39)
Level 30: Burn -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(40)
Level 32: Fiery Embrace -- RechRdx(A)
Level 35: Fire Sword Circle -- Oblit-%Dam(A), Oblit-Dmg(37), Oblit-Acc/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(43)
Level 38: Greater Fire Sword -- Insult-Taunt/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(45), C'ngImp-Dmg/EndRdx(46), Insult-Taunt(50), Insult-Dsrnt%(50)
Level 41: Conserve Power -- RechRdx(A)
Level 44: Focused Accuracy -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(45), GSFC-ToHit/Rchg(45), GSFC-ToHit(46), GSFC-Build%(46), GSFC-ToHit/EndRdx(48)
Level 47: Energy Torrent -- Posi-Dam%(A), Posi-Dmg/Rchg(48), Posi-Acc/Dmg(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Physical Perfection -- P'Shift-End%(A)
------------
Level 1: Brawl -- Dmg(A)
Level 1: Sprint -- QckFt-EndRdx(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet
Level 0: Ninja Run
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Thanks for the feedback folks; I had been building a similar build to what I posted and was up to 47 with it without End troubles, but I've also been primarily playing with a friend with a fire/rad controller (pact bonded), so often had Acc Met on me, which may have hidden End problems. This is also my first tank above the teens, so still learning how it fights.
Sounds like I need to take it out for a spin solo against some large spawns and high con mobs to see how much of a problem End is going to be. I've almost never soloed this guy. At the very least, it does sound like I need to put something different in Blazing Aura, you had some good ideas there Finduilas.
I don't have a problem backing off some on offense on a team either, though, if I'm setting a good pace and have a decent team I'll only be getting off maybe 2 rounds of AoEs before whats left is locked down or taunted and I can move on to gather up aggro on the next spawn. I'll have a different build (which will DEFINITELY have Consume) for the scranker.
One reason I'd focused on Smash/Lethal defense was to use the Day Job accolade toggle defense power, which is 20% Smash/Lethal, not positional, to stack on for things like tanking Lord Recluse who has a tohit bonus. I am wondering now if it would be worth doubling my incoming S/L damage, say by dropping to 40% instead of 45% defense, to increase energy and/or ranged defense for things like sappers and other debuffers, though of course a lot of those like CoT quicksand are autohit. I'm a little concerned about alphas on a ITF, though, since cascade defense failure will happen a lot faster then.
I built in a lot of melee defense. Right now I am at 33% and with healing flames popping back in about 15-20 seconds I can survive pretty well. I can at least take a lot of stuff down before it takes me down. I solved end issues but it was expensive to do so, but worth it.
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
On a large team, you should be able to expect some support. I find that soft-capping makes you tougher, but "wastes" any defense buffs you get; if I were expecting to be on large teams lot of the time, I'd find it perfectly acceptable -- maybe even desirable -- to be below the soft-cap for defense, and thus better at something else, and permit teammate buffs to make up the difference. With Tough for 70% S/L resistance, and some-but-not-softcapped defense, a Fire Tanker will find that every buff added -- to regen, as heals, as defense or resistance, and even recharge buffs, will all improve survivability immediately.
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
Scientist, if you're worried about the ITF, try running the Cimerora wall solo for a bit. It's not quite as rough as the mobs in ITF (there aren't usually bosses there), but that will give you some idea of how you're doing. You can also run those repeatable missions at different difficulty levels.
Still, as others have said, you will generally have support, so that will just give you an idea of how well you will do when the stuff hits the fan. Anyway, even though the Romans do have defense debuff, it does help to have defenses with them. Even a few less hits at the start can make a difference (defenses also help against all the cyst mobs). Also, getting a good amount of recharge so Healing Flames is up as fast as possible is a good idea.
Also... Tough goes a long way against the Romans. You can get up to about 70% resist to S/L, rather than staying at about 50%.
Feel free to check out my guide to Fire/Fire in my sig, too. There are a few builds in there that might get you thinking about what to do more, even though I went with Pyre for my Ancillary with all of them.
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
Here is my build as it is on live.. It works very very well. Good Melee defense. It has some IO's and HO's. I got a lot of the Numina's and Miracles way early when issue 9 first dropped so this stuff is more expensive now. But the build works well. I used to have consume but I rarely used it so I switched it for burn to get more melee defense.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Heatstroke Original: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Blazing Aura -- M'Strk-Dmg/Rchg(A), M'Strk-Dmg/EndRdx(3), M'Strk-Acc/Dmg(3), M'Strk-Acc/EndRdx(5), M'Strk-Dmg/EndRdx/Rchg(5), M'Strk-Acc/Dmg/EndRdx(7)
Level 1: Scorch -- HO:Nucle(A), HO:Nucle(48), HO:Nucle(48)
Level 2: Fire Shield -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam/Rchg(11), ImpArm-ResDam/EndRdx/Rchg(13), ImpArm-ResDam(13)
Level 4: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(19)
Level 6: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(9), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(19), Dct'dW-Rchg(21)
Level 8: Kick -- Acc-I(A)
Level 10: Combat Jumping -- Zephyr-ResKB(A)
Level 12: Plasma Shield -- S'fstPrt-ResKB(A), ImpArm-ResDam/EndRdx(27), ImpArm-ResDam/Rchg(29), ImpArm-ResDam/EndRdx/Rchg(29), ImpArm-ResDam(31)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Heal(A), RgnTis-Regen+(21), Mrcl-Rcvry+(23), Numna-Regen/Rcvry+(31), Numna-Heal(31), Heal-I(46)
Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(33), P'Shift-End%(50)
Level 22: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(50)
Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(34), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam(36)
Level 26: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(33), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(36)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(39)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
Level 32: Build Up -- RechRdx-I(A)
Level 35: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(42), T'Death-Dam%(42)
Level 38: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(42), T'Death-Dmg/Rchg(43), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dam%(43), T'Death-Dmg/EndRdx/Rchg(45)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45), P'Shift-End%(45), Heal-I(46), Heal-I(46), Heal-I(48)
Level 47: Taunt -- RechRdx-I(A)
Level 49: Fiery Embrace -- RechRdx-I(A), RechRdx-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Gauntlet
Level 0: Ninja Run
------------
Set Bonus Totals:
- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 13.3% Defense(Smashing)
- 13.3% Defense(Lethal)
- 3.94% Defense(Fire)
- 3.94% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 8.62% Defense(Psionic)
- 23.6% Defense(Melee)
- 3% Defense(Ranged)
- 4.88% Defense(AoE)
- 6.75% Max End
- 20% Enhancement(RechargeTime)
- 36% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 77.3 HP (4.13%) HitPoints
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 5.5%
- MezResist(Immobilize) 5.5%
- MezResist(Sleep) 1.65%
- MezResist(Stun) 8.25%
- MezResist(Terrorized) 2.2%
- 10% (0.17 End/sec) Recovery
- 22% (1.72 HP/sec) Regeneration
- 2.21% Resistance(Fire)
- 2.21% Resistance(Cold)
- 1.26% Resistance(Toxic)
- 1.26% Resistance(Psionic)
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The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
On a large team, you should be able to expect some support. I find that soft-capping makes you tougher, but "wastes" any defense buffs you get; if I were expecting to be on large teams lot of the time, I'd find it perfectly acceptable -- maybe even desirable -- to be below the soft-cap for defense, and thus better at something else, and permit teammate buffs to make up the difference. With Tough for 70% S/L resistance, and some-but-not-softcapped defense, a Fire Tanker will find that every buff added -- to regen, as heals, as defense or resistance, and even recharge buffs, will all improve survivability immediately.
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THIS is EXACTLY the way I feel as well. I've had many debates over this. Especially to people who on builds find that softcapping, when it ruins other aspects of the builds, is more important than those other aspects, even if you're at 40% already with extremely little room left for bonuses/powers to get that last 5%, when you could have gobs more +regeneration/+recharge etc. That way any buff by the team helps you a LOT instead of some being wasted. Why on my one dark tank build, instead of what people say to do by capping your S/L, I prefer much more, having 35% to melee/ranged/aoe, that way any defense buff will help you out immensely. Even a simple Steamy Mist or Arctic Fog, or even a defender on the team with dark blast, anything etc will make a huge impact.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
I don't like my healthbar not moving and some support can be required. With a defender or controller in the team you can push the envelope a bit more. Risk equals more fun, a tanker that is immortal would bore me. I know its what a lot of people want but they dont take no skill to play.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Sailboat, Windenergy and New Dawn, I completely agree with your points, and in fact my SECOND build will be a much more balanced one, with less defense, more recharge, and better all around power slotting for teams with good support, or less challenging content. But thats a easier build to do, especially with some of the advice here, so I didn't post it, what I was struggling with more was a max survivability factor build for when I need it. Both because the devs are showing a tendancy to add hard high level content, and because people don't tend to trust Fire tanks to handle it, so if I claim I can I don't want to be lying.
I was worried about comments people made in the thread regarding End usage, so I did my first solo testing with the build I have now at lvl 46, which is similar to that shown but without full slotting yet so defense was around 27%.
First test, +2/x8 paper mission against CoT, which I figured would be fairly tough with their debuffs and such. The spawns turned out to be +3 for some reason. Minions dropped pretty fast, Lts turned out to be Behemoths, and with a Mage boss healing them I couldn't take them down (fire resistance?) without dropping the Mage first. Which turned out to take awhile, even with my attacks as on my real build with more Acc and Dam then the one posted I was whiffing more then I liked thanks to their dark debuffs. Epic Immob plus Burn finally got them, and I dropped the Behemoths shortly after. In general, green bar was below blue bar for most of the fight, but I wasn't spamming AoEs the whole fight since I just needed to finish off the Mage for most of it. I didn't have a problem taking everything but the boss down with AoEs when I did use them though.
Second test, as suggested fought Romans on the wall. This turned out to be a fairly tough test, as they were +4 to me, but very interesting. With just my 27ish% defense, within 5-6 seconds I would see my defense plummet to the -30-40% range, and generally die before taking out more than a third of the spawn because healing couldn't keep up with damage. By popping a medium purple to get to the soft cap, I could fight them till it ran out, because they usually couldn't get the cascading defense failure from repeated hits. I could really see the advantage of the higher defense, it seemed to have to be either very high or might as well be nothing after the alpha strike. A boss did wander by in a patrol, so after finishing off his support I tried just standing there letting him hit me for awhile, healing as need be. I did eventually need to take him out, as he was netting more damage then I could heal back even with the regen in the build plus Healing Flames, but not by much, and he was +4. Again, more of a hit point then an End problem, but in that case my defense sometimes recovered and caused him to miss.
Final tentative conclusion on partial build; End usage = OK, should be a bit better in final build as there are a few more sets with Rec. I am fine with pacing myself and using more efficient attacks, though, which not everyone enjoys (one reason I've never taken to Brutes). I think I'm going to have to sacrifice being at the soft cap to beef up ST attacks, though, it was too frustrating to whiff and clearly there will be times when I have to take out tougher targets faster to survive, which is after all what a Fire tank should be about, defeat of foes = 100% debuff.
There is a rough cost for an attack chain plus toggles during a fight duration. About 5 eps I think versus base end rec, but then you give yourself stamina and lower the end costs of your powers lowering the attacks before toggles as the toggles may only get you one extra attack to the end bar but do help play a much greater key part end recovering between fights. I just read the difference between your end rec and your toggle end drain, looked at how much end red were in attacks and thought to myself my character would be puffed out without consume and perhaps even hastened consume. If I did an attack chain plan I could expect to have to resort to the immob + burn tact as its good dpe and allows for some recovery. It's slow but not bad.
I do F/F/F, I could go earth, I'll respec to earth with a second build and have a pop at the Romans myself later. Cheap respec, totally on SOs and see how it is.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I'm nearing 50 on a fire/fire/earth tank, and trying to put together the most survivable team tank build possible. Inf (short of PvP IOs) is not an object, and I'll have another build for scranking. Don't pay attention to when slots were taken, its a respec build.
Notes on the build; I realize the ST attacks are underslotted, but this build is for working with large teams, and I expect them to be doing most of the damage. I've got the vet badge to allow Superspeed, which I like for in mission mobility, without Hasten. I went with 8 pts of -knockback, as with 4 I've sometimes got bounced on simultaneous hits from council and such. For things like Lord Recluse or Mary in the KTF I figure on getting a base buff for more protection. I couldn't fit Consume in, but the version of the build I have now seems to hold up fine unless I spam AOEs in an AV fight.
I was wondering about dropping a couple of slots out of a PbAoE to put them into Health and Healing Flames for more hit points, but that drops my Smash/Lethal defense to ~44% instead of ~46%, so I'm not sure thats overall better. Anyone have other ideas to improve it?
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Pyronomics team final: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Earth Mastery
Hero Profile:
Level 1: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(5), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-%Dam(7)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 2: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam(11), RctvArm-ResDam/EndRdx/Rchg(19)
Level 4: Healing Flames -- Mrcl-EndRdx/Rchg(A), Mrcl-Heal/Rchg(15), Mrcl-Heal(17), Numna-Heal/Rchg(17), Numna-Heal/EndRdx/Rchg(25)
Level 6: Combat Jumping -- Winter-ResSlow(A), Zephyr-ResKB(23)
Level 8: Hurdle -- Jump-I(A)
Level 10: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(13), Zinger-Taunt/Rchg/Rng(13), Zinger-Acc/Rchg(15), Zinger-Taunt/Rng(45), Zinger-Dam%(45)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-ResDam(21)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(37)
Level 18: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(42)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-End%(31)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(33), ResDam-I(33)
Level 26: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(48)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
Level 30: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37)
Level 32: Build Up -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(39), GSFC-Build%(42), GSFC-ToHit/Rchg(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 41: Stone Prison -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(43), Enf'dOp-Acc/EndRdx(43), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob/Rchg(48), Enf'dOp-Acc/Immob(48)
Level 44: Quick Sand -- TmpRdns-EndRdx/Rchg/Slow(A)
Level 47: Rise of the Phoenix -- Dct'dW-Heal/Rchg(A)
Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50), LkGmblr-Def/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 0: Ninja Run