Fiery Armor and Defense


Airhammer

 

Posted

Most of my melee toons have some Defense component, whether it is positional or typed, and I generally IO my melee toons for Defense. I'm a bit unsure of how to go with my Fire/SS, which has no inherent Defense.

Just speaking in broad terms, is it wiser to build towards typed or positional Defense? Or a mix of both (ie one Type, one position)? Skip Defense altogether and go HP or Regen?


 

Posted

General thought concerning defensive set bonuses:

You can generally get Typed defense set bonuses using less slots than you can get Positional defense set bonuses. (3-4 vs. 5-6) Although it's not 100% accurate as there are some that will give small positional bonuses with 3, but that's the exception to the rule. Those typically come with larger typed bonuses at 3 slots.

If you're starting from scratch, like you would be with Fiery Aura it's easier to go with typed. There are some who firmly believe that Melee Positional is better, so YMMV.

Smashing and Lethal attacks are estimated to be included in about 70% of the attacks out there so it's usually best to focus on S/L first, then En/Neg, followed by Fire/Cold and Psi.
If you're going to focus on +HP, Regen, I'd include getting lots of recharge/+end/recovery as well. Get Healing Flames and Consume up as often as possible! Get more +HP first before +Regen as the +HP will have a bigger impact on both your survivability and Regen then +Regen alone. With a large amount of recharge you'll need to make sure you've got enough +end/+recovery as well so that you don't burn through your blue bar. Again, focus on +end then +recovery.

Hope this helps.


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

My Opinion?

Being a Tank (and even moreso: a Tank with access to Footstomp!) you'll want Defence that works well on foes that try to hit you in melee range. So pick one of either Melee Defence or S/L Defence, and build towards that.

Footstomp is important in 3 ways:
1. Besides Taunt, it's your main Aggro-Holding ability.
2. It's your main source of AoE damage (besides BA, Burn and any Epic Powers)
3. It's a big source of damage mitigation - foes that're Knocked Down aren't hitting you.

Personally, on my Fire/NRG I went for S/L Defence - I found I could get better numbers for that than positional Melee Defence via slotting (and since I also occasionally tank tougher foes at a distance, S/L would also help versus certain ranged attacks- Malta Gunslingers, for example). But it's entirely your call and Fire/SS has some advantages over Fire/NRG- with SS's Rage you may be willing to sacrifice some more +Accuracy by using "Touch of Death" sets over "Kinetic Combat" ones.

Regardless of what sort of Defense you build for, you're unlikely to be able to hit the 45% Softcap without really screwing up the rest of your build, however it's quite possible to hit about 30% Defence without sacrificing very much (and if you go for lower level sets such as Reactive Armor and Kinetic Combat, you'll even keep most of your defence when you exemplar down into your mid 30s for TFs). And I guarantee you'll notice a big difference in survivability even with that level of Defence.

Reactive Armor, Touch of Death, Kinetic Combat, Obliteration and Rectified Reticle are the main sets to look out for, and be sure to pick up a Steadfast Protection +3% Defence Unique too.

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As a rough guideline (and currently feeling very envious of Footstomp's added PBAoE knockdown yumminess) my level 50 Fire/NRG/NRG build in Mids currently displays:

70.4% S/L Resistance (I took "Tough", but not "Weave")
47% E/N Resistance
90% (capped) Fire Resistance
24% Cold Resistance
60%-80% Toxic Resistance(via Healing Flames)

32.8% S/L Defence (will hit the softcap with one small +12.5% purple)
19.3% Melee Defence, approx 10% E/N/F/C and 8% Ranged/AoE Defence

Health sits at 128.6%, about 2410 HP at level 50 - the same level as the Scrapper HP Cap. Passive Regeneration is 18.1 HP/Second. Recovery is 3.63 End/Second plus the Performance Shifter Unique.

The build also has +30% Global Accuracy (My least accurate Attacks show 141.1% Accuracy) and +40% Global Recharge (Mainly affects Healing Flames's Heal regularity: +50% Base HP every ~18.5 Seconds. As well as increasing the regularity of the Stuns from my Standard Attacks and the Knockdowns from Air Superiority and Energy Torrent)


 

Posted

Weave, Combat Jumping and the steadfast IO can get you around 15% to all to start off. I'd focus on getting s/l up to around 35% so that a small purple can softcap you there.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

I went Melee myself.. and im around 34% melee defense which helps a lot.


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-

 

Posted

Quote:
Originally Posted by Sir_Lionheart View Post
Most of my melee toons have some Defense component, whether it is positional or typed, and I generally IO my melee toons for Defense. I'm a bit unsure of how to go with my Fire/SS, which has no inherent Defense.

Just speaking in broad terms, is it wiser to build towards typed or positional Defense? Or a mix of both (ie one Type, one position)? Skip Defense altogether and go HP or Regen?
When I build a tanker, the high values on Weave make me inclined to try and see if I can score a mix. My Fire/Fire tanker is sitting at 30% s/l, 25% melee, which seemed good to me at the time. Of course, I'm not playing him much right now.

One thing I find on my Spines/Dark with his 32.5% S/L 30% melee is that I really feel the need for ranged defence on most maps. If enemies scatter or if walkers come past, I need to jump in force closure, quick. Perhaps less of a problem for the tanker with its taunt, though.


 

Posted

There is smash with psi, lethal with cold or fire, smash with energy, smash with neg energy etc etc. Going by that you do cover alot by covering s/l. Melee is fine if you can force melee attacks and ranged damage is weaker anyway. I went for keeping my firetank a completely different feel to my other tankers.


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.

 

Posted

Quote:
Originally Posted by Airhammer View Post
I went Melee myself.. and im around 34% melee defense which helps a lot.
I went S/L on my Fire/Fire tanker and Melee on my SS/Electric brute (as an experiment). The problem with melee defense is that there are a lot of mobs that stand back and shoot you with guns that do Lethal damage (Council Sharpshooter, Malta Gunslingers). These attacks often debuff defense making your defense worthless once you've been hit a few times. But S/L defense will protect you from those shots for a time; melee defense will not help at all. Eventually the defense debuff from guns will wear down your S/L defense, but you should have enough time to rush in for Footstomp and knock them all down before you lose a lot of HP.

I bit the bullet and made a second S/L defense build for the SS/Electric brute. It seems to play better in general and actually has the potential to get closer to the soft cap by eventually using Kinetic Combat sets (expensive, yes, but effective).


 

Posted

Why is everyone acting like it's an "either or" situation with Typed and Melee defense?

My Fire Tank went with both. All of the sets that give one of those also give half that to the other. I slotted 6x Obliteration in Blazing Aura, Consume, Fire Sword Circle, Rise of the Phoenix, and Combustion. I slotted 4x Kinetic Combat in Scorch, Fire Sword, Boxing, Brawl, and Greater Fire Sword.

That's 28% defense to S/M/L, combined with slotted Combat Jumping, Weave, Steadfast +3%, and Maneuvers (the only leadership toggle I took), I find I don't get hit much.

When I do get hit, I have enough recharge that my Healing Flames is up in about 17 seconds. (Obliteration has the 5% rech in it, and Combat Jumping, Weave, and Maneuvers all take LotG +Rech)

The other consideration for basic survivability on a Fire Tank is actually recharge. You're more scrapper than tanker, Fire Armor's the most offensively oriented set, and getting that heal up quicker does more to boost your survivability than any other power in Fire Armor. (50% heal every 20 seconds equates to a lot of resistance/defense but I'll leave other more math oriented forumites to prove or disprove the point.) Getting Footstomp up faster can only help you, too.

If you can get both S/L and M to 38% cheaply, then I wouldn't sweat it too much past that. I, personally, would not favor one over the other, if it's a choice between EITHER S/L OR M, then I'm going Recharge.


 

Posted

Anyone have a good build handy for the Fire/SS thats more of a scranker than a tank? Ive been toying with this idea myself and would love to see what numbers some of you could come up with =)


 

Posted

Quote:
Originally Posted by Blaksson View Post
Why is everyone acting like it's an "either or" situation with Typed and Melee defense?

My Fire Tank went with both. All of the sets that give one of those also give half that to the other. I slotted 6x Obliteration in Blazing Aura, Consume, Fire Sword Circle, Rise of the Phoenix, and Combustion. I slotted 4x Kinetic Combat in Scorch, Fire Sword, Boxing, Brawl, and Greater Fire Sword.

That's 28% defense to S/M/L, combined with slotted Combat Jumping, Weave, Steadfast +3%, and Maneuvers (the only leadership toggle I took), I find I don't get hit much.

When I do get hit, I have enough recharge that my Healing Flames is up in about 17 seconds. (Obliteration has the 5% rech in it, and Combat Jumping, Weave, and Maneuvers all take LotG +Rech)

The other consideration for basic survivability on a Fire Tank is actually recharge. You're more scrapper than tanker, Fire Armor's the most offensively oriented set, and getting that heal up quicker does more to boost your survivability than any other power in Fire Armor. (50% heal every 20 seconds equates to a lot of resistance/defense but I'll leave other more math oriented forumites to prove or disprove the point.) Getting Footstomp up faster can only help you, too.

If you can get both S/L and M to 38% cheaply, then I wouldn't sweat it too much past that. I, personally, would not favor one over the other, if it's a choice between EITHER S/L OR M, then I'm going Recharge.
I don't think of it as an either/or situation. Working on S/L also gives you some Melee, but not as much. Going for Melee bonuses gives you some S/L bonuses, but not as much.

S/L Bonuses can be had in 3-4 slots, Melee bonuses usually come in 5-6 slots. If you've got plenty of slots to work with you can work towards whatever you want. If you're tight on slots working towards typed bonuses can be achieved with less slots.

Unless my character starts with a ton of Positional Defense I prefer to work on typed defenses: S/L, E/N then F/C and Psi because I can get those bonuses using less slots, and some times bonuses in two areas in a six slotted power without gimping.

Again, that's my personal preference. If what you do works for you, it's all good. As always YMMV.


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

Quote:
Originally Posted by Blaksson View Post
Why is everyone acting like it's an "either or" situation with Typed and Melee defense?
They're not.


 

Posted

Quote:
Originally Posted by strifenight View Post
Anyone have a good build handy for the Fire/SS thats more of a scranker than a tank? Ive been toying with this idea myself and would love to see what numbers some of you could come up with =)
You could make a tanker with plenty of attacks and taunt and make it hit 45% S/L possibly a low healing flames rechg of about 13secs easy. Looking at things harder and slotting purples then it can get better. I did a build last night after reading this just to see what can be done but I deleted it.


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.

 

Posted

I have an offensive build (you can see it in the guide in my sig) that is S/L defense. My defensive build has positional defense to Range/Melee/AOE/Psi. I think both are at roughly the same percentages (low 20s).

For what it's worth, I notice the defensive build doing better against some of the exotic mobs at the end of the game. I soloed better against Carnies with the defensive build, interestingly enough. Some of their nasty debuffs don't have smash/lethal, I'm thinking. Their end drain on defeat also is energy or an aoe (can't recall off the top of my head). Other mobs, the S/L does nicely.


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