Help with my Fire/Fire build plz rip it a part


MrWallace

 

Posted

Hi all I am lving a new fire/fire brute and as my first FM and FA I am loving him. I have decided to put aside 4 bil for his build, but I am worried about my lack of experance with FA as it is so different from my usual invin and WP toons. I have read that I should build for Recharge and Regen so I have had a go at a build that look ok. I would like this toon to be uber so any tip would be appreciate.

Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Empire: Level 50 Magic Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Fire Sword

  • (A) Pounding Slugfest - Accuracy/Damage
  • (3) Pounding Slugfest - Damage/Endurance
  • (37) Pounding Slugfest - Damage/Recharge
  • (37) Pounding Slugfest - Disorient Bonus
Level 1: Fire Shield
  • (A) Titanium Coating - Resistance/Endurance
  • (3) Titanium Coating - Resistance/Recharge
  • (5) Titanium Coating - Resistance/Endurance/Recharge
  • (13) Titanium Coating - Resistance
Level 2: Cremate
  • (A) Crushing Impact - Damage/Endurance/Recharge
  • (5) Crushing Impact - Accuracy/Damage
  • (7) Crushing Impact - Damage/Endurance
  • (37) Crushing Impact - Damage/Recharge
  • (39) Crushing Impact - Accuracy/Damage/Recharge
  • (50) Crushing Impact - Accuracy/Damage/Endurance
Level 4: Healing Flames
  • (A) Doctored Wounds - Heal/Endurance
  • (7) Doctored Wounds - Recharge
  • (9) Doctored Wounds - Heal/Recharge
  • (17) Doctored Wounds - Heal/Endurance/Recharge
  • (48) Doctored Wounds - Endurance/Recharge
Level 6: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (9) Luck of the Gambler - Defense
  • (50) Luck of the Gambler - Defense/Endurance
Level 8: Boxing
  • (A) Pounding Slugfest - Damage/Recharge
  • (11) Pounding Slugfest - Accuracy/Damage
  • (39) Pounding Slugfest - Damage/Endurance
Level 10: Hasten
  • (A) Recharge Reduction IO
  • (11) Recharge Reduction IO
  • (13) Recharge Reduction IO
Level 12: Hurdle
  • (A) Jumping IO
Level 14: Health
  • (A) Doctored Wounds - Heal/Endurance
  • (15) Doctored Wounds - Heal/Recharge
  • (15) Doctored Wounds - Heal
  • (17) Doctored Wounds - Heal/Endurance/Recharge
  • (36) Doctored Wounds - Endurance/Recharge
Level 16: Super Jump
  • (A) Winter's Gift - Slow Resistance (20%)
Level 18: Plasma Shield
  • (A) Steadfast Protection - Resistance/Endurance
  • (19) Steadfast Protection - Resistance/+Def 3%
  • (19) Steadfast Protection - Knockback Protection
  • (31) Reactive Armor - Resistance/Endurance
Level 20: Stamina
  • (A) Performance Shifter - Chance for +End
  • (21) Performance Shifter - EndMod
  • (21) Performance Shifter - EndMod/Recharge
Level 22: Consume
  • (A) Efficacy Adaptor - EndMod/Recharge
  • (23) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (23) Efficacy Adaptor - Accuracy/Recharge
  • (40) Efficacy Adaptor - EndMod/Accuracy
Level 24: Tough
  • (A) Titanium Coating - Resistance/Endurance
  • (25) Titanium Coating - Resistance/Recharge
  • (25) Titanium Coating - Endurance/Recharge
  • (27) Titanium Coating - Resistance/Endurance/Recharge
  • (34) Titanium Coating - Resistance
Level 26: Fire Sword Circle
  • (A) Scirocco's Dervish - Accuracy/Damage
  • (27) Scirocco's Dervish - Damage/Endurance
  • (29) Scirocco's Dervish - Damage/Recharge
  • (29) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (34) Scirocco's Dervish - Accuracy/Recharge
  • (50) Multi Strike - Damage/Endurance/Recharge
Level 28: Acrobatics
  • (A) Endurance Reduction IO
Level 30: Blazing Aura
  • (A) Armageddon - Damage
  • (31) Armageddon - Damage/Endurance
  • (31) Armageddon - Damage/Recharge
  • (36) Armageddon - Accuracy/Damage/Recharge
  • (40) Armageddon - Accuracy/Recharge
Level 32: Greater Fire Sword
  • (A) Crushing Impact - Accuracy/Damage/Endurance
  • (33) Hecatomb - Damage/Endurance
  • (33) Hecatomb - Damage
  • (33) Hecatomb - Damage/Recharge
  • (34) Hecatomb - Accuracy/Damage/Recharge
  • (40) Hecatomb - Accuracy/Recharge
Level 35: Fiery Embrace
  • (A) Recharge Reduction IO
  • (36) Recharge Reduction IO
  • (43) Recharge Reduction IO
Level 38: Build Up
  • (A) Adjusted Targeting - To Hit Buff
  • (39) Adjusted Targeting - To Hit Buff/Recharge
  • (43) Adjusted Targeting - Endurance/Recharge
  • (43) Adjusted Targeting - To Hit Buff/Endurance
  • (46) Adjusted Targeting - To Hit Buff/Endurance/Recharge
Level 41: Electrifying Fences
  • (A) Gravitational Anchor - Chance for Hold
  • (42) Gravitational Anchor - Immobilize
  • (42) Gravitational Anchor - Accuracy/Recharge
  • (42) Gravitational Anchor - Immobilize/Recharge
  • (46) Gravitational Anchor - Immobilize/Endurance
Level 44: Burn
  • (A) Obliteration - Damage
  • (45) Obliteration - Accuracy/Recharge
  • (45) Obliteration - Damage/Recharge
  • (45) Obliteration - Accuracy/Damage/Recharge
  • (46) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 47: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (48) Luck of the Gambler - Defense/Endurance
  • (48) Luck of the Gambler - Defense
Level 49: Rise of the Phoenix
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Fury
Level 6: Ninja Run



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Posted

Bump. So anyone have any thoughts on the above build?? I would like to solo, SF and maybe even cross over to Blue side and tank a bit on this build can it be done? Can this build do it any help or surgestions would be grand, I have save 4 bil now for the build and he is now at lv 39 so the time for IOing draws near.


Many thanks


 

Posted

Your build as it stands seems a bit unfocused, with some good bonuses missed and some unnecessary ones gained. You could also get more out of the expensive purple sets by swapping the single aspect IO for the proc in each one (i.e. Hecatomb: Damage replaced by the Chance for Negative Energy Damage). A combination of max HP/regen and +recharge is a good idea but I'd try and get some defence bonuses as well, aiming for either smash/lethal or melee, to give you an extra layer of protection.

If you go for melee then Touch of Death and Obliteration in attacks and Titanium Coating in toggles would give good bonuses but need lots of slots, so smash/lethal might be a better option for you, using Kinetic Combats and Reactive Armour mainly. At around 25% defence you should start to see a large increase in your durability and with your budget you'll be able to get there and still get high recharge/regen/HP numbers (I'd highly recommend getting the +max HP accolades too).

I've tinkered with your build a bit to go for more S/L def and still keep similar levels of global recharge and regen.

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

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Fire Sword -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(3), Hectmb-Dmg/EndRdx(5), Hectmb-Dam%(5)
Level 1: Fire Shield -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9), RctvArm-ResDam(9)
Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(13)
Level 4: Healing Flames -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17), Dct'dW-Rchg(17)
Level 6: Blazing Aura -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(19), C'ngBlow-Acc/Dmg(19), C'ngBlow-Dmg/EndRdx(21)
Level 8: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(43)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(29)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(37), RgnTis-Regen+(39)
Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod(40), P'Shift-End%(40)
Level 22: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Rchg(43), Efficacy-EndMod(50)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 26: Fire Sword Circle -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(29), Armgdn-Acc/Rchg(31), Armgdn-Dmg/EndRdx(31), Armgdn-Dam%(31), EndRdx-I(33)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(34)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39), Ksmt-ToHit+(39)
Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
Level 38: Build Up -- RechRdx-I(A), RechRdx-I(43)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def/EndRdx(42)
Level 44: Electrifying Fences -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(45), GravAnch-Immob/EndRdx(45), GravAnch-Hold%(46)
Level 47: Ball Lightning -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50)
Level 49: Temperature Protection -- S'fstPrt-ResKB(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 6: Ninja Run



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Posted

I tend to build resistive sets (besides Invuln) for +Rech and +HP.

+HP is by far a better bonus than +Regen.
Why do you say? Why Mr. Pine? I will tell you why.

+HP does exactly what it says, increases HP. By doing this, it allows you to take more damage (so its almost like adding resists, if you get what I'm saying) PLUS it will add to your regen (More HP means more HP/second regenerated because the regen rate is a percentage of your MAX HP). Finaly, and I could be wrong about this, but I believe Healing Flames is based on your MAX HP, and not your Base HP. This would make Healing Flames actually heal more adding even more survivability.

Lastly, +HP bonuses are friggin' easy to attain and are usualy only the first, second or third bonus. Most of my cheap builds just build for +HP.



Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.