Fire / Kin thoughts?
Mine is only level 10, so take this with a grain of salt:
But it should be a pretty decent combo. The -resist of the attacks stacks nicely with the resistance of Fire Armor. It's not a straight stacking like -ToHit and Defense is, but they work nicely together. Basically, if an attack would land that would do 100 points of damage, you have 40% resistance to the attack, then normally you would take 60 damage. If you have stacked -21% damage on the foe, then he will normally deal 79 damage, but with your resistance, that gets dropped to 47.4, saving you 31.6 damage taken.
Also, one of the weaknesses of Kinetic Melee is in AoE damage, which is more than made up for in the Burn + Blazing Aura combo. In this way, Fire Armor actually helps plug a hole in the secondary, when normally it's the other way around.
The knockdowns and stuns in Kinetic Melee can help with mitigation until Healing Flames is back up, and against hard single targets, Fiery Embrace + Power Siphon will let you add a lot of damage to your attacks for a little while.
I'm really looking forward to leveling mine up.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
But it should be a pretty decent combo. The -resist of the attacks stacks nicely with the resistance of Fire Armor. It's not a straight stacking like -ToHit and Defense is, but they work nicely together. Basically, if an attack would land that would do 100 points of damage, you have 40% resistance to the attack, then normally you would take 60 damage. If you have stacked -21% damage on the foe, then he will normally deal 79 damage, but with your resistance, that gets dropped to 47.4, saving you 31.6 damage taken.
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Example: 100 damage, 20% damage debuff, one set with 0% resistance one with 70% resistance.
0% resistance takes 80 damage
70% resistance takes 24 damage
It still is taking 30% of the damage regardless of the initial amount. This should be fairly intuitive given that the initial hit could be 10 or could be 1000 - the resistance functions just as fine on a 10 hit as a 1000 hit.
Sigh...
It's not extraordinary synergy, but it is synergy nonetheless. On a set like fire, where the mitigation is fairly low, having some direct mitigation is pretty nice. And since Fire relies on it's resistance plus a fast recharging heal, having less damage incoming is nice.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Two things.
First good luck on your quest, I actually did the same thing last year(need to add the new melee set now). It was a fun trip. I made a guide based on it, might be cool to compare notes.
Second I would consider taking that kb cone. You can slot it with a few kinetic blasts to cover your KB hole and have a nice little oopsie power for when you bite off a little too much.
Taking It On the Chin I-16 Tanker Guide
Repeat Offenders
In my eternal quest to make one of every primary Tanker, I have been stymied at two concepts, my Fire Tank and my Ice Tank. Neither of these has ever really worked for me (conceptually, not mechanically) but I have a great idea that works for Fire Armour / Kinetic Melee.
Having no experience with Fire Tanks since about I6, and with Kinetic Melee just arriving on the scene, what is the general idea on any synergy between these two? Leaving aside the knockback power of the Kinetics (which I stronly doubt I'd take) is there enough synergy here?
Our lives begin to end the day we become silent about things that matter.
--Dr. Martin Luther King Jr.