Fire Fire Looking for soft cap possible?
i still have problems with soft capping, but i can get decent postional defenses. Just not ranged def.
One luck should make me pretty tough...lol, when i need it. I can also turn on and off weave if needed.
The best i am coming up (and since i did perma dom which means hasten was a clickie power, so i am gonna use burn for immob protection, no combat jumping, AND no FE, can't get them worked in) is this so far.
it is gonna cost out the wazz-u. But i can almost get about 30 sl and melee. Resistance is about 71. 46 percent recharge, some accuracy is the pits, but it should be compensated for thru the sets.
I need to look at morality missions and the reward system to see if that would be the way to do it. It will cost. I have alot of this now, and need to finish it out. Been working this build up for awhile. Just need the attack sets. So only about 10 enhancements, ofcourse the most expensive ones are left, like those Numina and some of the kinetic combats. See my edit comment about Blazing Aura, Multi-Strike is an alternative there.
here is mine so far. It seems to be pretty rounded out, meaning, its not great, or super strong in any area, and not got too bad of gimp going on either.
Seems to be solid and playble (for me atleast)
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
tt tank: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(50)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 2: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(3), TtmC'tng-EndRdx/Rchg(7), TtmC'tng-ResDam/EndRdx/Rchg(15), TtmC'tng-ResDam(33), TtmC'tng-EndRdx(45)
Level 4: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx(9), Dct'dW-Heal/EndRdx/Rchg(15)
Level 6: Temperature Protection -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(37)
Level 8: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(37)
Level 10: Consume -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(11), P'Shift-EndMod/Acc/Rchg(11), P'Shift-Acc/Rchg(13), P'Shift-EndMod/Acc(36), P'Shift-End%(36)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Hurdle -- Empty(A)
Level 18: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(46)
Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(21), RgnTis-Regen+(21)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23)
Level 24: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(25), Aegis-EndRdx/Rchg(25), Aegis-ResDam/EndRdx/Rchg(27), Aegis-ResDam(33), S'fstPrt-ResKB(43)
Level 26: Boxing -- Empty(A)
Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(29), Aegis-EndRdx/Rchg(29), Aegis-ResDam/EndRdx/Rchg(34), Aegis-ResDam(45)
Level 30: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-%Dam(46)
Level 32: Build Up -- RechRdx-I(A)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 38: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Dam%(40), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(45)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(43)
Level 44: Fire Blast -- Empty(A)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 0: Ninja Run
Try concentrating just on smash and lethal defense. Damage types can be a mix, ie Fire/Lethal, Cold/Lethal so the lethal defense will help avoid them. The few positions/damage types you aim to softcap the easier 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.
Using Mid's I was able to get a fire/fire up to 45.2% S/L defense. Unfortunately my laptop crashed before I could save it. Basically, since there are no defense powers in your primary all the defense had to come from set bonuses, pool powers, and ancillary powers. As a result of this, most of the set bonuses had to come from the more expensive sets to make up for that lack. Being able to slot Multi-Strike and Smashing Haymakers instead of Kinetic Combat and Obliteration makes it much cheaper.
Picking up leaping as the travel power allowed me to pick up combat jumping three slotted with common defense IOs.
All of the PBoE powers were six slotted with the Obliteration set.
All of the melee powers were five slotted with 4 Kinetic Combat and 1 common accuracy IO. The Kinetic Combat set is accuracy poor hence the extra slot.
Resistance powers were 4 slotted with Reactive armor with the exception that the one auto resistance power was 5 slotted with the extra slot going to the +3% defense IO from the Steadfast Protection set.
Build Up was 2 slotted with the Rectified Reticle set.
I four slotted Taunt with mocking beratement. If you can find two extra slots, six slotting Perfect Zinger gives good regen and dmg bonuses.
Boxing, Tough, and Weave were picked up from the Fighting Pool. Boxing was slotted as mentioned for melee powers with one exception. I rarely use boxing so I didn't add the fifth slot for the accuracy IO. Tough was slotted as mentioned above for Resistance powers, and Weave was slotted with common defense IOs.
Finally, I had to pick up the earth ancillary power so I could 4 slot salt crystals with Lethargic Repose and Quicksand with Curtail Speed.
Wherever there was a healing power I tried to get the 2 set bonus from Numina's to help with some regen. You could swap those out for Miracles for the end recovery instead.
And of course, Stamina was picked up from the Fitness pool. The real weakness seems to be Recovery, making the accuracy really important in Consume. Accuracy/End Mod/Rech frankenslotting in that power helped make sure it will hit as often as possible. It might be worth giving up a bit of defense, popping purples when needed, and going for some +recovery bonuses or slotting some +recovery procs to help with this.
Freedom:
Biggo Shaker (SS/FA Brute)
Timbuck (SS/FA Brute)
Sure, it is possible to softcap a Fire/Fire. As JumpinJack said it needs masses of Kinetic Combats and Obliterations so it's expensive and you will not have much Room for other usefull Sets with +Recharge etc. Here is an Example, only slotted some of the Powers (to reach S/L Softcap):
Villain Plan by Mids' Villain Designer 1,803
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: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-EndRdx/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(29)
Level 2: Cremate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 4: Healing Flames -- Empty(A)
Level 6: Blazing Aura -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(13), Oblit-Acc/Rchg(15), Oblit-%Dam(15), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(17)
Level 8: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 10: Swift -- Empty(A)
Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 14: Health -- Empty(A)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-EndRdx/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(37)
Level 18: Combat Jumping -- DefBuff-I(A)
Level 20: Stamina -- Empty(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx/Rchg(23), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(27), S'fstPrt-ResDam/Def+(50)
Level 24: Weave -- DefBuff-I(A)
Level 26: Consume -- Empty(A)
Level 28: Fire Sword Circle -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(40), Oblit-Dmg(40), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42)
Level 30: Burn -- Oblit-Dmg(A), Oblit-%Dam(31), Oblit-Acc/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36)
Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 35: Fiery Embrace -- Empty(A)
Level 38: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(39)
Level 41: Focused Accuracy -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(42)
Level 44: Taunt -- Zinger-Dam%(A), Zinger-Taunt/Rng(45), Zinger-Taunt(46), Zinger-Taunt/Rchg(46), Zinger-Taunt/Rchg/Rng(46), Zinger-Acc/Rchg(48)
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: 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)
- 38% Defense(Smashing)
- 38% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 6,75% Defense(Energy)
- 6,75% Defense(Negative)
- 3% Defense(Psionic)
- 28,9% Defense(Melee)
- 4,88% Defense(Ranged)
- 3% Defense(AoE)
- 20% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 112,4 HP (7,5%) HitPoints
- MezResist(Immobilize) 17,1%
- MezResist(Stun) 6,6%
- MezResist(Terrorized) 2,75%
- 10% (0,63 HP/sec) Regeneration
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Really IMO you dont need to be at the softcap. If you have about 30-35% defense its going to make a huge difference in how much incoming damage you are taking and while that extra 10-15% is a large number when you start sacrificing recharge in your build which helps Healing Flames come back up quickly and your AoE powers which have slower recharge come back slower I think that begins to be a problem for your Fire/Fire.
I always tell people dont build a one trick pony.. which means if you fovus your build in one aspect only and ignore the others you do yourself a disservice. Fire was orginally designed to be the offensive tank set which I agree with particularly with the new burn and fiery embrace changes, prior to those changes I didnt feel that Fire had the offensive punch that it was designed to have.
With a good build even with 30% defense will be every survivable because you should be able to take stuff down quicker than most other tanks can. Dont forget that Healing Flames is a massive heal that you can get up about every 15-20 seconds and that very important to your survival.
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-
Ups, posted a Brute-Build. Here is a Tankerversion (needs some Sets less):
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P.S.
Really IMO you dont need to be at the softcap. If you have about 30-35% defense its going to make a huge difference in how much incoming damage you are taking and while that extra 10-15% is a large number when you start sacrificing recharge in your build which helps Healing Flames come back up quickly
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Alsp keep this in mind as well about the softcap.. Defense based sets have powers with built in resistance to defense debuffs. This is not the case with Resistance based sets which use IO's to reach the softcap. That is major. I tend to build resistance based sets with a focus more to recharge and regen to get their heals up much faster and the regen working quicker. Usually i try to combine them with sets that offer some mitigation.
For my Fire/Fire defeating foes quickly is the ultimate mitigation combined with a very fast recharging Healing Flames.
For my Elec/SS its a lot of regen and recharge so energize comes up really fast ( i think I have ut down to 35 seconds or so ) and the mitigation of Foot Stomp and Powersink to drain foes endurance comes in might handly as well.
I always say.. its not what you have as much as it is the way that you use 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-
Here is my current Fire/Fire build. I dropped Consume because the recharge I felt was too ridiculous for a power I almost never used anyway. Since the have added a resistance to -End on it I might pick it up in Issue 19 but so far Phsyical Perfection has completely and totallt solved my end problems.. well that a a bunch of IO's
Hero Plan by Mids' Hero Designer 1.803
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)
------------
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)
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1420;703;1406;HEX;| |78DA9D934B4F135114C7EFB453FAB62D53E80390520AB4140BDDF98AC60844944AA| |3C8428166C46B99D04CEBCC90E8CE0FE09E9571EF37306ED444FD127E1381F13C2E| |4D8C3B27EDFF37737ACEFFDE734FA7F57A3521C4DBDB424BDCED99AEDBD936ED23E| |9445AC79EE9597DDBB8274DCFF59CFE912C6D3956D7B2CD5E580851E0BCCEAA7C29| |6D5736D62DE9BCE9DC3976CCBCFAA5257BF2224EF7990DFB503AD2F61A1737C976B| |FDF8394EEA167D9DD043D6D4A73307C58B73C5BBA6E8C1E1E0FA47C61AC0DAC83C6| |9A2D9D2ED89AAE07F679D84F0DBE5FA2201A7C851F120EA02C02AF180382EE328E0| |9231E211313EAF203E22640176299181CF22B386BECAC6B39B89912B18A86D5B139| |426281512518601964CB50F0770043974E196784F439C3278C6272597C8345426AF| |BA1076434F29010D9023445649330DA2264DB84004C23CC6B89705160681C9EA36C| |24A2BF02B8DBEFE01D570DC4F3D440911B98E40626B981CBDC400E1C92CA3459E5D| |382504A99A638148650466D38B34185D95BE43D7E9FDD76184F08572A5415812A83| |AB82468942A5BFD03CA153F9015B1E5387388687088D9D12F2678C7342D12734F11| |041C03DA7DC73DCE10C7738C31DCE72873AE415545E214DA15286F30CCECBF249C0| |2827D42E267894B33CCA0A8FB2C2A3ACF028E7799465709F62F7C0549DBA9A672C3| |0C6C1765A9DE63487F231545EA9FC946B9E71CD2E638F50DB67740805A89A535573| |5C55E3AA45AE5AE4AA454E5FE2E20FB0CBAA9A6F9597FF08F3AEAB61D679104B25F| |A3B2D9DD001ABF1292C33B2B07C431935D8E827CC6D858DB4150E35EB6434A90FDF| |34F8C02536FF89B475F50A4344E3EA9A3E7CADFD689A520567FFD7F52971B166F41| |1BEFADB286D941D945D943D947D1413E539CA018AFF79589DBA8AFBBA86721DE506| |CA18EC4FBCC3CC701C248E924049A25C4249A1A4510C9422CA7B14FF0F38A4F10F| |-------------------------------------------------------------------|
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-
I prefer a more rounded Fire/Fire, this is the build I use. He currently he has MSTF, MITF and Master Khan so it works well in all tanking situations( he had good teams too ). I like a combo of larger positional defense, smaller S/L defense, HP’s, Regen and End Recovery, this build covers all situations. I also like going to set bonuses if possible.
I use to use the soft capped S/L build but found I was being trashed by all the non S/L mobs and AV’s ( like GW and Scirroco so on). Melee Defense covers all attacks made in melee range so it fills the gaps.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
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(43)
Level 1: Scorch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(37), T'Death-Dam%(46)
Level 2: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(11), TtmC'tng-EndRdx/Rchg(11), TtmC'tng-ResDam/EndRdx/Rchg(17), TtmC'tng-ResDam(37), TtmC'tng-EndRdx(43)
Level 4: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal(34)
Level 6: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(50)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 10: Hurdle -- Jump-I(A)
Level 12: Plasma Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(13), TtmC'tng-EndRdx/Rchg(13), TtmC'tng-ResDam/EndRdx/Rchg(17), TtmC'tng-ResDam(37), TtmC'tng-EndRdx(45)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel(33)
Level 16: Health -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(33), Mrcl-Heal(33), Mrcl-Rcvry+(40), RgnTis-Regen+(40)
Level 18: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(48)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Taunt -- Zinger-Dam%(A), Zinger-Taunt/Rchg/Rng(42)
Level 24: Boxing -- Acc-I(A)
Level 26: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(27), TtmC'tng-EndRdx/Rchg(27), TtmC'tng-ResDam/EndRdx/Rchg(31), TtmC'tng-ResDam(42), TtmC'tng-EndRdx(45)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(48)
Level 30: Combat Jumping -- Krma-ResKB(A)
Level 32: Fiery Embrace -- RechRdx-I(A), RechRdx-I(43)
Level 35: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(36), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 38: Greater Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(50)
Level 41: Consume -- Efficacy-EndMod/Acc(A), Efficacy-Acc/Rchg(48), Efficacy-EndMod(50)
Level 44: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45)
Level 47: Build Up -- RechRdx-I(A)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 0: Ninja Run
Not sure it's worth going for softcap on a Fire/Fire, as +recharge helps you a lot as well (and will work even when you have DDB hitting you, like on the ITF). Just focusing on S/L is pretty good, but there are more exotic types of damage that will get by it, and you will notice the difference when fighting Carnies, etc. I really don't like fighting those mobs on the build where I focused on S/L, to be honest.
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
Yeah, I was able to work up a build for my Fire/fire that had 45 S/L, thanks to Tough/Combat Jumping as a basis, but the build just lost out on other things that made it good enough. If you want to see how you feel with large amounts of S/L, get a Kinetic Shield from the marketplace, and run around with it on, to see how it compares to no defense.
Typically, just enough defence to take the edge off the damage you're dealt, and give Healing Flames longer time between the moments you call on it, is all you need. I hit 25% SLEN and that was plenty against everything but cimerorans. And of course, +HP is also something you can make use of.
I wanted to thank you all for your replies. You gave me plenty to think about.
I will/am working towards the middle of the road path.
I am switching from the massive regen/health and end build with 5 Dervish sets (made when IO's first came out) to obliterations (two sets done) only need one more and two multi-strike.
I keep my three ST attacks and 3 main aoes. I have consume slotted with a multi strike...for the melee defense instead of a P shift (with aoe).
I have Fiery embrace and build up.
That gives me 37% melee with ranged and aoe in the low teens. Smash/letal at 29%.
I also have a 21% damage buff.
For my last slot I took a single recharge hasten...but I'm debating leadership assault for another 11% damage.
Healing flames is currently at 18.7 secs recharge.
Even con minions just plain melt...yet to do ITF or stf to see how it holds up.
Opinions on assault single slotted? Yes its a toggle...and a bit of a end hog. 11% damage noticable?
LvL 50 Dark Dark, Emp/Rad Defenders
LvL 50 Inv/Axe, Fire/Fire, Stone/Stone, Mace/Shield Tanks, EM/Inv
LvL 50 Spines/DA Scrapper
LvL 50 Ice/Storm, Ice/Rad, Earth/Rad, 2 Fire/Kin, Ill/Rad, Grav/FF, Controller Elec/Storm
LvL 50 Bots/FF, Merc/Traps, MM Thugs/Traps, Demon/Thermal
Really IMO you dont need to be at the softcap. If you have about 30-35% defense its going to make a huge difference in how much incoming damage you are taking and while that extra 10-15% is a large number when you start sacrificing recharge in your build which helps Healing Flames come back up quickly and your AoE powers which have slower recharge come back slower I think that begins to be a problem for your Fire/Fire.
I always tell people dont build a one trick pony.. which means if you fovus your build in one aspect only and ignore the others you do yourself a disservice. Fire was orginally designed to be the offensive tank set which I agree with particularly with the new burn and fiery embrace changes, prior to those changes I didnt feel that Fire had the offensive punch that it was designed to have. With a good build even with 30% defense will be every survivable because you should be able to take stuff down quicker than most other tanks can. Dont forget that Healing Flames is a massive heal that you can get up about every 15-20 seconds and that very important to your survival. |
I have played mine up (its not a mids spreadsheet mock up), and payed attention as the defense numbers go up/down, and i change builds as i buy more stuff. I went thru a regen build first back when IOs first came out.
I am finding, as i play both my brute and my tanker, which now basically have the same build, about 30-40 def (if you can get there) is just great, as long as your build is rounded out (not a one trick pony, all S/L). Build some recharge, recovery and some recharge. Regen is great but with global recharge, you got HF.
Shoot you can "see" a world of difference once you hit around 20% def. 20% def is prob 40% damage mitigation on top of previous tankablitiy. You tanked before with 0 or little def, 20% def makes a huge difference in everyday game play.
I ENJOY playing my fire tanker now once he hit the mid 20s def, instead of grinding. Its a huge change in player satisfaction.
Note now, that fitness is becoming inherent, so there are things gonna change. For example, I will pick up, CJ, FE and Maybe Man or stealth. Will have to look, not sure about that. So, more defense powers (more def, pushing my melee to around 35%) and slot for LOTG (7.5 recharge). Might even be able to slot CJ or the other def, and boost alittle more depending on what happens with the slots. I may be able to reslot an attack into TODs. Not sure yet.Healing flames should be down to about 11 or 12 seconds with hasten. Pilgrim and I are both fans of Temp Protection and Winter's Gift Slow resistance. And if i pick up FE, more damage. You see where thats going, about 35% def melee, 25 % aoe, 18% ranged, with 70 resistance, 50% recharge AND more damage. Might see about slotting in 20% or more regen thru def sets.
Not a one trick pony at all.
DO THIS........., play your tank, have fun. It took me months to get my build up to the point where it is now.
Farm and play, but target recipes you KNOW you are gonna need like Oblits. Then in about 4 months with i19 and 20, it all may change. But you will be ready. We got new inherents and the alpha system coming. Hopefully we get new enemies with better ai that will slice and dice our super toons....lol, one can hope.
I wanted to thank you all for your replies. You gave me plenty to think about.
I will/am working towards the middle of the road path. I am switching from the massive regen/health and end build with 5 Dervish sets (made when IO's first came out) to obliterations (two sets done) only need one more and two multi-strike. I keep my three ST attacks and 3 main aoes. I have consume slotted with a multi strike...for the melee defense instead of a P shift (with aoe). I have Fiery embrace and build up. That gives me 37% melee with ranged and aoe in the low teens. Smash/letal at 29%. I also have a 21% damage buff. For my last slot I took a single recharge hasten...but I'm debating leadership assault for another 11% damage. Healing flames is currently at 18.7 secs recharge. Even con minions just plain melt...yet to do ITF or stf to see how it holds up. Opinions on assault single slotted? Yes its a toggle...and a bit of a end hog. 11% damage noticable? |
I've never found Assault to be all that great. I'll sometimes pick it up on support toons, but not very often even then. Leadership is an end hog and there are usually other good powers out there to take. For Fire/Fire, I have to think that another power would help more. Even Rise of the Phoenix has its uses, and I'd rather that over 11% more offense. Bonuses I can get from sets and Fiery Embrace are enough for me usually (and Build up if you can fit it in: it'll be easy to get both when Fitness becomes inherent).
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
Forgive me for asking this but I haven't played the game actively since Issue 4 until recently with the release of Going Rogue. But is there a reason Acrobatics is not in any of the builds? Has it been nerfed from it's previous glory or am I missing something?
I just remember it was almost mandatory to pick up Tough, Weave, and Acrobatics along with your base shields to be able to survive large groups with knockbacks and such.
My 50's: Windigo - 2 (Fire/Fire Tank), Rocky Wall (Stone/SS Tank), Obsidian Pain Spike (Spines/Regen Scrapper), Thunder Tower (Elec/Shield Scrapper), Messiahbolical (SS/Fire Brute)
Virtue Current Projects: Isaac Night (32 Ill/Rad Troller), Grim Marauder (30 BS/Elec Brute), Genesis Tide (22 Psi/Time Corr)
Forgive me for asking this but I haven't played the game actively since Issue 4 until recently with the release of Going Rogue. But is there a reason Acrobatics is not in any of the builds? Has it been nerfed from it's previous glory or am I missing something?
I just remember it was almost mandatory to pick up Tough, Weave, and Acrobatics along with your base shields to be able to survive large groups with knockbacks and such. |
Most use -Knockback resist IO's in place of Acrobatics, with this you save .20 end and a free power slot. If you notice in my build I have one in Combat Jumping, Super Speed and Temperature Protection for a total of mag 12 KB protection.
With i19 and Fitness becomming inherent I might take Acrobatics again.
Yea I'm still learning about IO's here and there, just recently talked to somebody about how to make some money. Coming from a Wolf/Ninja farmer from AV missions to selling recipes, alot has changed to say the least.
Is there a primer or something I could read that would give me a better knowledge of the IO's themselves without having to look at each set. I know the more powerful ones that are best like Oblits, DRWounds, Kin Combat, and some of the oranges but that's as far as my knowledge goes.
I will test out one of these builds when I can, still pretty poor compared to todays standards since I haven't played in years =/, so will be hard to fund all the IO's and each build. I would use my primary build that is full of Hammy-O's, but I don't want to mess with it since I can use it to make money atm.
My 50's: Windigo - 2 (Fire/Fire Tank), Rocky Wall (Stone/SS Tank), Obsidian Pain Spike (Spines/Regen Scrapper), Thunder Tower (Elec/Shield Scrapper), Messiahbolical (SS/Fire Brute)
Virtue Current Projects: Isaac Night (32 Ill/Rad Troller), Grim Marauder (30 BS/Elec Brute), Genesis Tide (22 Psi/Time Corr)
Acrobatics has changed as well. (I think) It use to have mag of 100 some time in the past...I don't know when it changed.
It currently is only mag 9.
Yes 9.
I don't remember getting knocked on my but..ever before...now I have seen Stoner tanks with rooted on get knocked down by some AV's.
Hami blows me over with acro on.
Anyone know what his manitude is?
Oh and just ran a ITF with 24% def...much better..
We had a great emp defender that also kept Fortitude on me...3 slotted with def and 3 other HO's and my defense stayed over 50 ....it was a GREAT day
LvL 50 Dark Dark, Emp/Rad Defenders
LvL 50 Inv/Axe, Fire/Fire, Stone/Stone, Mace/Shield Tanks, EM/Inv
LvL 50 Spines/DA Scrapper
LvL 50 Ice/Storm, Ice/Rad, Earth/Rad, 2 Fire/Kin, Ill/Rad, Grav/FF, Controller Elec/Storm
LvL 50 Bots/FF, Merc/Traps, MM Thugs/Traps, Demon/Thermal
Yea I'm still learning about IO's here and there, just recently talked to somebody about how to make some money. Coming from a Wolf/Ninja farmer from AV missions to selling recipes, alot has changed to say the least.
Is there a primer or something I could read that would give me a better knowledge of the IO's themselves without having to look at each set. I know the more powerful ones that are best like Oblits, DRWounds, Kin Combat, and some of the oranges but that's as far as my knowledge goes. I will test out one of these builds when I can, still pretty poor compared to todays standards since I haven't played in years =/, so will be hard to fund all the IO's and each build. I would use my primary build that is full of Hammy-O's, but I don't want to mess with it since I can use it to make money atm. |
Secondly dont focus on sets that are " more powerful " because you can really mess yourself up with that thinking. The key thing to focus on is the bonues provided AND the percentages with in the set itself.
For example you might look at Obliterations as being a powerful set. And it does provide a lot of great bonuses, but its not ALWAYS the best choice. It has very little end reduction in its set. Therefore if you placed it in a toggle like Blazing Aura which has a hefty end cost you could find yourself in a lot of trouble because you are always sucking wind.
I prefer to use Multistrikes there because of the overall benefit of the IOs even though the set bonuses arent anything to write home about.
Numina is a great set for healing powers fantastic set bonuses. Very powerful.. Except for Healing Flames because what you want in Healing Flames is recharge and Numina doesnt have a lot of recharge in it. Not a good choice for Healing Flames IMO.
Remember builds arent cookie cutters. There are many ways to build an effective and fun characters. My ultimate goal is ALWAYS effective and FUN.. Now what you might find fun and what I might find fun are two different things...
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-
Yes you can get to the softcap for S/L with a fire tank. I have built one before, and if my /Elec brute can get there then a tank can with higher numbers from weave, CJ.
Is it worth getting to the softcap on a fire tank, yes very much so but dont gimp on your recharges and other stuff. If you spend the time and money though then you can slot in some high end sets, Io's that can help you reach both goals.
Also the one thing I wanted to point out is if your going for better defense survivability then one great option for tanks now is to pick up the soul mastery PPP.
Gloom and dark obliteration both have a -5.25% to hit debuff on top of gloom doing very good damage its just not all up front damage. Then you have Darkest night with a -13.5% to hit with a -21% damage buff.
Now what makes them even better if going for softcapping Defense is that both gloom and Dark obliteration can be slotted with Siphon insight for 3.75% S/L.
Darkest night you can slot with a lower ens s/l bonus but still helps.
Also 1 last great IO set for S/L defense that people usually forget is Enfeebled Operation for immobilize powers 6 slotted gives you just over 4%.
Freedom Server - Main = Lil Bug & way too many alts to list
i have toyed with the idea of taking my purpled out fire tank and building a 2nd build built purely on defense and soft capping.
i have a build where im both soft capped in s/l and melee but im not sure if i will go that route.ive always been the believer in kill them faster to avoid getting hit. this take in account with my +recov,+recharge build i have in place.
its really a toss up for me and cant decide yet.
OK without gutting my build I can get in the mid 20's with positional and some all defense.
Am I missing something...is soft cap even possible?
Anyone have a build done?
My current build is all recovery/end and regen hitpoints...I do great offense...but I'm still VERY squishy.
Current Defense is 14 all and smash/leathal 71% resistance.
I have run this way since IO's first came out.
Almost no recharge...atm - didn't need it then.
Any help would be great thankyou...not worried about cost...most purples don't seem to offer much Defense anyway. (unless I'm really missing something)
LvL 50 Dark Dark, Emp/Rad Defenders
LvL 50 Inv/Axe, Fire/Fire, Stone/Stone, Mace/Shield Tanks, EM/Inv
LvL 50 Spines/DA Scrapper
LvL 50 Ice/Storm, Ice/Rad, Earth/Rad, 2 Fire/Kin, Ill/Rad, Grav/FF, Controller Elec/Storm
LvL 50 Bots/FF, Merc/Traps, MM Thugs/Traps, Demon/Thermal