Fire/SS tank
burn's great now and so is fiery embrace.
I'd build for recharge, and get energy mastery for conserve power and energy torrent, the former to get your end use under control and the latter as mitigation and another place to put a force feedback proc.
I have a tank in retirement, but wanted you guys/gals to weigh in on her. I have a hard time trying to soft cap her RES and her DEf is difficult for me to boost up.
|
you alos can't hit the hard cap on resistance on a Fire Tanker to anything but fire resist. With Tough you can nudge the smashing and lethal resistances over 70%, but set bonuses won't do you much good (you could get a little bit of smashing (but not lethal) resistance by slotting sets of three Kinetic Crash IOs for 2.5% each, but that's a lot of slots for little benefit, to only one type of resistance, and that's the best resistance bonus you can get that can be stacked (there's one unique PVP IO that gives 3% res to all but it's probably the single priciest item in the game world...and it can't be stacked, because it's unique).
You can work on defense and regen and various things (although note: set bonuses to healing will not improve Healing Flames, because they don't work on any power that gives resistance, and HF has toxic resistance)...but once you've got Tough and your two fire shields slotted to around the ED cap for resistance (56% or so) you're not going to be able to add significant resistance on top of that.
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
Nah, bring her out of retirement. Fire armor is a much improved set. And super strength is a great attack set for tanks. I don't have a tank with this combo but have a tank with fire armor... actually 2 of those. And i have a wp/ss tank.
First of all, you need to get burn. You need to get rage as soon as it is available. dump weave... I think another toggle uses up too much endurance. You don't need temperature protection that early in your build. your resists for fire are good enough at that low level with fire shield and plasma shield. Get burning aura. yeah another toggle but with end redux in it, it's dmg potential is worth it. No need for fitness pool as it is going inherent in a few months with issue 19. you are a tank, therefore you need taunt as soon as it is available. Fiery embrace is now a good power to get even if you aren't a fire/fire tank.
One of the things i have learned since making alot of builds for different ATs and power sets is that the most popular sets aren't the ones that will benefit you the most. Of course, the numina's and miracles are useful but I don't think they are beneficial enough on a fire tank to make the cost of em worth it. You won't be depending on your regen anyhow. defense bonuses from sets along with your resists should do the job to keep ya upright.
SJ
I whipped this up in a few minutes. the defense bonuses need to be tweaked a bit and i think a few sets need to be swapped to even out some of the bonuses but i think you get the idea. 24% melee defense, same for S/L. capped fire resist and 66% S/L resist. with burn and footstomp most of any mobs should be wiped when you encounter em. make sure you have a few greens. That def bonus for melee and S/L should make it really difficult to hit you unless you fight devouring earth, specifically guardians or fight nemesis with all their def debuffs. I didn't add fireball in the build. pointless with burn and footstomp. by the time you burn and footstomp a fire ball is wasted. besides no good set bonuses to add. But of course the build needs tweaking. like i said, i spent 10 minutes or so on it.
SJ
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 37 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-EndRdx(5)
Level 1: Jab -- Acc-I(A)
Level 2: Healing Flames -- RechRdx-I(A), RechRdx-I(36), S'fstPrt-ResKB(37)
Level 4: Haymaker -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), KntkC'bat-Acc/Dmg(31)
Level 6: Combat Jumping -- Krma-ResKB(A)
Level 8: Consume -- P'Shift-End%(A), P'Shift-EndMod/Acc(9), P'Shift-EndMod(9), P'Shift-EndMod/Acc/Rchg(17), P'Shift-EndMod/Rchg(29), P'Shift-Acc/Rchg(29)
Level 10: Taunt -- Mocking-Taunt/Rchg/Rng(A), Mocking-Taunt/Rng(11), Mocking-Rchg(11), Mocking-Taunt(27), Mocking-Taunt/Rchg(27)
Level 12: Plasma Shield -- RctvArm-EndRdx(A), RctvArm-ResDam(13), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/EndRdx/Rchg(17)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(15)
Level 16: Boxing -- RzDz-EndRdx/Stun(A)
Level 18: Burn -- Oblit-Dmg/Rchg(A), Oblit-Dmg(19), Oblit-%Dam(19), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Rchg(37)
Level 20: Knockout Blow -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Acc/Dmg(21), T'Death-Dmg/Rchg(25)
Level 22: Tough -- RctvArm-ResDam(A), RctvArm-EndRdx(23), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(31)
Level 24: Blazing Aura -- EndRdx-I(A), EndRdx-I(36)
Level 26: Fiery Embrace -- RechRdx-I(A)
Level 28: Rage -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg(33), GSFC-Build%(34), GSFC-ToHit(34), GSFC-ToHit/EndRdx(34), GSFC-ToHit/Rchg/EndRdx(36)
Level 30: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 35: Hurl -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(40), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/EndRdx(43)
Level 38: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(39), Oblit-Dmg/Rchg(39), Oblit-Dmg(39), Oblit-Acc/Rchg(40), Oblit-Acc/Dmg/Rchg(40)
Level 41: Ring of Fire -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-EndRdx/Immob(43), Enf'dOp-Acc/Rchg(43), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob(45), Enf'dOp-Acc/Immob/Rchg(45)
Level 44: Melt Armor -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(46), ShldBrk-Acc/Rchg(46), ShldBrk-DefDeb/EndRdx/Rchg(46), ShldBrk-%Dam(48), ShldBrk-Acc/EndRdx/Rchg(48)
Level 47: Char -- Lock-Acc/Rchg(A), Lock-%Hold(48), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-Acc/Hold(50), Lock-EndRdx/Rchg/Hold(50)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 2: Ninja Run
Er...
Move some slots into Healing Flames for health. Right now, you're only doing 25% of your health when that fires off. Mine, at 50, is slotted 3rech/3heal (common IOs.) Base at 50 heals 468 HP. Slotted I'm closer to 1000, with it available - ignoring set bonuses elsewhere for recharge - at 20 seconds.
Melt Armor's generally not worth it on a tank.
If you can six slot Taunt and fit Perfect Zinger in there instead, you'll have a *little* more S/L def, plus it will have a chance for Psi damage when it hits (yes, I've killed things during a Rage crash with that. It's amusing.)
Yes, Stamina's going inherent in I19. Throw one or two slots in Rest - not to actually slot Rest, but to remember to put them aside for slotting Stamina.
And if you're worried about cost, run your alignment missions. Perf. Shifter Chance for +End is a 1 Alignment Merit recipe. Miracle +Recov is 2. Or run AE, burn rolls - it's where I tend to stock up most of my characters on Steadfasts and Karmas (both KB and Res/Def. No, not finding a farm, just running random arcs.)
fire armor has consume. no need to slot stamina. melt armor would be a useful power to help down mobs faster. With it you can slot shield breaker. what i put together was just a general idea what i might have put together before tweaks. I didn't spend alot of time on it. just a matter of how the player with the tank wants his build. If this was my tank, i wouldn't have even taken CJ. I woulda got SJ at 6. puts in perspective what you can do if you are able to skip the 1st or 2nd tier in a travel set as a vet. if you wanted something else in stamina put another +end in it. put a miracle recovery in health. and reactive armor may not be a wanted set either. in the end i might put imp armors in the shields and put other sets in elsewhere to compensate.
SJ
Melt Armor from the epic pools is a joke, Fireball will definitely be better for taking down mobs faster.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
Stolen from an earlier post of mine when someone asked about the viability of a fire/SS tanker, but it covers the concepts well enough I think. I find my tank to be an absolute monster while soloing as built, the FE/burn/footstomp combo will make quick work of large groups of mobs. Unlike most (not all) tanks, a fire/SS tank should solo every bit as well as a scrapper or brute.
I will tell you Fire/SS is a tanker of a different color. Whether or not you will enjoy your tank depends on why you made him in the first place. More so than any other tank, this combo can DEAL OUT THE DAMAGE, but is more frail than other tanks in the game. Once you get rage (lvl 28 I believe) your attacks will hit much more often and do an additional 80% damage. With hasten and some solid IOs, it is easy to have rage double stacked fairly often resultsing in +30% to hit and +160% damage. Team that up with the new change to burn (mobs dont run in fear) and footstomp, you get an AOE nightmare that even scrappers get jealous of. Unlike most tanks, you can fill a damage slot effectively on a team as well as a tanking slot. My Fire/SS regularly farms +3/8 missions (although he is fully IOd). If you like to solo with your tank, the damage boosts from Rage and your AOEs will make quick work of your missions and leave you grinning. However, if you made your tank with the intent of standing in a group of 15 mobs and laughing at them while they whack at you feebly, your better off making an Stoner or Invuln as Healing flames is not enough to deal with the incoming damage even when IOd. If I know I'm going into a really hairy mob, a single Luck will soft-cap melee defense and its easy to come by. Now leap into that same set of 15 mobs, quickly hit Fiery Embrace, burn, and Footstomp then simply clean up whatever bosses are left (the LTs and Minions are all twiching and smoking on the floor). The beauty is these powers recharge fairly quickly, and you can do this combo every 10 seconds or so IOd. Damage bliss. Here is my build - it a hybrid built for melee defense and +recharge, and I am very happy with it. (the hold is for those damn Malta sappers, but can easily be replaced by Temp Protection or Rise of the Phoenix...)
Hero Plan by Mids' Hero Designer 1.803
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Ghostly Vengeance: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(3), ImpArm-ResDam(3), S'fstPrt-ResKB(37)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 2: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(9), Dct'dW-Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-EndRdx/Rchg(13)
Level 4: Haymaker -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dam%(15), T'Death-Dmg/EndRdx/Rchg(15)
Level 6: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(17), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21)
Level 8: Consume -- P'Shift-EndMod/Acc(A), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Acc/Rchg(23), P'Shift-EndMod/Rchg(25)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(27)
Level 12: Plasma Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(27), TtmC'tng-ResDam/EndRdx/Rchg(29)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 18: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
Level 20: Knockout Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(25), T'Death-Dmg/EndRdx(34), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(36)
Level 22: Hurdle -- Jump-I(A)
Level 24: Health -- Heal-I(A), Heal-I(37)
Level 26: Stamina -- EndMod-I(A), EndMod-I(39)
Level 28: Rage -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(36), AdjTgt-EndRdx/Rchg(36), AdjTgt-Rchg(39)
Level 30: Taunt -- Zinger-Taunt/Rchg(A), Zinger-Taunt(37), Zinger-Taunt/Rng(39), Zinger-Dam%(40), Zinger-Taunt/Rchg/Rng(40), Zinger-Acc/Rchg(50)
Level 32: Fiery Embrace -- RechRdx-I(A), RechRdx-I(40)
Level 35: Hurl -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-Acc/Rchg(45), Oblit-%Dam(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(46)
Level 41: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 44: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(48), ImpArm-ResDam/EndRdx/Rchg(50)
Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(50)
Level 49: Char -- HO:Endo(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 2: Ninja Run
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fire armor has consume. no need to slot stamina. melt armor would be a useful power to help down mobs faster. With it you can slot shield breaker. what i put together was just a general idea what i might have put together before tweaks. I didn't spend alot of time on it. just a matter of how the player with the tank wants his build. If this was my tank, i wouldn't have even taken CJ. I woulda got SJ at 6. puts in perspective what you can do if you are able to skip the 1st or 2nd tier in a travel set as a vet. if you wanted something else in stamina put another +end in it. put a miracle recovery in health. and reactive armor may not be a wanted set either. in the end i might put imp armors in the shields and put other sets in elsewhere to compensate.
SJ |
Yes, Fire Armor has Consume. But you still want slots in Stamina. Why? Because consume's recharge is fairly long, because if you get hit with -Recharge Debuffs, it'll be even longer, and also, it will help in long fights against tough, single opponents, like GMs and AVs.
Melt Armor on a Tank is pretty bad. Sure, it takes a good set, but it's a long-recharge, poor-impact power. Fireball would definitely help out a lot more than Melt Armor.
CJ is a great slot-mule. Even in it's base slot, it could take a -KB IO or the LotG Recharge Proc, or something. Plus, it helps with immobilizes when you don't want to have to use Burn to free you.
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
I'm running a Fire/SS tank right now. I gotta say, it's AMAZING. I'm loving it. Especially in these later levels. He's level 45 now, and this is what my build is looking like:
Hero Plan by Mids' Hero Designer 1.81
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Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Flight
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield -- S'fstPrt-ResKB(A), ImpArm-ResDam/EndRdx(3), ImpArm-ResDam/Rchg(3), ImpArm-EndRdx/Rchg(5), ImpArm-ResDam/EndRdx/Rchg(5), ImpArm-ResDam(40)
Level 1: Jab -- B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/Rchg(7)
Level 2: Healing Flames -- Mrcl-Heal/EndRdx(A), Mrcl-EndRdx/Rchg(7), Mrcl-Heal/Rchg(9), Mrcl-Heal/EndRdx/Rchg(9), Mrcl-Heal(11), Mrcl-Rcvry+(11)
Level 4: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(13), C'ngImp-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(15), C'ngImp-Dmg/EndRdx/Rchg(17)
Level 6: Hover -- LkGmblr-Rchg+(A)
Level 8: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(19), Efficacy-Acc/Rchg(19), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(21)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 12: Plasma Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(29), ImpArm-ResDam(29), ImpArm-ResDam/Rchg(31), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam/EndRdx/Rchg(31)
Level 14: Fly -- Winter-ResSlow(A), Zephyr-ResKB(33)
Level 16: Swift -- Run-I(A)
Level 18: Hurdle -- Jump-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(33), EndMod-I(33)
Level 22: Knockout Blow -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(23), KinCrsh-Rchg/KB(23), KinCrsh-Rechg/EndRdx(25), KinCrsh-Dmg/EndRdx/KB(25), KinCrsh-Acc/Dmg/KB(42)
Level 24: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(45), Oblit-%Dam(45)
Level 26: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
Level 28: Rage -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
Level 30: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 32: Rise of the Phoenix -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(45), Stpfy-Acc/EndRdx(46), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(46), Stpfy-KB%(48)
Level 35: Temperature Protection -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(42), S'fstPrt-ResKB(42)
Level 38: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Char -- Acc-I(A)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(48), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(50), Decim-Acc/Dmg/Rchg(50)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(50)
Level 49: Melt Armor -- DefDeb-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
I kinda threw the slots together on a whim, but the general gist is there, and I got the sets I wanted in there and that's what's important!(Making a note to remove Melt Armor)
But yeah, I was mainly focused on recharge and recovery for set bonuses, because enemies that sap me, sap me hard and that seems to be the only time I have trouble soloing.
Before Kinetic Crash, Diabolique can still knock me around, but as far as I can tell she's the only one.
I have a tank in retirement, but wanted you guys/gals to weigh in on her. I have a hard time trying to soft cap her RES and her DEf is difficult for me to boost up. I like teams which isnt a real problem, it's when i try and solo her. Here is what i have. I did this from recollection it may be a tad off but not much. Without getting the PVP reicpes (too exspensive for me) what do you suggest? Should i grab the fire epic pool adn build for destruction or leave in retirement? Now you can laugh...
Hero Plan by Mids' Hero Designer 1.803
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Click this DataLink to open the build!
sr 2010: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Blazing Aura -- M'Strk-Dmg/Rchg(A), M'Strk-Acc/EndRdx(3), M'Strk-Dmg/EndRdx/Rchg(3), M'Strk-Dmg/EndRdx(5), M'Strk-Acc/Dmg/EndRdx(5), M'Strk-Acc/Dmg(42)
Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Stpfy-Acc/Rchg(9)
Level 2: Fire Shield -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam/EndRdx(11), TtmC'tng-ResDam(13), TtmC'tng-ResDam/Rchg(13), TtmC'tng-EndRdx/Rchg(15), TtmC'tng-ResDam/EndRdx/Rchg(31)
Level 4: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Rchg(11), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(19)
Level 6: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), S'ngH'mkr-Dmg/EndRdx/Rchg(23), Zinger-Acc/Rchg(25), Zinger-Dam%(33)
Level 8: Boxing -- Stpfy-Acc/EndRdx(A)
Level 10: Swift -- Empty(A)
Level 12: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 14: Consume -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(15), P'Shift-Acc/Rchg(19), P'Shift-EndMod/Acc/Rchg(31), P'Shift-EndMod/Rchg(31)
Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam/Rchg(34), Aegis-Psi/Status(37)
Level 18: Tough -- TtmC'tng-ResDam(A), TtmC'tng-EndRdx(29), TtmC'tng-ResDam/EndRdx(34), TtmC'tng-ResDam/Rchg(36), TtmC'tng-EndRdx/Rchg(36), TtmC'tng-ResDam/EndRdx/Rchg(42)
Level 20: Weave -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Def(43), DefBuff-I(46)
Level 22: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(39), Lock-%Hold(39), Lock-Acc/Hold(39)
Level 24: Health -- Numna-Regen/Rcvry+(A), Numna-Heal/EndRdx(27), RgnTis-Regen+(29), Numna-Heal(40)
Level 26: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(27), P'Shift-EndMod/Rchg(33), Empty(40)
Level 28: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(37)
Level 30: Super Jump -- Winter-ResSlow(A)
Level 32: Rage -- AdjTgt-ToHit/Rchg(A)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(40)
Level 38: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(42), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(46), Oblit-%Dam(50)
Level 41: Char -- EoCur-Acc/EndRdx(A)
Level 44: Fire Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(45), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Dmg/EndRdx/Rchg(46), Thundr-Acc/Dmg/Rchg(50)
Level 47: Fire Ball -- Acc-I(A), RechRdx-I(48), Det'tn-Acc/Dmg/EndRdx(48), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/Rchg(50)
Level 49: Taunt -- Taunt-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 6: Ninja Run