Suggestions for /Fire
Be careful of hanging your hat on +Defense to make your Brute brutier...
That works, and against some foes pretty well, but against Romans, Family, or anything else that has Defense debuffs... Well, that carefully IO'd Defense is going to evaporate like water on a hot griddle.
The flip side is that building for +Recharge is arguably more expensive while addressing a number of different threats. The problem? Same issue as above, only with Carnies, etc. that debuff Recharge. There are a few IOs to counter the slow and -Recharge effect, but it's still very opponent specific as to whether you'll be godly or sucking wind.
I'm seeing this first hand with my Claws/Fire Brute. I've built up both recharge and also Energy/Ranged defense (Eng Def is up to 33.28% now at level 45) and he can absolutely MAUL +2/8 level Rikti missions in the warzone mission after mission. But, throw him into a +1/8 mission full of Longbow and dammmmn. Rise of the Pheonix gets used a lot more...
Pick your poison, I guess.
I'm seeing this first hand with my Claws/Fire Brute. I've built up both recharge and also Energy/Ranged defense (Eng Def is up to 33.28% now at level 45) and he can absolutely MAUL +2/8 level Rikti missions in the warzone mission after mission. But, throw him into a +1/8 mission full of Longbow and dammmmn. Rise of the Pheonix gets used a lot more...
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My first lvl 50 character was a SS/fire brute who had been somewhat shelved, but with the changes I got interested in IOing her out and so was looking at builds. I had much the same issue, do I go for some defense, which is hard to do, or do I go for recharge and regen/hps. I put together some builds and I decided that working on some S/L and Melee defense was worth it. Basically because if i went pure recharge, I really didn't get much more recharge then I could get with a defense build. Elec/Fire might be a bit different, but not sure. I caged some ideas from a build someone else had posted, think it was a fire/fire scrapper, but it gave me some slotting ideas.
I've got various versions I've put together, basically for cost vs level of def. There isn't a ton of difference between them, mostly just moving a few slots, and fitting more Kinetic Combat sets.
Here is the cheaper build that she is mostly running, she still doesn't quite have all the obliteration sets finished, and I am a bit worried about end once I finish them since I will have to pull out the End Red IO I have in Blazing Aura and Foot Stomp. Sorry, just looked at it, and remembered that it's the I19 version, Basically until I19 comes out, I dropped the stealth pool, and grabbed fitness instead. So less recharge until then, but she's still at around 60% with current slotting. Hope this gives you some ideas.
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: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(7), RctvArm-ResDam/Rchg(7), RctvArm-ResDam/EndRdx/Rchg(9)
Level 2: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(13)
Level 4: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal(15), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19)
Level 8: Stealth -- LkGmblr-Rchg+(A)
Level 10: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(25)
Level 12: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(21)
Level 14: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-EndRdx/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27)
Level 18: Rage -- GSFC-ToHit(A), GSFC-Build%(19), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31)
Level 20: Invisibility -- LkGmblr-Rchg+(A)
Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Stun/Rng(33), Stpfy-Acc/EndRdx(33), Stpfy-Acc/Stun/Rchg(34)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(34), RctvArm-EndRdx(34), RctvArm-ResDam/EndRdx/Rchg(48)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), HO:Enzym(36)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 30: Consume -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-%Dam(42)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(45)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(40)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(46), Decim-Dmg/Rchg(48), Decim-Acc/EndRdx/Rchg(50), Decim-Acc/Dmg/Rchg(50)
Level 44: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(45), Mocking-Taunt/Rchg/Rng(45), Mocking-Acc/Rchg(46), Mocking-Taunt/Rng(46), Mocking-Rchg(48)
Level 47: Rise of the Phoenix -- Dmg-I(A)
Level 49: Super Jump -- Winter-ResSlow(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Numna-Regen/Rcvry+(A)
Level 1: Stamina -- EndMod-I(A), EndMod-I(50)
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Oblit in consume? How well does that work? Do you get decent damage or are you just going for set bonus?
It's for the melee def and 5% recharge. Oblit also gives pretty good recharge ehancement, 80% or so with a level 30 set, better if you don't care about SKing and go with lvl 50s. The damage bonus isn't really important, though the damage proc in Oblit would add some more damage, though you don't fire consume off very often. If you want to save some cash and don't mind loosing the 3.75% melee def, then a 6 piece set of Efficiency adapter also gives 5% recharge bonus, and good rech, acc, and end mod. That is actually what I have slotted right now on live, waiting on the 4th oblit set.
My first try at this, let me know what you think
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Claws
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Villain Profile:
Level 1: Strike
- (A) Kinetic Combat - Damage/Endurance
- (3) Kinetic Combat - Damage/Recharge
- (3) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Endurance/Recharge
- (46) Pounding Slugfest - Damage/Recharge
- (46) Pounding Slugfest - Accuracy/Damage
- (A) Reactive Armor - Resistance/Endurance
- (5) Reactive Armor - Resistance/Recharge
- (7) Reactive Armor - Resistance
- (7) Reactive Armor - Resistance/Endurance/Recharge
- (A) Obliteration - Damage
- (9) Obliteration - Accuracy/Recharge
- (9) Obliteration - Damage/Recharge
- (11) Obliteration - Accuracy/Damage/Recharge
- (11) Obliteration - Accuracy/Damage/Endurance/Recharge
- (13) Obliteration - Chance for Smashing Damage
- (A) Kinetic Combat - Accuracy/Damage
- (13) Kinetic Combat - Damage/Endurance
- (27) Kinetic Combat - Damage/Recharge
- (27) Kinetic Combat - Damage/Endurance/Recharge
- (A) Doctored Wounds - Heal/Recharge
- (29) Doctored Wounds - Heal/Endurance/Recharge
- (29) Doctored Wounds - Heal
- (31) Doctored Wounds - Recharge
- (31) Doctored Wounds - Endurance/Recharge
- (A) Jumping IO
- (A) Luck of the Gambler - Recharge Speed
- (31) Kismet - Accuracy +6%
- (33) Karma - Knockback Protection
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (A) Miracle - +Recovery
- (15) Numina's Convalescence - +Regeneration/+Recovery
- (15) Miracle - Heal
- (A) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance/Recharge
- (17) Reactive Armor - Resistance/Endurance/Recharge
- (19) Reactive Armor - Resistance
- (A) Obliteration - Damage
- (19) Obliteration - Accuracy/Recharge
- (21) Obliteration - Damage/Recharge
- (21) Obliteration - Accuracy/Damage/Recharge
- (23) Obliteration - Accuracy/Damage/Endurance/Recharge
- (23) Obliteration - Chance for Smashing Damage
- (A) Performance Shifter - Chance for +End
- (25) Performance Shifter - EndMod
- (25) Endurance Modification IO
- (A) Kinetic Combat - Accuracy/Damage
- (37) Kinetic Combat - Damage/Endurance
- (39) Kinetic Combat - Damage/Recharge
- (39) Kinetic Combat - Damage/Endurance/Recharge
- (46) Accuracy IO
- (A) Decimation - Accuracy/Damage
- (39) Decimation - Damage/Endurance
- (40) Decimation - Damage/Recharge
- (40) Decimation - Accuracy/Endurance/Recharge
- (45) Decimation - Chance of Build Up
- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (34) Obliteration - Chance for Smashing Damage
- (A) Obliteration - Damage
- (36) Obliteration - Accuracy/Recharge
- (36) Obliteration - Damage/Recharge
- (36) Obliteration - Accuracy/Damage/Recharge
- (37) Obliteration - Accuracy/Damage/Endurance/Recharge
- (37) Obliteration - Chance for Smashing Damage
- (A) Empty
- (A) Reactive Armor - Resistance/Endurance
- (40) Reactive Armor - Resistance/Recharge
- (42) Reactive Armor - Resistance/Endurance/Recharge
- (43) Reactive Armor - Resistance
- (A) Red Fortune - Defense/Endurance
- (42) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense/Endurance
- (43) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Damage Increase IO
- (A) Steadfast Protection - Resistance/+Def 3%
- (43) Steadfast Protection - Knockback Protection
- (A) Recharge Reduction IO
- (45) Recharge Reduction IO
- (A) Scirocco's Dervish - Accuracy/Damage
- (48) Scirocco's Dervish - Damage/Endurance
- (48) Scirocco's Dervish - Damage/Recharge
- (48) Scirocco's Dervish - Accuracy/Recharge
- (50) Scirocco's Dervish - Accuracy/Damage/Endurance
- (50) Scirocco's Dervish - Chance of Damage(Lethal)
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run
------------
Set Bonus Totals:
- 12% DamageBuff(Smashing)
- 12% DamageBuff(Lethal)
- 12% DamageBuff(Fire)
- 12% DamageBuff(Cold)
- 12% DamageBuff(Energy)
- 12% DamageBuff(Negative)
- 12% DamageBuff(Toxic)
- 12% DamageBuff(Psionic)
- 25.5% Defense(Smashing)
- 25.5% Defense(Lethal)
- 4.56% Defense(Fire)
- 4.56% Defense(Cold)
- 7.38% Defense(Energy)
- 7.38% Defense(Negative)
- 6.13% Defense(Psionic)
- 25.5% Defense(Melee)
- 6.13% Defense(Ranged)
- 6.13% Defense(AoE)
- 2.25% Max End
- 4% Enhancement(Heal)
- 46.3% Enhancement(RechargeTime)
- 45% Enhancement(Accuracy)
- 5% FlySpeed
- 101.2 HP (6.75%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Immobilize) 14.3%
- MezResist(Stun) 8.8%
- MezResist(Terrorized) 2.2%
- 4% (0.07 End/sec) Recovery
- 28% (1.75 HP/sec) Regeneration
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 3.13% Resistance(Negative)
- 5% RunSpeed
Set Bonuses:
Kinetic Combat
(Strike)
- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Strike)
- 8% (0.5 HP/sec) Regeneration
(Fire Shield)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Blazing Aura)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Slash)
- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Healing Flames)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)
- Knockback Protection (Mag -4)
(Super Jump)
- 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
- Knockback Protection (Mag -4)
(Health)
- 2.5% (0.04 End/sec) Recovery
(Plasma Shield)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Spin)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Follow Up)
- MezResist(Immobilize) 2.75%
- 22.5 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Focus)
- MezResist(Immobilize) 2.75%
- 16.9 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Consume)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Burn)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Tough)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Weave)
- 10% (0.63 HP/sec) Regeneration
- 16.9 HP (1.13%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Temperature Protection)
- 1.5% (0.03 End/sec) Recovery
- 3% Defense(All)
- Knockback Protection (Mag -4)
(Eviscerate)
- 10% (0.63 HP/sec) Regeneration
- 3.13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
- 3.13% Defense(Psionic)
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And be sure to remember that Fiery Aura is not a set meant to keep you alive. The self-rez is essentially a bomb. As Bill Z once said, "become the bomb." Don't hang your hopes on living as long as you can. Fire is build to kill, even if you're killed. Burn, Embrace, AoE, and if you die, Phoenix and finish them off. Become the bomb. The lower your health goes, the faster your fuse burns. Slot RotP with two Damages and Recharge if you feel like it. It makes a difference.
Edited to add: You're going to want Fiery Embrace sooner.
My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
I've been debating this myself. I'm thinking yeah, go for recharge. I tried building for as much defense as possible, and I had to sacrifice slots in some powers to make up for how many I had to use chasing defense. And it's much more beneficial and slot efficient to slot purples, from what I see. My fire/fire has a ranged/aoe/melee/pbaoe and even an imob I can slot purples in if I want, because I am looking at Soul mastery. Which brings me to my question. Anyone look at the different patrons when deciding on the defense vs. recharge debate? Take a look at soul mastery.
Soul Tentacles- Slot grav anchor or ragnar, and you've got a purples recharge bonus. Haven't looked to much into which I'll go with. Can also use fire breath to hold your ragnar. Also, if you look at the inherent squishiness of fire, this power can really be handy. Taking too much damage? Rez not up yet? Back out, throw out your cone, turn and retreat till your pilot light stops flickering.
Darkest Night- Not sure how it works on a brute, but I know the Corr is sick. This thing can keep a fire/dark Corr alive with no defenses to speak of. Amazing power. If it's anywhere near as good on a brute, then your lack of defenses can be backed up with a nice to hit debuff toggle. -Damage as well
Dark Obliteration- AoE accuracy debuff. Nuff said. Well maybe not quite enough. It's also negative, so those enemies that have a bit more resistance to your fire, hit em with a bit more neg. For this reason, maybe slot soul tentacles with damage over immob, so you have two attacks for this purpose. I'll mess with that a little more, but I think it'd be more for the -acc and -dam.
Went with a different primary, same concept. Went for recharge, and still managed to keep defense up in the 20s. Dual Blades. I went with 3 attacks for the sweep combo. Drop a burn, pull a sweep combo, then dark Obliteration. Repeat. With Darkest Night toggled for the defense assist. Dual Blades is weak on single target, so I've got the single target dark blast, 5 slotted with purples. The heal is great, and recharges fast. The self rez recharges fast enough to make up for what I'm missing in defenses.
Went with a different primary, same concept. Went for recharge, and still managed to keep defense up in the 20s. Dual Blades. I went with 3 attacks for the sweep combo. Drop a burn, pull a sweep combo, then dark Obliteration. Repeat. With Darkest Night toggled for the defense assist. Dual Blades is weak on single target, so I've got the single target dark blast, 5 slotted with purples. The heal is great, and recharges fast. The self rez recharges fast enough to make up for what I'm missing in defenses.
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My guides:Dark Melee/Dark Armor/Soul Mastery, Illusion Control/Kinetics/Primal Forces Mastery, Electric Armor
"Dark Armor is a complete waste as a tanking set."
From what I have found, speed is king for /fire. It is amazing the damage you do, the faster the better. I like using claws, I use focus to keep specific targets on the ground, and then burn, spin and eviscerate. Burn, quickly run through claw powers, burn, healing flames, and maybe consume. Typically this takes out most of the lower levels. More defense is nice, a good balance I think is best. Be sure to knock down the psy attacker first.
I've recently gotten back into my Elec/Fire brute and he hit 40 recently. I feel pretty tough already, but I'd like to move him toward indestructible. I'm currently running with Tough and the set toggles on a mostly-generic IO build (exceptions being Call of the Sandman: Chance to Heal Self in the ST attacks, FF:+Rech in Thunder Strike, -KB IOs, and a Kismet: +Accuracy, and the occasional multi-aspect IO to save a slot).
Should I build for Recharge to get Healing Flames up that much faster, or should I focus on Defense to layer with his resistance and regeneration (via Healing Flames)? If defense, Melee or S/L? I probably couldn't do better than ~25-32% defense on an affordable build (i.e., no Purples or PvP IOs). I'd think even about 15% defense would make a big improvement.
It seems to me that I'd get more Impact for my Inf with a focus on Defense, as I'd have to hit really high levels of global recharge to significantly improve Healing Flames. I'm thinking S/L defense as that will cover almost all Melee and a lot of Ranged and AoE as well, what do you guys think?
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