your thoughts about fire/stone or da/fire
Dark Armor and Fire Melee. Looks pretty sick imo aswell. You still have an awesome heal, with a AOE aura, and OG. I wouldnt pick up Fear, to runaways. As for fire melee with it, it has a build up, good aoes, and couple good STs. DA, has better resist to more things too, fighting more uncommon things, like carnies, be a np.
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Best bit of advice: Get a theft of essence proc for Dark Regeneration. I've seen that power fill both of my bars.
They both have an amazing rez. I kinda like the idea that in the rare event my tanker gets defeated, he can shrug it off and stun everything nearby.
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Knockback protection is usually taken care of by putting a Blessing of the Zephyr global bonus in a travel power or Combat Jumping. There is a knockback protection IO in Steadfast Protection set for resistance powers, but I don't reccommend it because the set bonuses for Blessing of the Zephyr are more likely to benefit a Tanker. If you can afford it, you can slot either as early as level 7.
SM is a great set for being defensive. I've got a SM/Fire brute and it works fine -- you just need to slot heavy for end redux in the early game. She used to be a bat'zul ghost/parallel-farming-build at only level 22 (so I couldn't even overslot low level powers) and it worked fine for me.
Later with set IOs/frankenslotting and consume and potentially the alpha slot (look how end redux alpha dovetails into the resists! "... this means something!")... Yeah. I wouldn't worry about the blue bar late game.
I almost made a DA/SM tank (he ended up DA/SS), but I've got enough SM between the SM/ElA brute and SM/Fire brute that I did SS instead.
If you're going to take and slot weave (and/or maneuvers), you may as well use steadfast prot. Dovetail in the +3% defense unique from it and you just got more +def bonus than Zephyr provides, in only two slots, not three. You can always do the steadfast res/end IO for the 3-pc set bonus too if you want. You may not hit soft cap for def, but if you're having any, another 3% for one slot is good.
So im stuck between these 2 powersets and i have no clue which one to pick.
Fire Aura is something i know lots about it, (50 Fire/SS Tnk) i love it. Has a awesome heal, you have your consume, and a second build up pretty much. Also Burn is once again just lovely in my eyes. Here are my thoughts about it though, and i would like to hear yours, im always open to opinions and suggestions. First, Fire/Stone.
Like i said before Fire has a Heal, + End, a Build Up, Great AOE Aura, and the Burn. Depends on your style, the Rez might come in handy.. lol.
/Stone is something i have no clue about, for my 37 months iv been playing, i actually have never really touched it, and when i did, i didnt get far because of how end heavy it is, and the recharge is slow. With being Fire/Stone, that Burn, Tremor and Fault would play nicely in a attack chain. You pound the baddies to the ground after using Burn, With Tremor and Fault, making them burn better and crispier. With having Consume to help with the end issues with Stone Melee, should be taken care of...? Once i get up in level, put slots on everything, end, and recharge, then 50 comes, sets for those issues. Moving On..
Dark Armor and Fire Melee. Looks pretty sick imo aswell. You still have an awesome heal, with a AOE aura, and OG. I wouldnt pick up Fear, to runaways. As for fire melee with it, it has a build up, good aoes, and couple good STs. DA, has better resist to more things too, fighting more uncommon things, like carnies, be a np. As for both sets, they have no KB prot off the bat, so that means, gotta get some sets on him asap for that, cuz i dont like taking Acrobatics, just 1 more toggle.
Thats everything i can think about atm but it..
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Tankers : Ice/Ele, Fire/SS, Fire/DM, Invul/Fire, Ele/Stone Corrupter : Arch/TA
Scrappers : DM/DA, Kat/SR Brutes : Fire/Shield, Ele/Fire(Villian)
Controllers : Fire/Kin, Ele/Rad, Earth/Cold