Fire Armor vs Shield defense
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Member of Paragon/Rogue Knights
Arc: 60092 - Supa Rumble in the Park
"Keep living the dream, and never let any jerk tell you what to do."
-- High-Roller
From an offensive standpoint FA wins...by a lot....and by even more on a brute.
At their dmg caps (which is really really easy to get too) i believe burn alone has better AoEdps than SC. Thats taking into consideration that SC has 16 target cap and burn only has 5, it still wins.
But SD is much much much much tougher.
"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal
@Caucasiafro
Do you want theory or practice? I'm pretty sure fire will win in theory, but I'm not so clear about in practice. Burn's radius is rather small, which can be a real problem in some of the newer content where a spawn is spread through a rather large room. You don't get the traditional large-damage-per-tic, but instead the initial damage AoE then a lesser tic. Shield charge is a good-sized radius AoE, which is nice.
The flipside to any of that is of course the shield charge nerf that went through sometime after I got my shieldie to 50 and left the game, then came back this year. I don't know how bad that is -- it doesn't feel awful, but I haven't done numeric quantification.
The other question is of course, "do you want to pull aggro off the tank?" If yes, go with SD. If not, go with fire. Alternately if you want to be the tank as a brute, SD is the way to go to get all the love and attention you deserve.
Edit: Yes you can herd for burn, but that tends to be against the brute mindset.
Ty for responses. That's what I expected. I have played both at 50 on a brute, except my shield brute is paired with stone melee, while my fire brute is paired with elec melee. I wasn't sure if my opinion of fire being better was based solely on elec's greater aoe damage.
I'm currently working on a claws/fire that seems very promising. I'm not sure if claws will outdue elec melee, but I'm sure it will be close. The claws aoe is so strong, on a shorter recharge than most others. Paired with the constant damage buff from 1-2 follow ups. I'm looking forward to it.
I've played support where we had 2 brutes, 1 /FA and 1 /SD for LRSF. FA brute will do a couple of mobs and faceplant. The SD brute holds the agro from the heroes until the FA brute rezes and then eventually goes down again. The FA brute was pretty much a glass cannon, short burst of high damage and going down in a blaze of glory. Well, eventually, he'll get back up, but by that time, the rest of the team already finished off the hero.
I add another "much" to the pile.
I've played support where we had 2 brutes, 1 /FA and 1 /SD for LRSF. FA brute will do a couple of mobs and faceplant. The SD brute holds the agro from the heroes until the FA brute rezes and then eventually goes down again. The FA brute was pretty much a glass cannon, short burst of high damage and going down in a blaze of glory. Well, eventually, he'll get back up, but by that time, the rest of the team already finished off the hero. |
A lot of the FA brutes out there are built for fire farms, and they neglect investing in things like defense.
Still, with equally good builds, the SD Brute will have more survivability, while the FA brute will do more damage.
Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
I add another "much" to the pile.
I've played support where we had 2 brutes, 1 /FA and 1 /SD for LRSF. FA brute will do a couple of mobs and faceplant. The SD brute holds the agro from the heroes until the FA brute rezes and then eventually goes down again. The FA brute was pretty much a glass cannon, short burst of high damage and going down in a blaze of glory. Well, eventually, he'll get back up, but by that time, the rest of the team already finished off the hero. |
I have actually tanked the LRSF on my SS/FA before, died a couple times but so did everyone else. Of course, i have seen plenty of horrible /FAs in my day. Was another LRSF we had one that couldnt hold up against AVs for more than 10 seconds, it was really kind of sad.
Edit: what Auroxis said.
"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal
@Caucasiafro
FA does more damage and in general, SD is more survivable. However, when teams are put into the mix, FA can pull ahead depending on the makeup. Being softcapped with decent resists and a self heal, along with doing stupid damage is really awesome.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
Fire Armor doesn't come with any defense so how can you 'neglect' it? You can neglect your resistances in Fire Armor by not taking your resistance toggles or slotting them, you can neglect your healing ability by ignoring Healing Flames. You can't neglect Fire Armor's defense.
Or are you equating playing the game with SOs with being built poorly? If so, should SO's be removed from the game so people don't fall into this trap?
Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."
For a team focus I'd rather have SD. The team usually has plenty of people capable of sending damage downrange. It doesn't always have buffers/etc. Plus SD carries the stronger taunt aura, so if you're being the tank, that's always handy.
Because when people are talking about how survivable SD is, they are referring to when it's softcapped, which can only be done with IO's.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
If they're going to factor in IOs to hit the softcap shouldn't FA also be softcapped for the purpose of the discussion?
The price difference in doing so should be irrelevant when discussing effectiveness: It's a variable set by the player base, not the game mechanics. You were the first to mention soft capped fire armor when it should have been mentioned right away if shield defense was given the benefit of a soft capped defense.
Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."
Fire Armor doesn't come with any defense so how can you 'neglect' it? You can neglect your resistances in Fire Armor by not taking your resistance toggles or slotting them, you can neglect your healing ability by ignoring Healing Flames. You can't neglect Fire Armor's defense.
Or are you equating playing the game with SOs with being built poorly? If so, should SO's be removed from the game so people don't fall into this trap? |
I was more referring to bad IO builds that put too much emphasis on offense and not enough on defense, but you saw that as me calling SO's crap for some reason.
I use SO's while leveling up(alongside IO's), they're great. But at level 50 you should want to get some IO's if you plan to keep playing your 50 for a good while. It's really not hard getting IO's nowadays.
Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
If they're going to factor in IOs to hit the softcap shouldn't FA also be softcapped for the purpose of the discussion?
The price difference in doing so should be irrelevant when discussing effectiveness: It's a variable set by the player base, not the game mechanics. You were the first to mention soft capped fire armor when it should have been mentioned right away if shield defense was given the benefit of a soft capped defense. |
Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster
I didn't think you were attacking SOs. I just dislike the word 'neglect' when applied to a form of mitigation that an armor set doesn't come with. All too easily 'neglect' can start to infer what you're neglecting is a 'necessity' in an MMO playerbase mindset. I throw around 'don't forget the SOs' speeches for new players and guests who might not get the fact that high end builds look nothing like the standard builds the game is supposedly still balanced around and might be picking or discriminating against power sets based on the high end IO builds... and then pass these picks or discriminations along to people they know.
Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."
The only time I notice a difference in survivability between my /FA and /SD brute is on ITF's and other defense debuff heavy mobs. Took my SS/FA on a LGTF last night and with less than 2% psi resist I never faceplanted or even came close. Dead mobs do no dmg
FA will win on damage, AoE damage, ST damage - you name it. Your survival depends on Healing Flames and killing the hell out of stuff really fast (which FA can do).
SD is arguably the next best secondary for offense, however the level of defense it provides is well above what FA can provide.
Um, let me put it this way: if /SD has only SOs and the /FA has only SOs. The /SD toon will have about 30% def or so, if they grab fighting and other def PPs, and about 30% s/l res and 15% against everything else but PSI. And that -dmg and some +hp
The /FA toon with have about 50% s/l res 30% or so e/n and 90% fire and about 6% def. But they do also get their heal, which can end up at about 48% hp every 17 seconds or so.
The SD is going to be much much much much more survivable before we factor in any possible buffs from teammates, which I really don’t want to go into right now >.<
Now we get into IOs: /SD toon should be soft capped to m/r/a and have at least 50% DRR most of the time. The /FA toon on the other hand now is soft capped to s/l and has 0 DRR, their heal should also be up a bit more often hopefully. If each toons is fighting mobs that are doing s/l dmg and killing them quickly enough survivability would even out quite a bit.
But now let’s say you are fighting a mob that is nrg with -def. The /FA will have only about that 30%ish res and maybe 15% def at most. This def will melt away within seconds and they are left much easier to hit with very little res. This should be where the "dead mobs do no dmg" thing should kick in, right?
But now the /SD toons fighting a mob just like this luckily they have at most 7.5% tohit. They might get hit once or so but that only ends up sending their def down by a few % points. But they would be were their "dead mobs do no dmg" thing should kick in (as well as any possible def points they have beyond the cap). And the mob is dead before any major -def can be layered on, right?
Dont get me wrong though i LOVE /FA and actually kind of hate /SD, even though /SD is more survivable.
"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal
@Caucasiafro
FA is absolutely more damaging when solo, but on teams, when Against All Odds has all the enemies it needs to give a constant buff, I'd say that the damage is more equal, and the added survivability is certainly a plus.
This is coming from a person who absolutely loves his SS/Fire brute, by the way.
SS/Fire has more ridiculous damage than any other brute I play. Minions evaporate so quickly that usually only Lieutenants or Bosses are left alive for Burn, and powers like Knockout Blow and Haymaker, while awesome attacks in their own right, are basically filler while you wait for Burn and Foot Stomp to recharge, all while Blazing Aura ticks away nice chunks of enemy health. Triple-stacked Rage and Fiery Embrace raise damage to a degree that people have to see to believe. Healing Flames and Consume keep you going for a long time, which is impressive when you consider how much endurance you're burning through with all those attacks. I find myself needing Consume ever after taking the Cardiac Alpha.
Unfortunately, you have to use a lot of purples if you want them to see it. /Fire's resistance isn't any great shakes, and its defense is nonexistent unless you get the Fighting Pool, when it then rises to a whopping 6%. Right now I don't know if it's POSSIBLE to softcap S/L defense on an SS/Fire. I've spent a lot of influence trying, but I've only managed about 19% so far after throwing 1.5 billion at my brute. I worry that I might accidentally gimp him, too.
/Shield Defense has few of these problems. It's easily softcapped in terms of defense, and has a permanent damage buff of varying degrees in the form of Against All Odds. No heal or endurance recovery power, but you can use leftover IOs that SS/Fire uses for defense bonuses to boost regeneration, recovery, and recharge. I've seen a SS/Shield Brute in action, and it looks sort of like a cross between Captain America and the Incredible Hulk. It doesn't stop for anything.
Anyway, that's sort of my take on it. /Shield lets you more easily softcap and has a more steady dmg buff, but may run into more endurance troubles. /Fire has a better attack in Burn (it may have a lower target cap, but it comes up at least three times in the time it takes Shield Charge to recharge), but is far less durable.
Too many alts to list.
"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal
@Caucasiafro
I didn't go the S/L def route on mine. I built for rech, ranged def, and some meele def. Most of your -def comes from ranged (ITF being the biggest exception) and most of the stuff in meele range dies very very quickly.
FA is absolutely more damaging when solo, but on teams, when Against All Odds has all the enemies it needs to give a constant buff, I'd say that the damage is more equal, and the added survivability is certainly a plus.
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I never run anything less than 0x8 on any of my Brutes, and fully saturated AAO + SC does not compare to FE + Burn + Blazing Aura.
The rest of your post I agree with for the most part.
I'm sure this has been discussed before, but I haven't seen any recent posts. With the new changes to burn, how do these sets compare from an offensive standpoint?
Blazing aura
Burn
Fiery embrace
Against all odds
Shield charge
Who wins?