Fire/Fire Build (Review/Critique)


AnElfCalledMack

 

Posted

Hey guys,

Below is the build that I plan on implementing onto my level 50 fire/fire tanker. At this moment in time I just do a demon farm with him and I do it on x8. I have troubles with it, that's why I wanted to change my build. I'm sick of sucking as a tanker, my damage sucks, my defence/resistance sucks...I need a change. I'm hoping that using this build (I CREATED) as a template, with the help of the community, we could create a build so that I don't suck anymore.

What I would like to achieve with this build is the following:
-Tank for teams and the occasional TF.
-Run some new farming missions and not suck, not just the demon farm.
-Not run out of endurance, this happens a lot ATM.

I've tried to gear this build towards END recovery and have DEFENCE/RESISTANCE tag along a little bit. (I focused on END and DEFENCE/RESISTANCE followed).

I'm not sure even if I have the right powers chosen, but that's why I'm here eh? ( they are also not in a good order, I just picked powers and slots as I went along)

One last thing before looking at the build, I have about 650M or so far saved up and was looking to spend less then 1.5-2B on the final version of the build that we come up with.

And before I forget, THANKS!



Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Flameanator: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Blazing Aura

  • (A) Multi Strike - Accuracy/Damage: Level 50
  • (3) Multi Strike - Damage/Endurance: Level 50
  • (3) Multi Strike - Damage/Recharge: Level 50
  • (5) Multi Strike - Accuracy/Endurance: Level 50
  • (5) Multi Strike - Accuracy/Damage/Endurance: Level 50
  • (7) Multi Strike - Damage/Endurance/Recharge: Level 50
Level 1: Scorch
  • (A) Endurance Reduction IO: Level 50
Level 2: Fire Shield
  • (A) Aegis - Resistance/Endurance: Level 50
  • (19) Aegis - Resistance/Recharge: Level 50
  • (21) Aegis - Endurance/Recharge: Level 50
  • (21) Aegis - Resistance/Endurance/Recharge: Level 50
  • (23) Aegis - Resistance: Level 50
  • (23) Aegis - Psionic/Status Resistance: Level 50
Level 4: Combustion
  • (A) Obliteration - Damage: Level 50
  • (7) Obliteration - Accuracy/Recharge: Level 50
  • (13) Obliteration - Damage/Recharge: Level 50
  • (15) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (15) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (17) Obliteration - Chance for Smashing Damage: Level 50
Level 6: Combat Jumping
  • (A) Red Fortune - Defense/Endurance: Level 50
  • (42) Red Fortune - Defense: Level 50
  • (46) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (50) Red Fortune - Defense/Recharge: Level 50
Level 8: Healing Flames
  • (A) Doctored Wounds - Heal/Endurance: Level 50
  • (9) Doctored Wounds - Endurance/Recharge: Level 50
  • (9) Doctored Wounds - Heal/Recharge: Level 50
  • (11) Doctored Wounds - Heal/Endurance/Recharge: Level 50
  • (11) Doctored Wounds - Heal: Level 50
  • (13) Doctored Wounds - Recharge: Level 50
Level 10: Boxing
  • (A) Endurance Reduction IO: Level 50
Level 12: Plasma Shield
  • (A) Aegis - Resistance/Endurance: Level 50
  • (25) Aegis - Resistance/Recharge: Level 50
  • (25) Aegis - Endurance/Recharge: Level 50
  • (27) Aegis - Resistance/Endurance/Recharge: Level 50
  • (29) Aegis - Resistance: Level 50
Level 14: Super Jump
  • (A) Jumping IO: Level 50
Level 16: Tough
  • (A) Titanium Coating - Resistance/Endurance: Level 50
  • (39) Titanium Coating - Resistance/Recharge: Level 50
  • (39) Titanium Coating - Endurance/Recharge: Level 50
  • (40) Titanium Coating - Resistance/Endurance/Recharge: Level 50
  • (40) Titanium Coating - Resistance: Level 50
  • (40) Titanium Coating - Endurance: Level 50
Level 18: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (39) Recharge Reduction IO: Level 50
Level 20: Consume
  • (A) Performance Shifter - EndMod: Level 50
  • (33) Performance Shifter - EndMod/Recharge: Level 50
  • (34) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
  • (34) Performance Shifter - Accuracy/Recharge: Level 50
  • (34) Performance Shifter - EndMod/Accuracy: Level 50
  • (37) Performance Shifter - Chance for +End: Level 50
Level 22: Acrobatics
  • (A) Endurance Reduction IO: Level 50
Level 24: Weave
  • (A) Red Fortune - Defense/Endurance: Level 50
  • (42) Red Fortune - Defense/Recharge: Level 50
  • (42) Red Fortune - Endurance/Recharge: Level 50
  • (43) Red Fortune - Defense/Endurance/Recharge: Level 50
  • (43) Red Fortune - Defense: Level 50
  • (43) Red Fortune - Endurance: Level 50
Level 26: Build Up
  • (A) Recharge Reduction IO: Level 50
  • (27) Recharge Reduction IO: Level 50
Level 28: Fiery Embrace
  • (A) Recharge Reduction IO: Level 50
  • (29) Recharge Reduction IO: Level 50
Level 30: Fire Sword Circle
  • (A) Obliteration - Damage: Level 50
  • (31) Obliteration - Accuracy/Recharge: Level 50
  • (31) Obliteration - Damage/Recharge: Level 50
  • (31) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (33) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (33) Obliteration - Chance for Smashing Damage: Level 50
Level 32: Rise of the Phoenix
  • (A) Healing IO: Level 50
Level 35: Taunt
  • (A) Perfect Zinger - Taunt: Level 50
  • (36) Perfect Zinger - Taunt/Recharge: Level 50
  • (36) Perfect Zinger - Taunt/Recharge/Range: Level 50
  • (36) Perfect Zinger - Accuracy/Recharge: Level 50
  • (37) Perfect Zinger - Taunt/Range: Level 50
  • (37) Perfect Zinger - Chance for Psi Damage: Level 50
Level 38: Burn
  • (A) Damage Increase IO: Level 50
Level 41: Ring of Fire
  • (A) Accuracy IO: Level 50
Level 44: Melt Armor
  • (A) Touch of Lady Grey - Defense Debuff: Level 50
  • (45) Touch of Lady Grey - Defense Debuff/Recharge: Level 50
  • (45) Touch of Lady Grey - Defense Debuff/Recharge/Endurance: Level 50
  • (45) Touch of Lady Grey - Recharge/Endurance: Level 50
  • (46) Touch of Lady Grey - Defense Debuff/Endurance: Level 50
  • (46) Touch of Lady Grey - Chance for Negative Damage: Level 50
Level 47: Fire Ball
  • (A) Positron's Blast - Accuracy/Damage: Level 50
  • (48) Positron's Blast - Damage/Endurance: Level 50
  • (48) Positron's Blast - Damage/Recharge: Level 50
  • (48) Positron's Blast - Damage/Range: Level 50
  • (50) Positron's Blast - Accuracy/Damage/Endurance: Level 50
  • (50) Positron's Blast - Chance of Damage(Energy): Level 50
Level 49: Recall Friend
  • (A) Interrupt Reduction IO: Level 50
------------
Level 1: Brawl
  • (A) Damage Increase IO: Level 50
Level 1: Gauntlet
Level 1: Sprint
  • (A) Run Speed IO: Level 50
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO: Level 50
Level 2: Health
  • (A) Healing IO: Level 50
  • (17) Healing IO: Level 50
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Stamina
  • (A) Endurance Modification IO: Level 50
  • (19) Endurance Modification IO: Level 50
------------
Set Bonus Totals:
  • 17% DamageBuff(Smashing)
  • 17% DamageBuff(Lethal)
  • 17% DamageBuff(Fire)
  • 17% DamageBuff(Cold)
  • 17% DamageBuff(Energy)
  • 17% DamageBuff(Negative)
  • 17% DamageBuff(Toxic)
  • 17% DamageBuff(Psionic)
  • 9.063% Defense(Smashing)
  • 9.063% Defense(Lethal)
  • 11.88% Defense(Fire)
  • 11.88% Defense(Cold)
  • 1.25% Defense(Energy)
  • 1.25% Defense(Negative)
  • 13.44% Defense(Melee)
  • 2.5% Defense(Ranged)
  • 14.38% Defense(AoE)
  • 31.25% Enhancement(RechargeTime)
  • 38% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 5% FlySpeed
  • 91.36 HP (4.875%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 4.4%
  • MezResist(Sleep) 3.85%
  • MezResist(Stun) 8.25%
  • MezResist(Terrorized) 4.95%
  • 7.5% (0.125 End/sec) Recovery
  • 18% (1.408 HP/sec) Regeneration
  • 6.3% Resistance(Fire)
  • 6.3% Resistance(Cold)
  • 7.51% Resistance(Toxic)
  • 4.26% Resistance(Psionic)
  • 15% RunSpeed
  • 5% XPDebtProtection
------------
Set Bonuses:
Multi Strike
(Blazing Aura)
  • MezResist(Sleep) 1.65%
  • 0.945% Resistance(Fire,Cold)
  • MezResist(Stun) 1.65%
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
  • 1.875% Defense(Melee), 0.938% Defense(Lethal), 0.938% Defense(Smashing)
Aegis
(Fire Shield)
  • 5% RunSpeed
  • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
  • 2.5% XPDebtProtection
  • 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
  • 3.125% Resistance(Toxic)
  • 3% Resistance(Psionic)
Obliteration
(Combustion)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
Red Fortune
(Combat Jumping)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
Doctored Wounds
(Healing Flames)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
  • 1.26% Resistance(Toxic,Psionic)
Aegis
(Plasma Shield)
  • 5% RunSpeed
  • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
  • 2.5% XPDebtProtection
  • 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
Titanium Coating
(Tough)
  • MezResist(Sleep) 2.2%
  • 28.11 HP (1.5%) HitPoints
  • MezResist(Stun) 2.2%
  • MezResist(Held) 2.75%
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Performance Shifter
(Consume)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 35.14 HP (1.875%) HitPoints
  • 2.5% (0.042 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
Red Fortune
(Weave)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Obliteration
(Fire Sword Circle)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
Perfect Zinger
(Taunt)
  • MezResist(Terrorized) 2.75%
  • 10% (0.782 HP/sec) Regeneration
  • 5% Enhancement(RechargeTime)
  • 2.5% DamageBuff(All)
  • 3.125% Defense(Smashing,Lethal), 1.563% Defense(Melee)
Touch of Lady Grey
(Melt Armor)
  • 28.11 HP (1.5%) HitPoints
  • 2.5% (0.042 End/sec) Recovery
  • 8% (0.626 HP/sec) Regeneration
  • 2% DamageBuff(All)
  • 11% Enhancement(Accuracy)
Positron's Blast
(Fire Ball)
  • 2.5% (0.042 End/sec) Recovery
  • 1.575% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
  • 3.125% Resistance(Toxic)


Flameanator (50+1 Fire/Fire Tanker - Justice)
Mr.Defendo (50 FF/Arch Defender - Justice)
Willing Havoc (45 Elec/WP Brute - Freedom)
Paragon Lad (32 Claws/SR Scrapper - Justice)
Global: @Mr.Defendo

 

Posted

Could you post the data chunk?. DataLink doesn't work.

Also, There is another thread with almost the exact same title and everything just below this one... I would have posted in that one...


 

Posted

Haven't had a chance to do an extensive review, but at first glance I can see some problems. For instance, all your armor toggles are way overslotted; you shouldn't put more than 4 slots in each--all the def/res pieces in a set--unless you're adding a specialty IO like the Steadfast +Def or a KB IO. Which, by the way, is another problem since as far as I can see you have no KB protection at all. You need least one Steadfast -KB to slot in a resistance toggle.

While your toggles are overslotted for end reduction, some of your attacks--which are actually the biggest problem for end-use--are underslotted. I would stay away from using full sets of Obliteration unless you absolutely need them for melee defense, and in general there are other, better ways of getting it.

Lastly, you need to decide whether you are working toward typed or positional defense and concentrate on that; the current build is all over the place in that regard. For example, if you want positional defense, you should look at Touch of Death, Mako's Bite and Scirocco's Dervish sets for your attacks. And be sure to get the Steadfast +def since that's an easy 3% defense to everything.

EDIT: Oops, just noticed you do have Acrobatics. That's fine, but I think it's a problem that you don't have Incinerate or GFS. I'd be inclined to drop Acro and get KB protection with IOs to pick up one of those attacks. And unless you really want/need Recall Friend, I'd drop it too. IIRC, the general consensus is that Char and Fire Blast are much better than RoF and Melt Armor, so you might want to consider that.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Acrobatics is a waste of endurance. You could have Temperature Protection slotted with a Steadfast Protection KB protection and be fine. A second knockback protection (Blessing of the Zephyr) could go in Super Jump and you would be very close to the jump speed cap while not expending any extra slots to get nearly the same KB protection as Acrobatics.

For Tankers without defense built-in to their power sets, it is usually more practical to aim for 32.5% defense. You can go for either S/L and E/N, or melee, ranged, and AoE. If you plan on farming fire-based critters, F/C defense would help, but fire is a rare damage type in actual game content. At 32.5% defense, you are one small inspiration from the soft cap. Often, you will find that you don't need that much to survive. Your team may have buffs that will put you over the soft cap, too.

Reaching that high of a level of defense is easiest when you use at least 3 pool powers. I use Combat Jumping, Weave, and usually Maneuvers, but Stealth and Hover work too. For a Fire Tanker, Hover would be a bad choice because you need to be on the ground to use Burn.

Don't 6-slot powers, unless you are going for a defense bonus. Even then, it had better be 3.75% to the defense you are going for (vectored or typed) and not the other way around.

Don't 6-slot Consume. Recharge and a bit of accuracy are all you should need. It will fill you up it if hits 5 targets without endurance modification enhancements. Frankenslotting might be best for that power.


 

Posted

Quote:
Originally Posted by SinisterDirge View Post
Could you post the data chunk?. DataLink doesn't work.

Also, There is another thread with almost the exact same title and everything just below this one... I would have posted in that one...
I will repost another build with some differences due to the feedback that I got. I wish I was paying more attention when posting this, I should of put it in that other thread. Sorry

Quote:
Originally Posted by Finduilas View Post
Haven't had a chance to do an extensive review, but at first glance I can see some problems. For instance, all your armor toggles are way overslotted; you shouldn't put more than 4 slots in each--all the def/res pieces in a set--unless you're adding a specialty IO like the Steadfast +Def or a KB IO. Which, by the way, is another problem since as far as I can see you have no KB protection at all. You need least one Steadfast -KB to slot in a resistance toggle.

While your toggles are overslotted for end reduction, some of your attacks--which are actually the biggest problem for end-use--are underslotted. I would stay away from using full sets of Obliteration unless you absolutely need them for melee defense, and in general there are other, better ways of getting it.

Lastly, you need to decide whether you are working toward typed or positional defense and concentrate on that; the current build is all over the place in that regard. For example, if you want positional defense, you should look at Touch of Death, Mako's Bite and Scirocco's Dervish sets for your attacks. And be sure to get the Steadfast +def since that's an easy 3% defense to everything.

EDIT: Oops, just noticed you do have Acrobatics. That's fine, but I think it's a problem that you don't have Incinerate or GFS. I'd be inclined to drop Acro and get KB protection with IOs to pick up one of those attacks. And unless you really want/need Recall Friend, I'd drop it too. IIRC, the general consensus is that Char and Fire Blast are much better than RoF and Melt Armor, so you might want to consider that.
Noted. Thanks for the feedback, I will try to rework the build tonight and repost it.

Quote:
Originally Posted by Syntax42 View Post
Acrobatics is a waste of endurance. You could have Temperature Protection slotted with a Steadfast Protection KB protection and be fine. A second knockback protection (Blessing of the Zephyr) could go in Super Jump and you would be very close to the jump speed cap while not expending any extra slots to get nearly the same KB protection as Acrobatics.

For Tankers without defense built-in to their power sets, it is usually more practical to aim for 32.5% defense. You can go for either S/L and E/N, or melee, ranged, and AoE. If you plan on farming fire-based critters, F/C defense would help, but fire is a rare damage type in actual game content. At 32.5% defense, you are one small inspiration from the soft cap. Often, you will find that you don't need that much to survive. Your team may have buffs that will put you over the soft cap, too.

Reaching that high of a level of defense is easiest when you use at least 3 pool powers. I use Combat Jumping, Weave, and usually Maneuvers, but Stealth and Hover work too. For a Fire Tanker, Hover would be a bad choice because you need to be on the ground to use Burn.

Don't 6-slot powers, unless you are going for a defense bonus. Even then, it had better be 3.75% to the defense you are going for (vectored or typed) and not the other way around.

Don't 6-slot Consume. Recharge and a bit of accuracy are all you should need. It will fill you up it if hits 5 targets without endurance modification enhancements. Frankenslotting might be best for that power.
Thanks for the advice, I am reposting an altered build later tonight with the feedback incorporated.


Flameanator (50+1 Fire/Fire Tanker - Justice)
Mr.Defendo (50 FF/Arch Defender - Justice)
Willing Havoc (45 Elec/WP Brute - Freedom)
Paragon Lad (32 Claws/SR Scrapper - Justice)
Global: @Mr.Defendo

 

Posted

So, this is the new build with the feedback taken into consideration. Did I follow what you guys said? I upped my defences quite a lot.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Blazing Aura

  • (A) Obliteration - Damage: Level 50
  • (29) Obliteration - Accuracy/Recharge: Level 50
  • (29) Obliteration - Damage/Recharge: Level 50
  • (33) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (33) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (33) Obliteration - Chance for Smashing Damage: Level 50
Level 1: Scorch
  • (A) Touch of Death - Accuracy/Damage: Level 40
  • (45) Touch of Death - Damage/Endurance: Level 40
  • (45) Touch of Death - Damage/Recharge: Level 40
  • (45) Touch of Death - Accuracy/Damage/Endurance: Level 40
  • (46) Touch of Death - Damage/Endurance/Recharge: Level 40
  • (46) Touch of Death - Chance of Damage(Negative): Level 40
Level 2: Fire Shield
  • (A) Aegis - Resistance: Level 50
  • (3) Aegis - Resistance/Endurance: Level 50
  • (3) Aegis - Resistance/Recharge: Level 50
  • (5) Aegis - Psionic/Status Resistance: Level 50
  • (46) Aegis - Resistance/Endurance/Recharge: Level 50
Level 4: Combustion
  • (A) Damage Increase IO: Level 50
  • (5) Damage Increase IO: Level 50
  • (7) Endurance Reduction IO: Level 50
  • (9) Endurance Reduction IO: Level 50
  • (9) Recharge Reduction IO: Level 50
Level 6: Boxing
  • (A) Touch of Death - Accuracy/Damage: Level 40
  • (11) Touch of Death - Damage/Endurance: Level 40
  • (11) Touch of Death - Damage/Recharge: Level 40
  • (48) Touch of Death - Accuracy/Damage/Endurance: Level 40
  • (50) Touch of Death - Damage/Endurance/Recharge: Level 40
  • (50) Touch of Death - Chance of Damage(Negative): Level 40
Level 8: Temperature Protection
  • (A) Steadfast Protection - Knockback Protection: Level 30
Level 10: Healing Flames
  • (A) Healing IO: Level 50
  • (13) Healing IO: Level 50
  • (13) Recharge Reduction IO: Level 50
  • (21) Recharge Reduction IO: Level 50
Level 12: Consume
  • (A) Adrenal Adjustment - EndMod/Recharge: Level 20
  • (42) Adrenal Adjustment - EndMod/Accuracy/Recharge: Level 20
  • (42) Energy Manipulator - EndMod/Recharge: Level 20
  • (42) Energy Manipulator - Chance to Stun: Level 20
Level 14: Plasma Shield
  • (A) Aegis - Resistance: Level 50
  • (15) Aegis - Resistance/Endurance: Level 50
  • (15) Aegis - Resistance/Endurance/Recharge: Level 50
  • (19) Steadfast Protection - Resistance/Endurance: Level 30
  • (21) Steadfast Protection - Resistance/+Def 3%: Level 30
Level 16: Combat Jumping
  • (A) Gift of the Ancients - Defense: Level 40
  • (17) Gift of the Ancients - Defense/Endurance: Level 40
  • (17) Luck of the Gambler - Defense: Level 50
  • (19) Luck of the Gambler - Defense/Endurance: Level 50
Level 18: Super Jump
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 20: Tough
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (39) Reactive Armor - Resistance/Recharge: Level 40
  • (40) Reactive Armor - Endurance/Recharge: Level 40
  • (40) Reactive Armor - Resistance: Level 40
  • (40) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 22: Burn
  • (A) Obliteration - Damage: Level 50
  • (23) Obliteration - Accuracy/Recharge: Level 50
  • (23) Obliteration - Damage/Recharge: Level 50
  • (43) Obliteration - Accuracy/Damage/Recharge: Level 50
  • (43) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (43) Obliteration - Chance for Smashing Damage: Level 50
Level 24: Weave
  • (A) Gift of the Ancients - Defense: Level 40
  • (25) Gift of the Ancients - Defense/Endurance: Level 40
  • (25) Luck of the Gambler - Defense: Level 50
  • (27) Luck of the Gambler - Defense/Endurance: Level 50
Level 26: Fiery Embrace
  • (A) Recharge Reduction IO: Level 50
  • (27) Recharge Reduction IO: Level 50
Level 28: Fire Sword Circle
  • (A) Eradication - Damage: Level 30
  • (34) Eradication - Accuracy/Damage/Endurance/Recharge: Level 30
  • (34) Eradication - Accuracy/Damage/Recharge: Level 30
  • (34) Endurance Reduction IO: Level 50
  • (37) Endurance Reduction IO: Level 50
  • (39) Recharge Reduction IO: Level 50
Level 30: Maneuvers
  • (A) Gift of the Ancients - Defense: Level 40
  • (31) Gift of the Ancients - Defense/Endurance: Level 40
  • (31) Luck of the Gambler - Defense: Level 50
  • (31) Luck of the Gambler - Defense/Endurance: Level 50
Level 32: Rise of the Phoenix
  • (A) Healing IO: Level 50
Level 35: Taunt
  • (A) Mocking Beratement - Taunt: Level 50
  • (36) Mocking Beratement - Taunt/Recharge: Level 50
  • (36) Mocking Beratement - Taunt/Recharge/Range: Level 50
  • (36) Mocking Beratement - Accuracy/Recharge: Level 50
  • (37) Mocking Beratement - Taunt/Range: Level 50
  • (37) Mocking Beratement - Recharge: Level 50
Level 38: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (39) Recharge Reduction IO: Level 50
Level 41: Ring of Fire
  • (A) Endurance Reduction IO: Level 50
Level 44: Melt Armor
  • (A) Endurance Reduction IO: Level 50
Level 47: Fire Ball
  • (A) Damage Increase IO: Level 50
  • (48) Endurance Reduction IO: Level 50
  • (48) Endurance Reduction IO: Level 50
  • (50) Recharge Reduction IO: Level 50
Level 49: Build Up
  • (A) Recharge Reduction IO: Level 50
------------
Level 1: Brawl
  • (A) Accuracy IO: Level 50
Level 1: Gauntlet
Level 1: Sprint
  • (A) Run Speed IO: Level 50
Level 2: Rest
  • (A) Recharge Reduction IO: Level 50
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO: Level 50
Level 2: Health
  • (A) Healing IO: Level 50
Level 2: Hurdle
  • (A) Jumping IO: Level 50
Level 2: Stamina
  • (A) Endurance Modification IO: Level 50
  • (7) Endurance Modification IO: Level 50
------------
Set Bonus Totals:
  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 14.25% Defense(Smashing)
  • 14.25% Defense(Lethal)
  • 14.56% Defense(Fire)
  • 14.56% Defense(Cold)
  • 7.375% Defense(Energy)
  • 7.375% Defense(Negative)
  • 3% Defense(Psionic)
  • 19.88% Defense(Melee)
  • 5.188% Defense(Ranged)
  • 12.06% Defense(AoE)
  • 3.6% Max End
  • 18% Enhancement(Accuracy)
  • 17.5% Enhancement(RechargeTime)
  • 56.22 HP (3%) HitPoints
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 8.25%
  • MezResist(Immobilize) 6.6%
  • MezResist(Stun) 4.4%
  • 10% (0.167 End/sec) Recovery
  • 30% (2.347 HP/sec) Regeneration
  • 3% Resistance(Psionic)
  • 10% RunSpeed
  • 2.5% XPDebtProtection
------------
Set Bonuses:
Obliteration
(Blazing Aura)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
Touch of Death
(Scorch)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 2.5% DamageBuff(All)
  • MezResist(Held) 2.75%
  • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
Aegis
(Fire Shield)
  • 5% RunSpeed
  • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
  • 2.5% XPDebtProtection
  • 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
  • 3% Resistance(Psionic)
Touch of Death
(Boxing)
  • MezResist(Immobilize) 2.75%
  • 28.11 HP (1.5%) HitPoints
  • 2.5% DamageBuff(All)
  • MezResist(Held) 2.75%
  • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
Steadfast Protection
(Temperature Protection)
  • Knockback (Mag -4), Knockup (Mag -4)
Adrenal Adjustment
(Consume)
  • 1% (0.017 End/sec) Recovery
Energy Manipulator
(Consume)
  • 1.5% (0.025 End/sec) Recovery
Aegis
(Plasma Shield)
  • 5% RunSpeed
  • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
Steadfast Protection
(Plasma Shield)
  • 1.5% (0.025 End/sec) Recovery
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Gift of the Ancients
(Combat Jumping)
  • 2% (0.033 End/sec) Recovery
Luck of the Gambler
(Combat Jumping)
  • 10% (0.782 HP/sec) Regeneration
Blessing of the Zephyr
(Super Jump)
  • Knockback (Mag -4), Knockup (Mag -4)
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
  • 1.25% Defense(AoE), 0.625% Defense(Fire), 0.625% Defense(Cold)
Obliteration
(Burn)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.875% Defense(Lethal), 1.875% Defense(Smashing)
Gift of the Ancients
(Weave)
  • 2% (0.033 End/sec) Recovery
Luck of the Gambler
(Weave)
  • 10% (0.782 HP/sec) Regeneration
Eradication
(Fire Sword Circle)
  • 1.8% Max End
  • 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
Gift of the Ancients
(Maneuvers)
  • 2% (0.033 End/sec) Recovery
Luck of the Gambler
(Maneuvers)
  • 10% (0.782 HP/sec) Regeneration
Mocking Beratement
(Taunt)
  • 1.8% Max End
  • MezResist(Held) 2.75%
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.125% Defense(Fire,Cold), 1.563% Defense(AoE)
  • 7.5% Enhancement(RechargeTime)



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Flameanator (50+1 Fire/Fire Tanker - Justice)
Mr.Defendo (50 FF/Arch Defender - Justice)
Willing Havoc (45 Elec/WP Brute - Freedom)
Paragon Lad (32 Claws/SR Scrapper - Justice)
Global: @Mr.Defendo

 

Posted

Just wondering why you put common IOs in some of your powers (Healing Flames, Combustion, half of FSC), and I was wondering why. For the most part, set IOs give you better overall enhancement as well as set bonuses. They're delicious.

Anyway, I thought I'd throw in my defense-based Fire/Fire build. It's one small purple inspiration away from the defense softcap, has 50% recharge, a fairly focused attack chain (Note: Burn is efficient DPA against a single target. It's that good) and a good 0.4 EPS more net recovery than your last build (before the two Performance Shifter procs). A couple of useful notes:

1) Fire Shield is overslotted, but the set bonus frees up more slots elsewhere.
2) The build is a little light on -KB, but it's really slot-starved. Swap RotP for Acrobatics if you don't like Rise and are finding knockback annoying.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Destriana positional: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(3), Aegis-ResDam/EndRdx/Rchg(7), Aegis-ResDam/Rchg(25), Aegis-Psi/Status(42)
Level 1: Scorch -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(15)
Level 2: Healing Flames -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(17), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(33), Numna-Heal(33)
Level 4: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(46)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 8: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(45)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(43), Mocking-Taunt/Rng(46), Mocking-Rchg(50)
Level 12: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(13), Aegis-ResDam/EndRdx/Rchg(13)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(46)
Level 16: Boxing -- F'dSmite-Acc/Dmg(A)
Level 18: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(19), Aegis-ResDam/EndRdx/Rchg(45)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def(21), LkGmblr-Def/EndRdx/Rchg(23)
Level 22: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 24: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Rchg(43)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(27)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40)
Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(33), GSFC-ToHit/EndRdx(42), GSFC-Build%(48), GSFC-Rchg/EndRdx(50)
Level 32: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 35: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
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%(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(48)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- F'dSmite-Acc/Dmg(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(48)



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
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Posted

Quote:
Originally Posted by DefenderOfFlames View Post
So, this is the new build with the feedback taken into consideration. Did I follow what you guys said? I upped my defences quite a lot.
You didn't hit the 32.5% mark on any of your defenses except melee. You seemed to have high S/L, F/C, and melee defense, but low on E/N and other vector defenses. It is a bad idea to mix sets that provide mostly vector defense if you are going for typed (S/L+E/N) defense.

You should probably just use Mack's build posted above. He hit 32.5% vector defenses which will protect you against almost all attacks. With a small inspiration, you will feel pretty much invincible. It only has one KB protection IO, but defense should help prevent you from getting too many knockbacks stacked on you at once.


 

Posted

Quote:
Originally Posted by AnElfCalledMack View Post
Just wondering why you put common IOs in some of your powers (Healing Flames, Combustion, half of FSC), and I was wondering why. For the most part, set IOs give you better overall enhancement as well as set bonuses. They're delicious.

Anyway, I thought I'd throw in my defense-based Fire/Fire build. It's one small purple inspiration away from the defense softcap, has 50% recharge, a fairly focused attack chain (Note: Burn is efficient DPA against a single target. It's that good) and a good 0.4 EPS more net recovery than your last build (before the two Performance Shifter procs). A couple of useful notes:

1) Fire Shield is overslotted, but the set bonus frees up more slots elsewhere.
2) The build is a little light on -KB, but it's really slot-starved. Swap RotP for Acrobatics if you don't like Rise and are finding knockback annoying.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Destriana positional: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(3), Aegis-ResDam/EndRdx/Rchg(7), Aegis-ResDam/Rchg(25), Aegis-Psi/Status(42)
Level 1: Scorch -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(15)
Level 2: Healing Flames -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(17), Numna-EndRdx/Rchg(17), Numna-Heal/Rchg(19), Numna-Heal/EndRdx/Rchg(33), Numna-Heal(33)
Level 4: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(5), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Rchg(15), Sciroc-Acc/Dmg/EndRdx(46)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 8: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(45)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(31), Mocking-Acc/Rchg(43), Mocking-Taunt/Rng(46), Mocking-Rchg(50)
Level 12: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(13), Aegis-ResDam/EndRdx/Rchg(13)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(46)
Level 16: Boxing -- F'dSmite-Acc/Dmg(A)
Level 18: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(19), Aegis-ResDam/EndRdx/Rchg(45)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def(21), LkGmblr-Def/EndRdx/Rchg(23)
Level 22: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 24: Consume -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(42), Efficacy-EndMod/Rchg(43)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(27)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(40)
Level 30: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(33), GSFC-ToHit/EndRdx(42), GSFC-Build%(48), GSFC-Rchg/EndRdx(50)
Level 32: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 35: Incinerate -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
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%(40)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(48)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- F'dSmite-Acc/Dmg(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(45)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(48)



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Thanks for the build, I will be attempting this.

Quote:
Originally Posted by Syntax42 View Post
You didn't hit the 32.5% mark on any of your defenses except melee. You seemed to have high S/L, F/C, and melee defense, but low on E/N and other vector defenses. It is a bad idea to mix sets that provide mostly vector defense if you are going for typed (S/L+E/N) defense.

You should probably just use Mack's build posted above. He hit 32.5% vector defenses which will protect you against almost all attacks. With a small inspiration, you will feel pretty much invincible. It only has one KB protection IO, but defense should help prevent you from getting too many knockbacks stacked on you at once.
Ya, I know I had troubles staying on task when it came to my defences and which ones to focus on. I tried for all of them which was the wrong answer =). I will try out Mack's build.


Flameanator (50+1 Fire/Fire Tanker - Justice)
Mr.Defendo (50 FF/Arch Defender - Justice)
Willing Havoc (45 Elec/WP Brute - Freedom)
Paragon Lad (32 Claws/SR Scrapper - Justice)
Global: @Mr.Defendo

 

Posted

Heh, i built a fire/fire/fire without any defense and just went with a little +hp +Regen and a ton of +rech, I run at x8 +2 and it simply mauls through everything

Though I also have a +1000hp heal every 11 seconds


Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker

 

Posted

Quote:
Originally Posted by kangaroo120y View Post
Heh, i built a fire/fire/fire without any defense and just went with a little +hp +Regen and a ton of +rech, I run at x8 +2 and it simply mauls through everything

Though I also have a +1000hp heal every 11 seconds
Sounds like a fun build XD.


Flameanator (50+1 Fire/Fire Tanker - Justice)
Mr.Defendo (50 FF/Arch Defender - Justice)
Willing Havoc (45 Elec/WP Brute - Freedom)
Paragon Lad (32 Claws/SR Scrapper - Justice)
Global: @Mr.Defendo

 

Posted

sounds like someone went the route of Spiritual


 

Posted

Quote:
Originally Posted by kangaroo120y View Post
Heh, i built a fire/fire/fire without any defense and just went with a little +hp +Regen and a ton of +rech, I run at x8 +2 and it simply mauls through everything

Though I also have a +1000hp heal every 11 seconds
While that can work for farming, it does not stay alive on its own against tougher content, especially AVs.


 

Posted

Quote:
Originally Posted by Severe View Post
sounds like someone went the route of Spiritual
Why yes, yes I did.

And Fire/Fire/Pyre recharge buffs is what my other build on that character does, but I find that the full positional softcap more than makes up for the ~4 second delay on Healing Flames. A defense-based Fire tanker is still a Fire tanker - fast, aggressive, and dropping them before they can drop you. But the defense is really handy against AVs and other such high-HP threats, since you simply aren't going to be able to burn them down in the time it takes them to deal 3000-ish damage (a rough estimate of Tanker HP plus one HF). Still, each to their own.