Fire/Fire tank build critique
Looks decent, if expensive. Though if you can afford it, have at it. Biggest thing I would fix is your LotG Def/End in Combat Jumping. Toss that into Weave to get more defense and benefit there, as it's not doing you much in Combat Jumping. You'll also get a health boost for the switch, so there's a lot of reason to make that switch.
I know why you three slotted Temperature Protection, but it might be worth moving a slot or two from there into other powers, like Weave or one of your Leadership toggles. Heck, just dropping a slot from Temperature Protection and putting a defense LotG into Weave will get you almost the same Psi defense, but over the def cap for melee damage, which you are just short of with your current setup. I'd say between Temp. Protection and CJ, you have three slots you could move around and get more benefit elsewhere.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Thanks for the feedback! This build is what I'm using as of right now actually. The Obliteration set was definitely the costliest but Miracle, Numina, LOTG procs I used Hero/Villain merits to purchase with. I also had some good rolls with my AE tickets.
What I did with CJ was try to use the 10% regen bonus from the LOTGs to help boost my overall regen. If that doesn't make much of a difference, I can see where it would make a bigger impact being added to boost Weave instead for the HP increase and psi defense.
For Temperature Protection, I wanted to get some kind of psi resistance along with psi defense. So I opted to 3-slot it for the psi def and psi resist as well. With me going Total Cardiac on my Alpha slot, I figured it may get a hefty boost on the Damage Resist bonus there although minor. It's something to help me out when I do Hero tips on the Carnie missions. If it doesn't matter and psi defense would be more beneficial, I can try and move it somewhere else.
Some of the things I would personally change:
1. Healing Flames three slotted with only 26.50% recharge. Yes, you have 40%+ global recharge, but Healing Flames is one of the best powers you have at your disposal as a Fire Tank. Slot this up well.
2. You have decent typed defense and decent positional defense, but not softcapped to any. Ideally, if you can, try to shoot for softcapping to one or the other. Or, if you prefer to have some more leeway with your build, bring your defenses (either positional or typed, your choice) up to 32.5% so you can softcap with one small purple or the plethora of defense buffs that your teammates will be brining along. I chose to get my Melee, Range, and AoE defense up to 32.5% and most of the time I don't pop purples during TFs or anything else. There really is a ton of defense buffs out there that your teammates can bring. Not only that, but I still have my 900+ Heal every 15 seconds.
3. Assault in the build can be nice, but the 10.5% damage bonus you get from the power isn't much for a Tank. Yes, your teammates might like the extra boost, but I bet they would like you being able to rez quickly in case of emergency and take back over before the aggro gets too far out of control. Rise of the Phoenix is a phenomenal power in my opinion, and it allows a Fire Tank to jump right back into the thick of things when the **** hits the fan. 90% of the time you may never use it. The 10% of the time you get a chance to do so is well worth the power pick in my opinion.
4. 4 points of Knockback protection isn't much for a tank. I normally shoot for 12 point of KB protection on Tanks that do not get native KB in thier shields. With 4 points of KB you will get knocked back at some point, even with softcapped defenses. With 12 points you will hardly ever budge an inch, although on some rare occasions it may happen (explosions, AV fights, etc.).
That's really about all I can think of right now. Although I will say it is nice having some regen bonuses, I wouldn't worry much about building for that or slotting for that. Get Healing Flames to recharge fast enough and you shouldn't have to worry about regen much at all in your build.
Thanks Tubby! Per yours and Grey Pilgrim's suggestion, I tweaked this build a bit to gain more all-around defenses to melee(33.1%), ranged(32.8%) and AoE(32.8%). It became really tight on what to keep and remove. Please let me know what you think.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Brooklyn Steele: 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 -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam:40(13), RctvArm-ResDam/Rchg:40(13), RctvArm-EndRdx:40(21), RctvArm-ResDam/EndRdx/Rchg:40(27)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(9)
Level 2: Blazing Aura -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(3), Erad-Dmg/Rchg:30(27), Erad-Acc/Dmg/Rchg:30(29), Erad-Acc/Dmg/EndRdx/Rchg:30(29), Erad-%Dam:30(34)
Level 4: Combustion -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(5), Erad-Dmg/Rchg:30(7), Erad-Acc/Dmg/Rchg:30(7), Erad-Acc/Dmg/EndRdx/Rchg:30(23), Erad-%Dam:30(23)
Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A), Krma-ResKB:30(17), Zephyr-ResKB:50(19)
Level 8: Consume -- P'Shift-EndMod:50(A), P'Shift-End%:50(11)
Level 10: Super Jump -- Zephyr-ResKB:50(A)
Level 12: Plasma Shield -- ImpArm-ResPsi:40(A)
Level 14: Taunt -- Mocking-Taunt/Rng:50(A), Mocking-Taunt/Rchg:50(15), Mocking-Rchg:50(15), Mocking-Taunt:50(34), Mocking-Acc/Rchg:50(37), Mocking-Taunt/Rchg/Rng:50(46)
Level 16: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(37)
Level 18: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(19), RctvArm-EndRdx:40(21), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx/Rchg:40(40)
Level 20: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(42), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-Rchg/EndRdx:50(43), GSFC-ToHit/EndRdx:50(45), GSFC-Build%:50(45)
Level 22: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(25), LkGmblr-Def:50(46)
Level 24: Burn -- Erad-Dmg:30(A), Erad-Acc/Rchg:30(25), Erad-Dmg/Rchg:30(43), Erad-Acc/Dmg/Rchg:30(45), Erad-Acc/Dmg/EndRdx/Rchg:30(50), Erad-%Dam:30(50)
Level 26: Fiery Embrace -- RechRdx-I:50(A)
Level 28: Healing Flames -- Numna-Regen/Rcvry+:50(A), Numna-Heal/Rchg:50(33), Numna-Heal:50(34), Numna-Heal/EndRdx/Rchg:50(46), Numna-Heal/EndRdx:50(48), Numna-EndRdx/Rchg:50(48)
Level 30: Fire Sword Circle -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(33), Oblit-%Dam:50(33)
Level 32: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50)
Level 35: Incinerate -- Mako-Acc/Dmg:35(A), Mako-Dmg/EndRdx:35(36), Mako-Dmg/Rchg:35(36), Mako-Acc/EndRdx/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:50(40), Mako-Dam%:50(48)
Level 38: Greater Fire Sword -- T'Death-Acc/Dmg:35(A), T'Death-Dmg/EndRdx:35(39), T'Death-Dmg/Rchg:35(39), T'Death-Acc/Dmg/EndRdx:35(39), T'Death-Dmg/EndRdx/Rchg:40(42), T'Death-Dam%:40(43)
Level 41: Conserve Power -- RechRdx-I:50(A)
Level 44: Rise of the Phoenix -- P'Shift-End%:50(A)
Level 47: Temperature Protection -- ImpArm-ResPsi:40(A)
Level 49: Physical Perfection -- RgnTis-Regen+:30(A)
Level 50: Cardiac Core Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(11)
------------
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)
- 19.25% Defense(Melee)
- 20.5% Defense(Smashing)
- 20.5% Defense(Lethal)
- 13.31% Defense(Fire)
- 13.31% Defense(Cold)
- 19.88% Defense(Energy)
- 19.88% Defense(Negative)
- 3% Defense(Psionic)
- 18.94% Defense(Ranged)
- 18.94% Defense(AoE)
- 7.2% Max End
- 6% Enhancement(Heal)
- 9% Enhancement(Accuracy)
- 35% Enhancement(RechargeTime)
- 15% FlySpeed
- 330.3 HP (17.63%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -12)
- Knockup (Mag -12)
- MezResist(Held) 12.1%
- MezResist(Immobilize) 13.75%
- MezResist(Stun) 2.2%
- 2.5% (0.042 End/sec) Recovery
- 32% (2.504 HP/sec) Regeneration
- 6% Resistance(Psionic)
- 15% RunSpeed
- 6% XPDebtProtection
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Your latest build really gimps plasma shield. That hurts your energy resist and negative resist the most. You seem stuck on your epic choice...it's REALLY not needed if you went Cardiac.
You also have a LOT of slots in taunt and build up. Yes I can see why. But firey embrace could use a few slots...its really that good a power. Especially since you talked about wanting extra damage initially.
Consume sloted with obliteration (the way I went) gets you the defense and would save slots.
I also would take the slots in boxing and use the io's in one of the other single target attacks...thats another 3 slots plus the one you could take out of GFS or incinerate.
You will still have 3 single target attacks and 4 pbaoes (blazing aura counted) - concume would give you a 5th pbaoe. Your 4 slotted Kinetic combats actually need a 5th slot damage and or recharge...pick any of the lvl 50 st attacks with acc/dam/recharge and/or end
What I ened up with was capped s/l and melee...with ranged and aoe in mid twenties. But I'm in the thick of things by choice. I run both solid st attack chains and pbaoe chains - when using build up and FE.
But I also used the pvp def 3%. (so very expensive - or time consuming)
I would also take the unique out of healing flames and franken slot for more recharge. And put the unique in heath...maybe an extra slot there with the regen tissue unique.
Regen is nice...but if your not getting hit...its not needed. You seem to be covering bases that you don't really need to.
The math for the % chance of end works best in the 3rd slot of stamina...not the second.
I took acrobatics for extra knockback protection - many will argue against it - or say even a single slotted epic hold would work better...Its a coin toss but I have 17 pionts of kb protection and the only AV to move me lately has been reichman...but he moves a stoner in rooted....
But the above would make you close to me...so don't take my advise....
LvL 50 Dark Dark, Emp/Rad Defenders
LvL 50 Inv/Axe, Fire/Fire, Stone/Stone, Mace/Shield Tanks, EM/Inv
LvL 50 Spines/DA Scrapper
LvL 50 Ice/Storm, Ice/Rad, Earth/Rad, 2 Fire/Kin, Ill/Rad, Grav/FF, Controller Elec/Storm
LvL 50 Bots/FF, Merc/Traps, MM Thugs/Traps, Demon/Thermal
I think you were in a decent spot with your old build, you just needed to tweak it. Especially if you already have a lot of the stuff for it, there really wasn't a need to really revamp stuff.
The new one has a glaring problem: you have one slot in Plasma Shield. That's your only resistance to Dark and Energy damage, and there is plenty of that in game. You do have good defenses to dodge most of that, but it'd be better to have all the resists you can to those.
Really, all you needed to do was move slots out of Combat Jumping and Temp. Protection that needed them more. You could keep up your defense to Psi by moving increasing slotting in the Weave and Maneuvers, and you could easily improve Healing Flames by moving the Numina Unique from there (it's far better in Health, where it's always on), and selling off your regenerative tissue. Or the Numina, whatever you'd prefer to have in Health. I don't personally care much about regeneration on my Fire tank, since Healing Flames is up every 18-20 seconds to do most of that for me. It doesn't hurt to keep most of what you have, though.
Anyway, those increased slots for more defense would get you to the sofctap or close to it for S/L and Melee. Most hit checks you face are going to hit one of those two, and your other defenses aren't so shabby that you won't dodge a fair amount of non-SL or melee damage. And with all that defense, you shouldn't be hit by too much KB, though I do have three -kb slotted in my build.
I would agree that Assault is take it or leave it, but you can use it if you want... your teammates won't complain. I do like RotP for those rare cases where I drop, though (like Tubby said).
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Hmm I see what you're saying about Plasma Shield having to be a priority. I didn't think it would make much of a difference with the 20% damage resistance bonus I would get from the Cardiac Core Paragon on top of the base resist.
Here's yet another rebuild but this time I added the Gladiator's Armor +3% Defense proc. I actually have one of these but wanted to not have to use it on this tank. I also initially did not want to have to resort to using PVP or Purple IOs on this tank.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Brooklyn Steele: 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 -- GA-3defTpProc(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam(13), RctvArm-ResDam/Rchg(13), RctvArm-EndRdx(37), RctvArm-ResDam/EndRdx/Rchg(50)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 2: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Rchg(3), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-%Dam(34)
Level 4: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(23)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Healing Flames -- Mrcl-Rcvry+(A), Mrcl-Heal/Rchg(11), Mrcl-Heal/EndRdx/Rchg(19), Mrcl-EndRdx/Rchg(27), Mrcl-Heal(45)
Level 10: Super Jump -- HO:Micro(A)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(15), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21), RctvArm-EndRdx(37)
Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 16: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(17), S'fstPrt-ResDam/Def+(48)
Level 18: Consume -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(19), P'Shift-End%(40)
Level 20: Taunt -- Mocking-Taunt/Rng(A), Mocking-Taunt/Rchg(25), Mocking-Taunt/Rchg/Rng(40), Mocking-Taunt(42)
Level 22: Acrobatics -- EndRdx-I(A)
Level 24: Burn -- Erad-Dmg(A), Erad-Acc/Rchg(25), Erad-Dmg/Rchg(43), Erad-Acc/Dmg/Rchg(45), Erad-Acc/Dmg/EndRdx/Rchg(50), Erad-%Dam(50)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(46)
Level 28: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(42), GSFC-ToHit/EndRdx(43), GSFC-Build%(45)
Level 30: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(33)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def(46)
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(40), Mako-Dam%(48)
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(42), Mako-Dam%(43)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(48)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Temperature Protection -- ImpArm-ResPsi(A)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
Level 50: Cardiac Core Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(11), P'Shift-End%(17)
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If you aren't wanting to drop in the Glad Armor +3% Defense IO or any purples, then don't. I'm a tad weird when it comes to this sort of thing in that I may be able to afford those items, but I don't like using them because although they add to my overall performance, I just don't seem them being worth what they cost. If you still want to have your Fire/Fire Tank sitting one small purple away from the softcap, then take a look at my current build. All props go to the several individuals who assisted me in my Fire/Fire thread a few pages back, so if you want to see that it has some good information.
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The build is slightly modified to have 12 points of KB protection, so if you see yourself only needing 4, then that would give you a couple slots to mess around with. And yes, the Numina's is in Healing Flames. However, with my current build I never actually need the additional recovery from it and when I do hit Healing Flames it is followed up by a small spike in my Regen. The most expensive pieces to the build are going to be the LoTG recharges, the Miracle, and some of the Obliterations. It was honestly not as expensive as I had originally planned on. So, something to think about.
I am looking for critiques and improvements on how to achieve a good balance of damage and defense/resistance on my Fire/Fire/EM tank. I wanted to originally try and turn this tank into a bulletproof powerhouse by trying to fully maximize defenses, but I hate having to sacrifice damage to achieve that.
I use this tank for pretty much all content as well as farming +4x8 demons or custom AE mobs. Here is the current build below. Thank you in advance for any and all advice!
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Brooklyn Steele: 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 -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam/EndRdx:40(5), RctvArm-ResDam:40(13), RctvArm-ResDam/Rchg:40(13), RctvArm-ResDam/EndRdx/Rchg:40(50)
Level 1: Scorch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/Rchg:35(9), KntkC'bat-Dmg/EndRdx/Rchg:35(9)
Level 2: Blazing Aura -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(3), Oblit-Acc/Dmg/EndRdx/Rchg:50(27), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(29), Oblit-%Dam:50(34)
Level 4: Combustion -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(5), Oblit-Dmg/Rchg:50(7), Oblit-Acc/Dmg/Rchg:50(7), Oblit-Acc/Dmg/EndRdx/Rchg:50(23), Oblit-%Dam:50(23)
Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(46)
Level 8: Consume -- P'Shift-EndMod:50(A), P'Shift-End%:50(11), P'Shift-EndMod/Rchg:50(27)
Level 10: Super Jump -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(19), Zephyr-ResKB:50(46)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(15), RctvArm-ResDam/Rchg:40(21), RctvArm-ResDam/EndRdx/Rchg:40(21)
Level 14: Taunt -- Mocking-Taunt/Rng:50(A), Mocking-Taunt/Rchg:50(15), Mocking-Acc/Rchg:50(37), Mocking-Taunt/Rchg/Rng:50(46)
Level 16: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(17), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(37)
Level 18: Tough -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(19), RctvArm-ResDam/Rchg:40(40), RctvArm-ResDam/EndRdx/Rchg:40(40)
Level 20: Build Up -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(42), GSFC-ToHit/Rchg/EndRdx:50(42), GSFC-Rchg/EndRdx:50(43), GSFC-ToHit/EndRdx:50(45), GSFC-Build%:50(45)
Level 22: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(25)
Level 24: Burn -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(25), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(45), Oblit-Acc/Dmg/EndRdx/Rchg:50(50), Oblit-%Dam:50(50)
Level 26: Fiery Embrace -- RechRdx-I:50(A)
Level 28: Healing Flames -- Numna-Regen/Rcvry+:50(A), Numna-Heal/Rchg:50(33), Numna-Heal:50(34)
Level 30: Fire Sword Circle -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(31), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(33), Oblit-%Dam:50(33)
Level 32: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(34)
Level 35: Incinerate -- Mako-Acc/Dmg:35(A), Mako-Dmg/EndRdx:35(36), Mako-Dmg/Rchg:35(36), Mako-Acc/EndRdx/Rchg:35(36), Mako-Acc/Dmg/EndRdx/Rchg:50(40), Mako-Dam%:50(48)
Level 38: Greater Fire Sword -- T'Death-Acc/Dmg:35(A), T'Death-Dmg/EndRdx:35(39), T'Death-Dmg/Rchg:35(39), T'Death-Acc/Dmg/EndRdx:35(39), T'Death-Dmg/EndRdx/Rchg:40(42), T'Death-Dam%:40(43)
Level 41: Assault -- EndRdx-I:50(A)
Level 44: Conserve Power -- RechRdx-I:50(A)
Level 47: Temperature Protection -- ImpArm-ResPsi:40(A), ImpArm-ResDam:40(48), ImpArm-ResDam/EndRdx:40(48)
Level 49: Physical Perfection -- Mrcl-Rcvry+:40(A)
Level 50: Cardiac Core Boost
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- RgnTis-Regen+:30(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(11), P'Shift-EndMod/Acc:50(17)
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Set Bonus Totals: