Defensive Fire/Fire build - please critique


Auroxis

 

Posted

Hi, I am trying to see how far I can push the envelope on the defensive side of Fire/Fire tanking. I want to be offensively capable by virtue of sheer number of AoE attacks, but I want to focus on defense bonuses so I can stand up to all the stuff I'm tearing down. So I took all the defensive pool powers. This left me without room for Hasten, but I'm hoping that the added defense will reduce my reliance on healing flames being up as quickly as possible.

I ended up with 45% melee, 43% ranged, and 38% AoE defense. I'd like to get AoE up a little higher, but can't find anywhere to squeeze it in. Let me know if I missed anything. I know I'm a little lacking on the non-positional Psionic defenses, but I'm not sure where else to squeeze that in either.

I know there is no travel power - I plan to use Ninja Run and temps as needed to get around.

This hero is going to be a generalist. I'll probably work on a second build for him eventually for farming, but I want this build to be decent at farming as well as tanking. He's level 35 now, and I plan to respec into this at 50, building up the IOs as I go.

So, what do you think?

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

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Hot Tee: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Fire Shield -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(3), GA-End/Res(3), GA-ResDam(5)
Level 1: Scorch -- Mako-Acc/Dmg(A)
Level 2: Fire Sword -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Dam%(9)
Level 4: Healing Flames -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(13), Numna-Heal(13), Numna-Regen/Rcvry+(15)
Level 6: Combat Jumping -- DefBuff-I(A), DefBuff-I(15)
Level 8: Consume -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-Acc/Rchg(17), P'Shift-EndMod/Acc(17), P'Shift-EndMod/Rchg(19), P'Shift-EndMod(19)
Level 10: Boxing -- F'dSmite-Acc/Dmg(A)
Level 12: Plasma Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(21), TtmC'tng-EndRdx/Rchg(21), TtmC'tng-ResDam/EndRdx/Rchg(23), TtmC'tng-ResDam(23), TtmC'tng-EndRdx(25)
Level 14: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(25), TtmC'tng-ResDam(27), TtmC'tng-EndRdx(27), TtmC'tng-ResDam/Rchg(29), TtmC'tng-EndRdx/Rchg(29)
Level 16: Stealth -- SW-ResDam/Re TP(A), SW-Def/EndRdx(31), SW-Def(31), DefBuff-I(50)
Level 18: Burn -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(31), Erad-Dmg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-%Dam(34)
Level 20: Build Up -- RechRdx-I(A)
Level 22: Combustion -- Erad-Dmg(A), Erad-Acc/Rchg(34), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-%Dam(36)
Level 24: Maneuvers -- DefBuff-I(A), DefBuff-I(37)
Level 26: Fiery Embrace -- RechRdx-I(A)
Level 28: Fire Sword Circle -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Rchg(37), Oblit-Dmg(39), Oblit-Dmg/Rchg(39), Oblit-%Dam(39)
Level 30: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Rchg(40), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40), Erad-Acc/Dmg/EndRdx/Rchg(42), Erad-%Dam(42)
Level 32: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(45)
Level 35: Incinerate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(45), T'Death-Dmg/Rchg(45), T'Death-Acc/Dmg/EndRdx(46), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(46)
Level 38: Greater Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(48), T'Death-Dmg/EndRdx(48), T'Death-Dmg/Rchg(48), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
Level 41: Taunt -- Mocking-Taunt/Rchg(A)
Level 44: Focused Accuracy -- EndRdx-I(A)
Level 47: Physical Perfection -- Mrcl-Rcvry+(A)
Level 49: Rise of the Phoenix -- Dct'dW-Heal/Rchg(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
Level 50: Void Radial Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Warworks Core Superior Ally
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx(A)
Level 1: Gauntlet
Level 6: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Panac-Heal/+End(A)
Level 2: Stamina -- EndMod-I(A)



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Posted

You're currently sitting at 41.2% melee, not 45%. Remember to turn combat suppression on in Mids so Stealth gives you the correct values. With that said, few things:

1. You definitely want more global recharge in there. Having your PBAoE's and Healing Flames recharge faster is really helpful.

2. You might want to get more accuracy. Even with Focused Accuracy you're still missing +3 con mobs.

3. You should definitely get Barrier for a minimal 5% increase to your defense and 6% increase to your resistances(since you took Cardiac). This will make going for the positional softcap much easier.

4. Try to fit the Gaussian's ToHit set in there for +2.5% to all positionals.


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

 

Posted

You may be better off looking at S/L (and as a secondary /E/N) defense, instead of the positionals. 4x Kinetic Combat will grab 3.75% S/L, and it frees up 2 slots per ST attack. Obliterations are good for S/L, but 3 Eradications work well for E/N, allowing slotting of things like Taunt IO sets, to add more defense bonuses.

There's hardly anything that does Cold damage at the moment, and you'll be capped to Fire res. Spamming Healing Flames will give some toxic resistance, and should (with HP) cover most Psionic attacks, too.

A soft-capped S/L fire/fire tank rarely has problems, so any E/N will be a bonus.

I'd only go for all-out positionals, if that's what was inherent in the sets to begin with, personally. Fire has no inherent defense, so hitting the S/L soft-cap will usually require less slots, allowing you to spend the remainder on other bonuses to help you.


 

Posted

Quote:
Originally Posted by Biscuits_EU View Post
You may be better off looking at S/L (and as a secondary /E/N) defense, instead of the positionals. 4x Kinetic Combat will grab 3.75% S/L, and it frees up 2 slots per ST attack. Obliterations are good for S/L, but 3 Eradications work well for E/N, allowing slotting of things like Taunt IO sets, to add more defense bonuses.

There's hardly anything that does Cold damage at the moment, and you'll be capped to Fire res. Spamming Healing Flames will give some toxic resistance, and should (with HP) cover most Psionic attacks, too.

A soft-capped S/L fire/fire tank rarely has problems, so any E/N will be a bonus.

I'd only go for all-out positionals, if that's what was inherent in the sets to begin with, personally. Fire has no inherent defense, so hitting the S/L soft-cap will usually require less slots, allowing you to spend the remainder on other bonuses to help you.
The only good logic behind positionals on a FA instead of S/L/N/E is wanting protection from psi damage, really. Everything else is far too situational.

Going for the softcap in positionals is much more difficult than going for S/L/N/E softcap, but going for 32.5% to all positionals is significantly easier, cheaper, and leaves more room for other things in the build. Of course, you can get to 32.5% S/L/N/E and get even more room for other things, but you won't get the exotic protection from the positional approach and it will be more expensive still.


I would personally, on a defensive FA Tanker, aim for a Barrier(40%) S/L/N/E softcap.


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

 

Posted

Quote:
Originally Posted by Auroxis View Post
I would personally, on a defensive FA Tanker, aim for a Barrier(40%) S/L/N/E softcap.
Taking in to account the Destiny, I'd agree. I've only Inc'ed three toons so far, and they've been Clarion on my D3, Ageless on my Stormie and Rebirth on my soft-capped dark tank. I wasn't certain on the perma-numbers for Barrier, so I didn't want to hazard a guess and end up wrong.

32.5% is, in my opinion, often a better choice than 'almost' 45%, though. As those bits gained inbetween could potentially be far more useful elsewhere.

If it were possible (bear in mind, I've not looked into it too much), 59% is the iTrial soft-cap, isn't it? So 46.5% S/L might be a good option to aim for too. (Or 41.5% S/L with Barrier). Someone'll have to check my numbers on that, though, as I'm not entirely sure on the various factors. (Plus, alcohol severely limits my math).


 

Posted

Well here is my 2 cents worth about this, first off I take it u are not going for any Mo runs on this toon since u said u will be good if u just used ninja run and temp travel powers since they can not be used in them. Second off you might want to reconsider your KB protection since it is only 3. 3rd u have a full set of numa in your healing flames if u want the bonus from the numa +reg/+recovery u might want to put it in to health since you can only get the bonus if u activate it. 4th your going to run out of end real quick with all those toggles, and your recharge is very slow. Yes it is a nice idea of u thinking like that but most of that are not going to do u any good if u get KBed and run out of end and end up with less then SC on your def.


 

Posted

Quote:
Originally Posted by Biscuits_EU View Post
Taking in to account the Destiny, I'd agree. I've only Inc'ed three toons so far, and they've been Clarion on my D3, Ageless on my Stormie and Rebirth on my soft-capped dark tank. I wasn't certain on the perma-numbers for Barrier, so I didn't want to hazard a guess and end up wrong.

32.5% is, in my opinion, often a better choice than 'almost' 45%, though. As those bits gained inbetween could potentially be far more useful elsewhere.

If it were possible (bear in mind, I've not looked into it too much), 59% is the iTrial soft-cap, isn't it? So 46.5% S/L might be a good option to aim for too. (Or 41.5% S/L with Barrier). Someone'll have to check my numbers on that, though, as I'm not entirely sure on the various factors. (Plus, alcohol severely limits my math).

It's a possibility, but I don't think it's worth sacrificing anything over. You can always rely on some -ToHit from Soul Mastery to fill in the gap, and you won't be feeling squishy even if you're not at the softcap.


Here's a crazy expensive FA/SS build I made for a barrier softcap, looks pretty impressive defensively.

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Keep in mind though that there are better Tanker primary options for defensive builds, and if you're going for FA you might be better off building on its offensive strength.


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

 

Posted

Quote:
Originally Posted by LSK View Post
if u want to look at some examples of some fire/fire builds go here http://boards.cityofheroes.com/showthread.php?t=262408
I saw that thread, but he was specifically going for highest offense. I was aiming for something more defensive to make Fire/Fire feel a little more tankish and a little less scrapperly. I have a BS/Regen scrapper that I like to play when I'm going for an offensive toon with enough defense to make do.

However, I also understand the sentiment that I'm playing a set which is heavily oriented towards offense (mostly because I like the theme). I'll play around with a build that pushes damage, accuracy, and recharge more and just tries to hit 27.5-41.5% S/L/E/N defense (barrier plus small luck to soft cap even cons to iTrial). My main goal is to get a jack-of-all-trades that doesn't really compromise much on anything, and this build does feel like I had to make a lot of compromises and still didn't quite end up where I wanted. So, I'll swap out maneuvers for hasten and build for more recharge. I do like the idea of getting S/L and E/N set bonuses with fewer slots invested so I can spread the slots around a bit more.

Thanks for pointing out my newb mistakes with the combat suppression... I've been away for a while and am getting back into the game.

I also meant to include the Barrier. I turned it off because the first 10 seconds were throwing off all my numbers. I wish Mids had a way to only show the numbers for the last minute. I'm not missing a way to do that am I?

This is a pie-in-the-sky build right now (remember, he's only 35, and I'm a relatively casual player). But it is fun to see where the numbers could go, and where to invest my play time if I want to get there eventually.


 

Posted

Quote:
Originally Posted by LSK View Post
Well here is my 2 cents worth about this, first off I take it u are not going for any Mo runs on this toon since u said u will be good if u just used ninja run and temp travel powers since they can not be used in them. Second off you might want to reconsider your KB protection since it is only 3. 3rd u have a full set of numa in your healing flames if u want the bonus from the numa +reg/+recovery u might want to put it in to health since you can only get the bonus if u activate it. 4th your going to run out of end real quick with all those toggles, and your recharge is very slow. Yes it is a nice idea of u thinking like that but most of that are not going to do u any good if u get KBed and run out of end and end up with less then SC on your def.
By the way... what's a Mo run? Am I missing out by relying on temp travel powers?


 

Posted

"Mo" run = "Masters of". For some Masters of attempts you aren't allowed to used temporary powers, nor die. Here's are links to those particular TF/SF that don't allow Temporary Powers, nor deaths.

Blue Side Masters of Badges.

http://wiki.cohtitan.com/wiki/Master...sk_Force_Badge

http://wiki.cohtitan.com/wiki/Master...sk_Force_Badge

http://wiki.cohtitan.com/wiki/Master...sk_Force_Badge

http://wiki.cohtitan.com/wiki/Master...sk_Force_Badge

Red Side Masters of Badges

http://wiki.cohtitan.com/wiki/Master...ke_Force_Badge

http://wiki.cohtitan.com/wiki/Master...ke_Force_Badge


Throwing darts at the board to see if something sticks.....

Come show your resolve and fight my brute!
Tanks: Gauntlet, the streak breaker and you!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Ah. I don't care much about badges. If I end up doing some challenges I'll make do with sprint/hurdle/swift/CJ, or try to group with a kineticist.


 

Posted

Quote:
Originally Posted by Progor View Post
I saw that thread, but he was specifically going for highest offense. I was aiming for something more defensive to make Fire/Fire feel a little more tankish and a little less scrapperly. I have a BS/Regen scrapper that I like to play when I'm going for an offensive toon with enough defense to make do.

However, I also understand the sentiment that I'm playing a set which is heavily oriented towards offense (mostly because I like the theme). I'll play around with a build that pushes damage, accuracy, and recharge more and just tries to hit 27.5-41.5% S/L/E/N defense (barrier plus small luck to soft cap even cons to iTrial). My main goal is to get a jack-of-all-trades that doesn't really compromise much on anything, and this build does feel like I had to make a lot of compromises and still didn't quite end up where I wanted. So, I'll swap out maneuvers for hasten and build for more recharge. I do like the idea of getting S/L and E/N set bonuses with fewer slots invested so I can spread the slots around a bit more.

Thanks for pointing out my newb mistakes with the combat suppression... I've been away for a while and am getting back into the game.

I also meant to include the Barrier. I turned it off because the first 10 seconds were throwing off all my numbers. I wish Mids had a way to only show the numbers for the last minute. I'm not missing a way to do that am I?

This is a pie-in-the-sky build right now (remember, he's only 35, and I'm a relatively casual player). But it is fun to see where the numbers could go, and where to invest my play time if I want to get there eventually.
On my fire/fire tank I feel like a real tank, I have even out lived other tanks on it. The beauty of the fire tank is the damage it dose, and able to hold aggro, I do not eat many purples when i am on my fire tank.


 

Posted

Quote:
Originally Posted by Progor View Post
Ah. I don't care much about badges. If I end up doing some challenges I'll make do with sprint/hurdle/swift/CJ, or try to group with a kineticist.
There is a lot of places u can not get to with just those IE shadow shard places.


 

Posted

The temp Jetpack will cover the shadow shard and an 99% of all vertical movement needed, available from Firebase Zulu and Grandville (If you ever swap sides). Over the years, travel powers have had more and more effective options to allow skipping them, on tight builds.


 

Posted

True but its going to be slow going when lot of people likes to speed things up on TFs and SFs, jetpack is also very slow.


 

Posted

Ok, I've reworked this build a lot to fit in Super Jump, get some more benefits from IO sets, focus on S/L/E/N defense, and get more recharge speed. Now, I'm 10 seconds shy of perma-hasten, have soft-capped defense with darkest night, and am comfortably close to soft-capped iTrials with darkest night, obliteration, and barrier. Thanks for the soul mastery tips - hopefully the extra recharge on consume will offset the loss of body mastery.

One of the interesting things I found out was that there is not really any attack chain that benefits from having greater fire sword with this much recharge. So I dropped it. That might make me a little less powerful in the face of a lot of recharge debuffs, but I have two full attack chains anyway (1 single target, 1 AoE) and I can intermix them to keep the attacks coming when I'm being heavily slowed. Gloom actually ended up being the highest DPA attack I have, and Gloom->Incinerate->Scorch->Fire Sword is a seamless, high DPS attack chain.

Removing GFS left room for Obliteration, giving me 4 AoEs to match my 4 ST attacks. The AoE attack chain isn't quite seamless, but that just gives me time to incinerate a boss or LT between each chain.

I was also able to squeeze in some regen and accuracy, as well as mag 12 KB protection, and a few other tiny bonuses.

Let me know what you think.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Hot Tee: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(5)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 4: Combustion -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(13), Erad-%Dam(13), Sciroc-Acc/Dmg/EndRdx(15), Sciroc-Dmg/Rchg(15)
Level 6: Combat Jumping -- Krma-ResKB(A)
Level 8: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Rchg(17), Dct'dW-Heal/Rchg(17), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal/EndRdx(19)
Level 10: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(25)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(29)
Level 18: Burn -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(29), Erad-%Dam(31), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31)
Level 20: Consume -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(33), Efficacy-EndMod/Rchg(33)
Level 22: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(34), Erad-%Dam(34), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Dmg(36)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(37), Krma-ResKB(37)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(39)
Level 28: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(39), Erad-%Dam(39), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40)
Level 30: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(40), Zinger-Taunt/Rchg/Rng(42), Zinger-Dam%(42)
Level 32: Rise of the Phoenix -- RechRdx-I(A)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43), C'ngImp-Dmg/Rchg(43)
Level 38: Fiery Embrace -- RechRdx-I(A)
Level 41: Gloom -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
Level 44: Dark Obliteration -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(46), Ragnrk-Acc/Dmg/Rchg(46), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48)
Level 47: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(48), DarkWD-ToHitdeb/Rchg/EndRdx(50), DarkWD-Slow%(50)
Level 49: Build Up -- RechRdx-I(A)
Level 50: Spiritual Core Paragon
Level 50: Reactive Radial Flawless Interface
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(11)
------------
Set Bonus Totals:

  • 4% DamageBuff(Smashing)
  • 4% DamageBuff(Lethal)
  • 4% DamageBuff(Fire)
  • 4% DamageBuff(Cold)
  • 4% DamageBuff(Energy)
  • 4% DamageBuff(Negative)
  • 4% DamageBuff(Toxic)
  • 4% DamageBuff(Psionic)
  • 18.8% Defense(Smashing)
  • 18.8% Defense(Lethal)
  • 19.4% Defense(Energy)
  • 19.4% Defense(Negative)
  • 9.38% Defense(Melee)
  • 9.69% Defense(Ranged)
  • 9% Max End
  • 24% Enhancement(Accuracy)
  • 42.5% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 217.9 HP (11.6%) HitPoints
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Immobilize) 14.3%
  • MezResist(Terrorized) 4.95%
  • 6.5% (0.11 End/sec) Recovery
  • 78% (6.09 HP/sec) Regeneration
  • 3.78% Resistance(Fire)
  • 3.78% Resistance(Cold)



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

You need more accuracy in there, enough to have a 95% chance to hit +3 cons.

In Mids, go to Options->Configuration->Exemping & Base Values, and change the value in the "Base ToHit" box to 45, in order to simulate +3 cons.

Also, I'm not seeing the Steadfast +3% defense IO.


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

 

Posted

Quote:
Originally Posted by Progor View Post
Ok, I've reworked this build a lot to fit in Super Jump, get some more benefits from IO sets, focus on S/L/E/N defense, and get more recharge speed. Now, I'm 10 seconds shy of perma-hasten, have soft-capped defense with darkest night, and am comfortably close to soft-capped iTrials with darkest night, obliteration, and barrier. Thanks for the soul mastery tips - hopefully the extra recharge on consume will offset the loss of body mastery.

One of the interesting things I found out was that there is not really any attack chain that benefits from having greater fire sword with this much recharge. So I dropped it. That might make me a little less powerful in the face of a lot of recharge debuffs, but I have two full attack chains anyway (1 single target, 1 AoE) and I can intermix them to keep the attacks coming when I'm being heavily slowed. Gloom actually ended up being the highest DPA attack I have, and Gloom->Incinerate->Scorch->Fire Sword is a seamless, high DPS attack chain.

Removing GFS left room for Obliteration, giving me 4 AoEs to match my 4 ST attacks. The AoE attack chain isn't quite seamless, but that just gives me time to incinerate a boss or LT between each chain.

I was also able to squeeze in some regen and accuracy, as well as mag 12 KB protection, and a few other tiny bonuses.

Let me know what you think.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Hot Tee: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(5)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 4: Combustion -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(13), Erad-%Dam(13), Sciroc-Acc/Dmg/EndRdx(15), Sciroc-Dmg/Rchg(15)
Level 6: Combat Jumping -- Krma-ResKB(A)
Level 8: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Rchg(17), Dct'dW-Heal/Rchg(17), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal/EndRdx(19)
Level 10: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(25)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(29)
Level 18: Burn -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(29), Erad-%Dam(31), Sciroc-Acc/Dmg/EndRdx(31), Sciroc-Dmg/Rchg(31)
Level 20: Consume -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(33), Efficacy-EndMod/Rchg(33)
Level 22: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(34), Erad-%Dam(34), Sciroc-Dmg/EndRdx(34), Sciroc-Acc/Dmg(36)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(37), Krma-ResKB(37)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(39)
Level 28: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(39), Erad-%Dam(39), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Dmg/EndRdx(40)
Level 30: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(40), Zinger-Taunt/Rchg/Rng(42), Zinger-Dam%(42)
Level 32: Rise of the Phoenix -- RechRdx-I(A)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43), C'ngImp-Dmg/Rchg(43)
Level 38: Fiery Embrace -- RechRdx-I(A)
Level 41: Gloom -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
Level 44: Dark Obliteration -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(46), Ragnrk-Acc/Dmg/Rchg(46), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48)
Level 47: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(48), DarkWD-ToHitdeb/Rchg/EndRdx(50), DarkWD-Slow%(50)
Level 49: Build Up -- RechRdx-I(A)
Level 50: Spiritual Core Paragon
Level 50: Reactive Radial Flawless Interface
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(11)
------------
Set Bonus Totals:
  • 4% DamageBuff(Smashing)
  • 4% DamageBuff(Lethal)
  • 4% DamageBuff(Fire)
  • 4% DamageBuff(Cold)
  • 4% DamageBuff(Energy)
  • 4% DamageBuff(Negative)
  • 4% DamageBuff(Toxic)
  • 4% DamageBuff(Psionic)
  • 18.8% Defense(Smashing)
  • 18.8% Defense(Lethal)
  • 19.4% Defense(Energy)
  • 19.4% Defense(Negative)
  • 9.38% Defense(Melee)
  • 9.69% Defense(Ranged)
  • 9% Max End
  • 24% Enhancement(Accuracy)
  • 42.5% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 217.9 HP (11.6%) HitPoints
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Immobilize) 14.3%
  • MezResist(Terrorized) 4.95%
  • 6.5% (0.11 End/sec) Recovery
  • 78% (6.09 HP/sec) Regeneration
  • 3.78% Resistance(Fire)
  • 3.78% Resistance(Cold)



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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I am only seeing 29% SL not SC


 

Posted

Quote:
Originally Posted by Auroxis View Post
You need more accuracy in there, enough to have a 95% chance to hit +3 cons.

In Mids, go to Options->Configuration->Exemping & Base Values, and change the value in the "Base ToHit" box to 45, in order to simulate +3 cons.

Also, I'm not seeing the Steadfast +3% defense IO.
Ok, I put both global +def IOs in (I know the pvp +def IO is a long ways off, but it is only necessary when trying to soft-cap iTrials, normal content won't need it), and used the extra leeway on defense to increase accuracy across the board. Now everything is at 95+% accuracy.

Let me know what you think.

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Hot Tee: 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: Concealment
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(3), RctvArm-ResDam/Rchg(5), S'fstPrt-ResDam/Def+(5), GA-3defTpProc(7)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(9), Acc-I(11)
Level 2: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13), Acc-I(15)
Level 4: Combustion -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(17), Sciroc-Acc/Rchg(19), Sciroc-Acc/Dmg/EndRdx(19), Sciroc-Dmg/Rchg(21)
Level 6: Combat Jumping -- Krma-ResKB(A)
Level 8: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Rchg(21), Dct'dW-Heal/Rchg(23), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/EndRdx(25)
Level 10: Boxing -- Acc-I(A)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(27)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-ResDam(31)
Level 18: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33)
Level 20: Consume -- Erad-Acc/Rchg(A), Efficacy-EndMod/Acc(33), Erad-Acc/Dmg/Rchg(34), Erad-Dmg/Rchg(34), Efficacy-EndMod/Rchg(34)
Level 22: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(36), Erad-%Dam(36), Sciroc-Acc/Dmg/EndRdx(36), Sciroc-Acc/Dmg(37)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(39), Krma-ResKB(39)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 28: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(40), Erad-%Dam(40), Sciroc-Acc/Dmg(40), Sciroc-Acc/Dmg/EndRdx(42)
Level 30: Taunt -- Annoy-Taunt(A), Annoy-Taunt/Rchg(50), Annoy-Taunt/Rchg/Rng(50)
Level 32: Rise of the Phoenix -- RechRdx-I(A)
Level 35: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(42), C'ngImp-Dmg/Rchg(42), C'ngImp-Acc/Dmg/Rchg(43), C'ngImp-Acc/Dmg/EndRdx(43)
Level 38: Fiery Embrace -- RechRdx-I(A)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(43), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(45)
Level 44: Dark Obliteration -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(46), Ragnrk-Acc/Dmg/Rchg(46), Ragnrk-Acc/Rchg(46), Ragnrk-Dmg/EndRdx(48)
Level 47: Darkest Night -- DefEgo-ToHitDeb(A), DefEgo-ToHitDeb/Rchg(48), DampS-ToHitDeb(48), DampS-ToHitDeb/EndRdx(50)
Level 49: Stealth -- DefBuff-I(A)
Level 50: Reactive Radial Flawless Interface
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(17)
------------
Set Bonus Totals:
  • 5% DamageBuff(Smashing)
  • 5% DamageBuff(Lethal)
  • 5% DamageBuff(Fire)
  • 5% DamageBuff(Cold)
  • 5% DamageBuff(Energy)
  • 5% DamageBuff(Negative)
  • 5% DamageBuff(Toxic)
  • 5% DamageBuff(Psionic)
  • 18.5% Defense(Smashing)
  • 18.5% Defense(Lethal)
  • 7.56% Defense(Fire)
  • 7.56% Defense(Cold)
  • 19.1% Defense(Energy)
  • 19.1% Defense(Negative)
  • 6% Defense(Psionic)
  • 12.3% Defense(Melee)
  • 12.6% Defense(Ranged)
  • 9.13% Defense(AoE)
  • 7.65% Max End
  • 38.8% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 52% Enhancement(Accuracy)
  • 140.6 HP (7.5%) HitPoints
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Immobilize) 13.8%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 2.2%
  • 4% (0.07 End/sec) Recovery
  • 56% (4.37 HP/sec) Regeneration
  • 3.78% Resistance(Fire)
  • 3.78% Resistance(Cold)
  • 3.13% Resistance(Negative)



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Posted

Quote:
Originally Posted by LSK View Post
I am only seeing 29% SL not SC
29% defense + 16% tohit debuff from darkest night = 45% "virtual" defense to everything inside the darkest night patch, which should be everything you have aggroed if you're doing your job well as a tanker.

With the PVP +def IO, it gets up to 32% defense, + 16.5% tohit debuff from darkest night + 5.5% tohit debuff from dark obliteration, + 5% barrier = 59% "virtual" defense to everything inside the darkest night patch that was also hit by dark obliteration.

Let me know if my logic is off on these things.


 

Posted

You do know that u are going to use up a lot of end and stealth will waist even more, the purples that u have is nice on paper but they have only 1 end red to them and there is more end wasted. You would be better off with positron blast they r cheaper and u have a few end reduction to them. Plus u got rid greater fire sword why? Not only that your damage out put is to low even for a tank. You have no Tohit with you. You are sacrificing a lot just to try to get your def up.


 

Posted

Quote:
Originally Posted by Progor View Post
29% defense + 16% tohit debuff from darkest night = 45% "virtual" defense to everything inside the darkest night patch, which should be everything you have aggroed if you're doing your job well as a tanker.

With the PVP +def IO, it gets up to 32% defense, + 16.5% tohit debuff from darkest night + 5.5% tohit debuff from dark obliteration, + 5% barrier = 59% "virtual" defense to everything inside the darkest night patch that was also hit by dark obliteration.

Let me know if my logic is off on these things.
As long as you remember and are fine that AV's resist -tohit by 87%


 

Posted

I have carefully considered everyone's input on this project and decided that the tank I was trying to build wasn't a Fire/Fire tank after all - it's an Invuln/Fire/Mu tanker. Mu gives the extra AoE punch to replace burn, and Invuln gives that nice combination of defense, resists, and healing I was really aiming for (especially when Invincibility is saturated). When Invincibility isn't saturated, it's either because there's nothing left to worry about, or I'm fighting an AV where the soft-cap is probably meaningless anyway. Since Invuln takes care of defense all on its own, it left me more room to slot for recharge, accuracy, regen, and to add a little psionic defense and resistance to cover Invuln's weakness (there wasn't anything better to do with the resist powers anyway).

The only thing i think I'll miss is healing flames, but I did get Dull Pain down to 95 seconds, so hopefully it will be up when I need it with all the other defense and resistance in the set. 291% regneration will also help. If I need another heal, there's always the option of getting Rebirth. Here's the build I've come up with so far.

http://www.cohplanner.com/mids/downl...89FF0303120BE2

Now it's time to go explore Praetoria with a new tank. I should probably also join an Altoholics Anonymous group while I'm at it.


 

Posted

Why did u take resist elements, and resist energy so late in the build?. I take it you do not wish to do damage to the enemy's for your damage out put is really low. Also u over slotted a few things but I am guessing u wanted the ones after the cap on those ones. Plus I am surprised u did not put in a aegis psi res in there.