Fire/Fire/Pyre Scranker-Farmer Review and Advice plz
Well first off you said you also want to use this tank in lvl 50 content which most of it is SC is 45% for s/l damage not fire. You really do not need fire def since your res is max on it. Second having 4 KB prot will not help you in most lvl 50 content either. You also said that you do not use tuff except for extra fire def when truth be told tuff uses less end then maneuvers.
LSK,
I said "It is posted with Tough active, but for strictly Fire mobs I would turn that off for endurance management." That means that when Fire Farming I would NOT be using Tough. Also comparing Tough, a narrow S/L only Resistance power to Manuevers, a Team buffing Defense vs ALL power seems ... uh ... nevermind, can't really grasp that at all.
I run any number of Level 50 Hover Alt's (mostly Blasters and a Defender) with just the one +4 KB protection IO. They seldom have any KB issues. I figure you must be thinking of Incarnate content or some Lvl 50 missions I am not famiiar with. Anyway I am not going to sweat it on a tertiary goal.
Your statement that I don't really need Fire Defense since I have hard capped Fire Resistance is totally contradicted by my already extensive experience running these Fire tanks (I have three at lvl 50 so far across two accounts and on a second server on the primary.) Resistance only, even hard capped, will simply not get the job done in an ambush fire farm, or even if you are just aggroing mutiple spawns for speed in a non-ambush farm.
For S/L content, my third goal, when playing as a Scranker, this build does have 76.3% S/L resistance with Tough active. That exceeds the Scrapper Hard Cap. It does have 22.5% S/L Defense before Team Buffs.
I erred in not making clear that any play vs. other than Fire only damage would only be attempted in a Team situation. My apologies for failing to state that explicitly in the first post. I'll go back and edit it.
For grins I went ahead and created an effectively soft-capped version of the same build. Three purple sets and the 2nd 3% def unique get to 44.9% F/C.
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With 5 mins I felt that you could re order the build better for the possibility that you might exemplar. Ones never know whats down the road and the ability to keep ones options open is sometimes good.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Ok first off I said Maneuvers cost more end usage then Tuff dose. Second I can give you examples of NONE incarnate lvl 50 where 4 KB will still get you KBed. IE HAMI dose 10 KB. There is also certain bosses that have more then 4 KB and AVs that do more like siege in the arc to get the portal jockey accolade as well as other AVs in that arc all of which are NONE incarnate. You said your blasters and defenders are mostly hover toons that have KB of 4 and they seldom have any KB issues that is because they are ranged archetypes who usually are fighting from a distance. They are not melee type toons so it is ok for them to have it like that, while a tank is up there making sure that they keep the enemies stay off of the rest of the team.
It's a great build... If all you do is Fire Farms.
I'd recommend keeping the build, but make a second one based on getting 40-45% S/L defense that you can swap to for general content. As it is 40% F/C without a matching S/L is awesome for Fire Farms and most winter event content, but not general content.
Ok, melee will get me a lot more exposure to KB. Yep, my bad. I'll just have to live with it and see how much worse it is. If it results in this toon being unplayable in regular content then that will have to be ok.
I am certainly not going to do a second serious build on a primary farming tool. This toon has a minimal roleplaying backround and is just not that important to me. But I will be re-ordering the powers and slots for some exemplar effectivness as I do need to exemp once for each TF in TFC, and will have to exemp for other stuff to get all four major Accolades.
Once again, the only time this tank would be used in regular content is on a team, always with a good mix of buffs, and Never in a traditional tank role. I can guarantee that as I would only be teaming with SG friends, no PUGs. I realize that inherent Gauntlet is going to get me extra aggro that can't be avoided. My only real concern is getting open and slotted Judgement and Interface if the tank is too fragile for Incarnate trials. Time will tell.
Since no one has suggested any kind of change to the basic power picks and set selections for the primary goal, I guess we're done. Thanks much all.
Jak
PS: I have had one other toon that had to be coaxed through the Accolades and such with massive use of empowerment station buffs, so I am sure I'll be able to get what I need to max farming effectivness eventually.
I hate to start a seperate Fire/Fire thread when the current one is so active, but this Tank is focused in such a different way I feel it does not fit into the Spadra thread.
This tank a +4 +8 Fire Farming tool that I also use to PL friends when asked. I also hope to be able to play it as a Scranker (no Taunt,) at even level [EDIT: On Teams only] in most Lvl 50 content. The current in-game build is mostly SO's (with the two Health +endurance uniques and a Steadfast 3%) and funtions fine as long as I make purples and a few blues. The main goal of the build is to make all Reds when farming and hopefully cut map times by 50%. It is not built to exemplar.
I attempted to build this tank with a soft capped Fire Defense and very good global recharge, but without Hasten, so that when complete it will have a consistent attack chain rythym and not have to worry about the Hasten endurance crash. I will be using a Tier 4 Cardiac Alpha (I already have a tier 3 in-game.) Please turn on Accolades and the one Incarnate slot when reviewing this build. It is posted with Tough active, but for strictly Fire mobs I would turn that [EDIT: Tough] off for endurance management.
In the end I settled for 40.3% Fire Defense, as I know from eating innumerable purples with my current in-game build, that 40% Fire Defense seems to be the magic number. Any small lack of defense should also be covered by the massive improvement in Healing Flames. This should allow me to start converting all insp. to Reds. Right now I also keep a few blues as backups to bridge between Consumes and to cover P-shifter Proc. gaps, but hope to be able to have a sustainable endurance supply after the respec to this.
I put the full set of Mocking Beratement in Consume, as that set has such a high recharge boost. I already discipline myself to use Consume only vs 4 or more mobs, often dragging the last two or three bosses to a fresh spawn.
I reluctantly changed the set in Burn from Scirocco's to an Obliterate because I felt that power in particular needed the much better Recharge value the Oblit. set provides and I wanted to hit the rule of 5 cap on +5% recharge bonuses. Also because Burn does double duty as both an AoE and a ST attack. I use all 4 AoE's. Combustion helps gather spawns with the large radius and comes up as a fill attack while the the heavy hitters recharge.
I find that having 4 ST attacks (counting Burn) helps a bunch when PL-ing friends as I have to deal with the bosses every so often.
Most builds seem to skip Temp. Protection, but I am using it as a set mule for a Steadfast 3% and a 3 slot Aegis. That let me hit the Rule of 5 cap on 3.13% Fire/Cold defense bonuses. The 4 Aegis 3 slots net 12.52% Fire defense with just 12 enhancers. All together there are 20.3% of Fire/Cold set bonuses and the the +3% All Steadfast. The other 17% is from the toggles.
Hero Plan by Mids' Hero Designer 1.942
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ConflaGREATone V 4 F/C Def Only: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Blazing Aura -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(3), Sciroc-Dmg/Rchg:50(9), Sciroc-Acc/Dmg/EndRdx:50(17), Sciroc-Dam%:20(37)
Level 1: Scorch -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(9), C'ngImp-Dmg/EndRdx:50(31), C'ngImp-Dmg/EndRdx/Rchg:50(42)
Level 2: Fire Shield -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(7), Aegis-ResDam/EndRdx/Rchg:50(11)
Level 4: Combustion -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(5), Sciroc-Dmg/Rchg:50(5), Sciroc-Acc/Dmg/EndRdx:50(11), Sciroc-Acc/Rchg:50(17)
Level 6: Healing Flames -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(7), Dct'dW-Heal/EndRdx/Rchg:50(15), Dct'dW-Rchg:50(21), Dct'dW-Heal:50(27)
Level 8: Boxing -- Acc-I:50(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 12: Plasma Shield -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(13), Aegis-ResDam/EndRdx/Rchg:50(13)
Level 14: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(15), LkGmblr-Def/EndRdx:50(40)
Level 16: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam:50(21), Aegis-ResDam/EndRdx/Rchg:50(33)
Level 18: Burn -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(19), Oblit-Dmg/Rchg:50(19), Oblit-Acc/Dmg/Rchg:50(25), Oblit-Acc/Dmg/EndRdx/Rchg:50(25)
Level 20: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(50)
Level 22: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(23), LkGmblr-Def:50(23)
Level 24: Consume -- Mocking-Taunt:50(A), Mocking-Taunt/Rng:50(31), Mocking-Acc/Rchg:50(33), Mocking-Taunt/Rchg/Rng:50(34), Mocking-Rchg:50(34), Mocking-Taunt/Rchg:50(46)
Level 26: Fiery Embrace -- RechRdx-I:50(A), RechRdx-I:50(27)
Level 28: Fire Sword Circle -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(29), Sciroc-Dmg/Rchg:50(29), Sciroc-Acc/Dmg/EndRdx:50(31), Sciroc-Dam%:20(46)
Level 30: Hover -- LkGmblr-Rchg+:50(A)
Level 32: Temperature Protection -- S'fstPrt-ResDam/Def+:30(A), Aegis-ResDam:50(33), Aegis-ResDam/EndRdx:50(37), Aegis-Psi/Status:25(37)
Level 35: Incinerate -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(36), C'ngImp-Dmg/EndRdx:35(36), C'ngImp-Dmg/Rchg:50(36), C'ngImp-Acc/Dmg/Rchg:50(40)
Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg/EndRdx:50(A), C'ngImp-Dmg/EndRdx/Rchg:50(39), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Dmg/EndRdx:50(39), C'ngImp-Acc/Dmg/Rchg:50(40)
Level 41: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(42), BasGaze-EndRdx/Rchg/Hold:30(43), BasGaze-Acc/Rchg:30(43)
Level 44: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(45), Decim-Dmg/Rchg:40(45), Decim-Acc/EndRdx/Rchg:40(45), Decim-Acc/Dmg/Rchg:40(46)
Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dam%:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/EndRdx:50(48), Posi-Acc/Dmg/EndRdx:50(50), JavVoll-Acc/End/Rech:50(50)
Level 49: Fly -- Zephyr-ResKB:10(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 1: Brawl -- Acc-I:50(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:20(A), Numna-Regen/Rcvry+:30(42)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:21(A), P'Shift-EndMod:50(34), EndMod-I:50(43)
Level 4: Ninja Run