Fire/SS or Fire/Fire for farming


DreadShinobi

 

Posted

hi all, i just recently came back and decided to go VIP and was wondering what build is better for farming to IO? i built both on hero builder and it seems fire/ss would be a stronger build but just wanted some extra input. Thanks in advance


 

Posted

Quote:
Originally Posted by Swift_Spines View Post
hi all, i just recently came back and decided to go VIP and was wondering what build is better for farming to IO? i built both on hero builder and it seems fire/ss would be a stronger build but just wanted some extra input. Thanks in advance
A brute.


 

Posted

Out of those 2 for a farming tanker, I would take fire/fire. I am having a ball on my latest fire/fire/pyre tanker


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

yeah you can do good with either or but it has to be a brute.if you farm with fire/ss on a tank itll be alittle slower then fire/fire.see its fury which makes it worth the effort and built strongly can farm +4s/8 man spawns.my tanks can too ...just not as fast.

fire/elec also works fine ...however i use my elec/fire(brute) for my farming cause its just too much fun.


 

Posted

Thanks for the input, they were just both at 50 so i didn't really wanna roll a /fire brute. im doing this mostly for tickets and influence. sounds like fire/fire is the winner. ill post a build in a bit. Thanks for the feedback!


 

Posted

here is a build i quickly put together, i have most of these IO's already so it shouldn't take long to put together. let me know what you guys think. been awhile since i made a build so open to all criticism.

Thanks in advance

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Rchg(3), Erad-Dmg/Rchg(3), Erad-Acc/Dmg/Rchg(5), Erad-Acc/Dmg/EndRdx/Rchg(5), Erad-%Dam(7)
Level 1: Scorch -- Zinger-Dam%(A)
Level 2: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(7), Aegis-ResDam/Rchg(9), S'fstPrt-ResDam/Def+(9), S'fstPrt-ResDam/EndRdx(11), S'fstPrt-ResKB(11)
Level 4: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Rchg(13), Dct'dW-Heal/EndRdx(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15)
Level 6: Temperature Protection -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(17), Aegis-ResDam/Rchg(17)
Level 8: Combustion -- Mocking-Taunt(A), Mocking-Taunt/Rchg(19), Mocking-Taunt/Rchg/Rng(19), Mocking-Acc/Rchg(21), Mocking-Taunt/Rng(21), Mocking-Rchg(23)
Level 10: Consume -- Mocking-Taunt(A), Mocking-Taunt/Rchg(23), Mocking-Taunt/Rchg/Rng(25), Mocking-Acc/Rchg(25), Mocking-Taunt/Rng(27), Mocking-Rchg(27)
Level 12: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(29), Aegis-EndRdx/Rchg(29), Aegis-ResDam/EndRdx/Rchg(31), Aegis-ResDam(31)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 16: Super Jump -- Zephyr-ResKB(A)
Level 18: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(37)
Level 20: Build Up -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 22: Kick -- FrcFbk-Rechg%(A)
Level 24: Tough -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(39), ImpArm-ResDam/Rchg(39)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 30: Weave -- RedFtn-Def(A), LkGmblr-Rchg+(31), RedFtn-Def/EndRdx(43), RedFtn-Def/Rchg(43)
Level 32: Stealth -- RedFtn-Def(A), RedFtn-Def/Rchg(43), RedFtn-Def/EndRdx(45)
Level 35: Breath of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), Mako-Acc/Dmg(50)
Level 41: Char -- Lock-%Hold(A)
Level 44: Melt Armor -- Achilles-ResDeb%(A)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-EndMod/Acc(34), P'Shift-End%(34)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 6% DamageBuff(Smashing)
  • 6% DamageBuff(Lethal)
  • 6% DamageBuff(Fire)
  • 6% DamageBuff(Cold)
  • 6% DamageBuff(Energy)
  • 6% DamageBuff(Negative)
  • 6% DamageBuff(Toxic)
  • 6% DamageBuff(Psionic)
  • 13% Defense(Melee)
  • 11.75% Defense(Smashing)
  • 11.75% Defense(Lethal)
  • 21.75% Defense(Fire)
  • 21.75% Defense(Cold)
  • 6.13% Defense(Energy)
  • 6.13% Defense(Negative)
  • 4.88% Defense(Psionic)
  • 4.56% Defense(Ranged)
  • 17.06% Defense(AoE)
  • 5.4% Max End
  • 36% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 57.5% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 105.4 HP (5.63%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 5.5%
  • MezResist(Immobilize) 4.4%
  • MezResist(Stun) 4.4%
  • MezResist(Terrorized) 2.2%
  • 11.5% (0.19 End/sec) Recovery
  • 6.93% Resistance(Fire)
  • 6.93% Resistance(Cold)
  • 6.25% Resistance(Toxic)
  • 20% RunSpeed
  • 4.5% XPDebtProtection



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Posted

as much as i like breath of fire.its simply not worth slotting it and under slotting your greater fire sword.

also i dont like the idea of stealth. you lose that defense once you attack.if you want more defense then id grab maneuvers


 

Posted

noted and noted, thank you. i didn't realize maneuvers would take that IO. i figure this should be able to ticket farm with ease. thanks again!


 

Posted

First I would second the Brute suggestion. Second, Ss/fire/mu. Keeping damage bonus near 600% is doable and makes farming fast. That being said, farming gets very old very fast for me at least. Good luck.


 

Posted

There's a little something you've missed. And that's endurance usage. As your build stands now, with all your toggles running, you're using 1.67/second. Standing still, you're fine, but once you start hitting the attack chain, you're going to be gasping.

I'm a bit curious about the Force Feedback proc - is kick going to be part of your attack chain? That would be something to see, I suppose. It's got a quick recharge time, so I guess you could kick something 10 times and hope it works. I wouldn't waste the IO in it.

I also agree that breath of fire is.........well, not really suited for a tank. I understand that you expect to have mobs in front of you the whole time, but the animation is a little slow, and I think the Greater Fire sword should get more of those slots.

I see you chasing bonuses, and that's fine. If you need to save some slots - I'd frankenslot burn with 4 dam/recharges. Accuracy in burn is really only necessary when severely debuffed (who'd farm debuffers?) or when tackling foes that are +4 and higher. The fire tank does deal AoE damage very well, but you're not at the resist cap, and you need to eat a purple every 30 seconds to stay near the soft cap.

It's odd to see the taunt set in Combustion. There are no damage enhancements in that set - and I don't think the bonuses are worth that - but they could be. I'd thought about slotting a taunt set in consume myself. Consume does very little damage - but combustion, though not as nice or as fast as Fire Sword Circle - it is worthy of a damage set, in my opinion.

If you chose the taunt set specifically for the recharge - there's another taunt set that gives the same recharge with 4 slots instead of 6.


Now - most important thing - why slot 3 red fortunes? As a fire tank, your fire damage resistance is capped at 90%. And unless you're farming Crey Cryo tanks, I strongly recommend 2 Gift of the Ancients and 2 LotGs where you have the red fortunes. The end recovery bonus certainly won't hurt, and it will provide a touch more defense.

Another note on procs: Some work just by themselves. Unless I'm mistaken, the chance to hold only works if you actually hit the target. Without an accuracy check - I don't think the odds are that good. It's not anything I look at because I'd rather have a certainty of damaging, rather than a chance of another type damage, hold, whatever.

Temperature protection: I know it protects against slows - but this is supposedly going to be a farm toon. Temp protection is not going to provide any use other than as an IO set mule. I'd put the steadfast knockback and res/def in there instead - and 4 slot your shields with reactive armor.

On knockback - either go with 4 pts or go with 16 or there abouts. Again, if you're farming - what are you going to farm that's going to knock you around?

Sorry, I'm really sleepy now -so that's all I have for you.

Understand that what you've made certainly isn't bad. The suggestions I made are based on the changes I've recently made in my own fire/fire tank.

Oh, one last thing. Consider the bruising that tanks have. The 20% debuff? Because of this unstackable 10 second debuff - you may want to find some more slots for scorch.


"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese

@Ukase