Fiery Aura Survivability Benchmarks


DreadShinobi

 

Posted

I feel like most of the time when I check out FA builds, they're tailored towards farming, and as a result mostly build for F/C defense. If I wanted to build a /FA toon for standard play (solo missions, TFs, iTrials, etc.) what should I build for defensively? I mean, with Shields its easy, 45 M/R/AoE and then whatever you can squeeze in of HP/Regen/Resists. With WP, shoot for 700+ regen, and then all the rest goes to Defense, either S/L/E/N or E/N/F/C depending on who you ask.

I figure a standard Fiery Aura toon has around 50% S/L res (Tough), around 35% E/N res, 75 or 90% Fire res (scrap vs. Brute) and around 15-20% Cold Res. So my questions are these:

Should I build solely for S/L defense?
If so do I need 45, or is 32.5 plenty?
Should I try to get E/N as well?
If so, how much?
What about psy? Seems like it would be an issue

Remember, this is for a NON-Farming, standard play build.


 

Posted

I haven't played with high end Fiery Aura builds, so I don't know the kinds of numbers that are achievable. But hopefully I can answer in general. I don't think I would build soley for smashing/lethal defense. I'd want 45%, but 32.5% is probably plenty if you aren't splitting off from the group in iTrials and don't mind taking small purples when the going gets tough. So probably in practice, for most people, I'd think hit 32.5% smashing lethal, then focus on energy/negative. I don't know how much you could get, though. Psionic defense is a bit difficult, though there are a few large bonuses to be had. I'm not sure I'd focus on it, though. I think I'd want high recharge for Healing Flames.

If someone with more relevant experience wants to tell me I'm wrong, that's fine too. I don't mind learning something.


"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks

 

Posted

Quote:
Originally Posted by Motley_Cruel View Post
I feel like most of the time when I check out FA builds, they're tailored towards farming, and as a result mostly build for F/C defense. If I wanted to build a /FA toon for standard play (solo missions, TFs, iTrials, etc.) what should I build for defensively? I mean, with Shields its easy, 45 M/R/AoE and then whatever you can squeeze in of HP/Regen/Resists. With WP, shoot for 700+ regen, and then all the rest goes to Defense, either S/L/E/N or E/N/F/C depending on who you ask.

I figure a standard Fiery Aura toon has around 50% S/L res (Tough), around 35% E/N res, 75 or 90% Fire res (scrap vs. Brute) and around 15-20% Cold Res. So my questions are these:

Should I build solely for S/L defense?
If so do I need 45, or is 32.5 plenty?
Should I try to get E/N as well?
If so, how much?
What about psy? Seems like it would be an issue

Remember, this is for a NON-Farming, standard play build.
It's nigh-impossible on a scrapper. I've tried for years to make my claws/fire into something that has some survivability. I finally settled on a hybrid, just enough defense to keep me alive until healing flames recharges, with stunning damage to makes things dead faster than they can kill me off.

It...sorta works.

Fire scrappers are just too delicate for my ham-fisted playstyle.

No, fire/fire TANKS? Ohhh, yeah, that's the hot ticket. On mine I shoot for 44-46 percent S/L, enough of other things to notice, and then just blaze my way through with the occasional purple. Incredibly fun.


Anyway, here's the last build I came up with for my fire scrapper, maybe it can give you some ideas:


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

Click this DataLink to open the build!

Black_Jack_Tanner_i19_2: Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Strike -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg(5), T'Death-Dmg/EndRdx(15), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/Rchg(40)
Level 1: Fire Shield -- RctvArm-ResDam(A), S'fstPrt-ResDam/Def+(17), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(42)
Level 2: Slash -- Hectmb-Dam%(A), Hectmb-Dmg/EndRdx(3), Hectmb-Dmg/Rchg(5), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Acc/Rchg(39), Achilles-ResDeb%(40)
Level 4: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal(17), Dct'dW-EndRdx/Rchg(23), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(42)
Level 6: Spin -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(7), Oblit-Dmg(7), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(45)
Level 8: Follow Up -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(9), T'Death-Acc/Dmg(11), T'Death-Dmg/EndRdx(13), T'Death-Dmg/Rchg(15), T'Death-Acc/Dmg/EndRdx(40)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(46)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 14: Boxing -- Empty(A)
Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam/Rchg(46)
Level 18: Focus -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(19), Decim-Dmg/Rchg(19), Decim-Dmg/EndRdx(21), Decim-Acc/Dmg(21), Dev'n-Acc/Dmg/EndRdx/Rchg(46)
Level 20: Super Jump -- Zephyr-ResKB(A)
Level 22: Consume -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(23), Efficacy-EndMod/Rchg(43)
Level 24: Plasma Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/EndRdx/Rchg(36)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(36)
Level 28: Burn -- Erad-%Dam(A), Armgdn-Dam%(29), Armgdn-Dmg/EndRdx(29), Armgdn-Dmg/Rchg(31), Armgdn-Acc/Dmg/Rchg(31), Armgdn-Acc/Rchg(34)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def/EndRdx(43)
Level 32: Blazing Aura -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(33), M'Strk-Acc/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Dmg/EndRdx(34), M'Strk-Acc/Dmg(34)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
Level 38: Temperature Protection -- GA-3defTpProc(A)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- RgnTis-Regen+(A), P'Shift-End%(45), P'Shift-EndMod(45)
Level 47: Confront -- Mocking-Rchg(A), Mocking-Taunt/Rng(48), Mocking-Taunt(48), Mocking-Taunt/Rchg(50), Mocking-Taunt/Rchg/Rng(50), Mocking-Acc/Rchg(50)
Level 49: Rise of the Phoenix -- HO:Perox(A)
Level 50: Spiritual Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Reactive Total Radial Conversion
------------
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Sprint -- ULeap-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), Mrcl-Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(48)



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Posted

Quote:
Originally Posted by Motley_Cruel
I figure a standard Fiery Aura toon has around 50% S/L res (Tough), around 35% E/N res, 75 or 90% Fire res (scrap vs. Brute) and around 15-20% Cold Res.
This is almost exactly the Res values I have for my 50 Fire/Fire Scrapper, so you've got that assessment correct. As a /Fire you are by no means nearly as hardy when it comes to soaking damage from toggles as other secondary sets, but...

Quote:
Originally Posted by Werner
I think I'd want high recharge for Healing Flames.
Yes. Yes. And more yes. You want Healing Flames to be up as often as possible, and to provide as large a heal as possible. Healing Flames is the bread and butter in /Fire, as it provides a massive heal (which more than makes up for the lower Resistance scores), and can be stacked easily for Toxic Res.

Psi Resistance can be a problem, but with a few select IOs (Impervium Armor:Psi Resists and Psi Resist set bonuses like in Crushing Impact) you can build up a small bunker of Psi Resistance to help blunt the damage (I've got around 15% on my Scrapper, thanks to the aforementioned sets).

However, Psi Resistance isn't as big of a hole in /Fire as Status Protection and Status Resistance can be. Healing Flames is pretty much key to this set, and anything that keeps you from using that while mobs beat on you is a bad thing.

I slotted quite a few Knockback Protection IOs into my build, and took Weave for the Immob. Protection (and as a LoTG:+Rech mule). Just as well, a few select slots and sets used to build up Mezz Resistance (Titanium Coating set bonuses and Impervious Skin: Status Resistance for armors and Crushing Impact again for attacks) can really help knock down the time you spend mezzed as a /Fire. This is really noticable in large missions and TFs, especially at the higher levels when mobs can easily stack mezzes.

Something that I found to be really helpful for /Fire oddly enough is slotting for +Regen. On average, I've got around 20 hp/sec. coming in from Health, unique IOs, and other set bonuses. Combine that with the huge heal from Healing Flames (just under 50% of my HP bar up around every 16 seconds) and the fact that /Fire takes more damage than most sets doesn't seem nearly as hard to counter as it might look initially.

As far as slotting for Defense goes, I've never done a build like that myself (as I mentioned above, I focused on Regen and filling the Status holes that /Fire has) but I would assume that if you did make a build for Defense, you could get away with less slotting for Healing Flames and on the Status Effects (given that you won't be hit as often). Just going with the 30-35% Def. range (if you couldn't reach 45%), provided you were willing to carry a few purples with you, would probably work fine, though I'd attempt to get the Def. values as close to softcapped as possible (fully slotting Weave and probably Stealth, taking Combat Jumping and Maneuvers, and using a lot of +Def set bonus sets like Kinetic Combat and Touch of Death).

Hope this has helped some!

- El D


Global - @El D

Servers - Protector

 

Posted

(for some reason reply with quote isnt working for me right now)

Mauk -

Quote:
It's nigh-impossible on a scrapper. I've tried for years to make my claws/fire into something that has some survivability. I finally settled on a hybrid, just enough defense to keep me alive until healing flames recharges, with stunning damage to makes things dead faster than they can kill me off.

It...sorta works.

Fire scrappers are just too delicate for my ham-fisted playstyle.
My Fire/Fire Scrapper (before it was deleted) had 45% S/L defense with enough recharge to run the highest dps fire melee attack chain (incin>gfs>cremate) gapless, and it was beastly survivable, the only problem was unlike brute FA, scrapper FA doesn't have a taunt aura, which effectively ruins the toon.

Edit OP: 45% S/L defense is best if you have the inf to make it work, 40% S/L defense can work if u plan on using T4 Barrier, or you can use 32.5% S/L defense and bring purples and/or use Barrier.