Fiery Aura Resistance Values?
I found while leveling my Fire tank, before I could start building for things like set IO defense, that just taking Tough/Weave along with Combat Jumping for the extra bit of defense made a big difference in survivability tanking for teams. I wouldn't necessarily suggest running at +4 difficulty, but frankly thats risky with any tank on PUGs (dedicated sgs/groups of friends are another matter, of course). That plus a well slotted Healing Flames and judicious use of insps meant very rarely dying.
If you are in the 30s, and have the Inf, slotting Kinetic Combats for smash/lethal defense is good. Since they cap at 35 there is no reason to wait till 50, and they will stack with Weave and Combat Jumping. Similarly, if you have the Inf, feel free to put a few LotGs into Weave and Combat Jumping, as it will help even more with Healing Flames.
Finally, if it doesn't hurt your concept and you are willing to make the effort, you can get more survivability by going redside for the Ghost Widow patron arc and get Darkest Night. The -tohit/-damage acts like more defense and resist for you AND the rest of the team, and keeps bosses and AVs aggroed on you. AVs resist the -tohit but NOT the -damage. Toggle debuffs work great when you have mezz protection, they were balanced for squishies who would lose them when mezzed.
I found while leveling my Fire tank, before I could start building for things like set IO defense, that just taking Tough/Weave along with Combat Jumping for the extra bit of defense made a big difference in survivability tanking for teams. I wouldn't necessarily suggest running at +4 difficulty, but frankly thats risky with any tank on PUGs (dedicated sgs/groups of friends are another matter, of course). That plus a well slotted Healing Flames and judicious use of insps meant very rarely dying.
If you are in the 30s, and have the Inf, slotting Kinetic Combats for smash/lethal defense is good. Since they cap at 35 there is no reason to wait till 50, and they will stack with Weave and Combat Jumping. Similarly, if you have the Inf, feel free to put a few LotGs into Weave and Combat Jumping, as it will help even more with Healing Flames. Finally, if it doesn't hurt your concept and you are willing to make the effort, you can get more survivability by going redside for the Ghost Widow patron arc and get Darkest Night. The -tohit/-damage acts like more defense and resist for you AND the rest of the team, and keeps bosses and AVs aggroed on you. AVs resist the -tohit but NOT the -damage. Toggle debuffs work great when you have mezz protection, they were balanced for squishies who would lose them when mezzed. |
If you're only looking at survivability, it's a hella good option.
I'm also looking at the new tanker-specific IO set. The +resist proc is putting up some EXTREMELY attractive resistance numbers, I must say.
It can be done, and the effect is pretty dam sweet too. I have a fire/fire/pyre tanker on exalted that is extremely quick at mob melting and tough enough to run at x8+3 no matter what enemy types it is facing (yes, even carnies). I did have quite an odd build though. I went to 35% defense to S/L/E/N . Nowadays, I find E/N more and more worth it, not only because of all the energy damage in incarnate areas, but it also boosts your ranged defense to a lesser degree, that helps a LOT with combatting psi.
Next I went cardiac, to build for all that defense and recharge, there was really no other way, but it had an added bonus. Between, Blazing Aura, Combustion, Fire Sword Circle and Fireball, I really didn't need any more aoe, and Endurance was so much less of an issue I dropped Consume in Favour of Incinerate.
Mobs melt, Bosses melt, you might not be the toughest tanker on the field, but you'll have more fun than most!
Not bad for an idea I was skeptical about for years,(building a fire armor with defense in mind) wish I had tried it sooner
oh yes, you can start getting great defense numbers much sooner than 50. Kinetic Combat and Eradication are both lower level sets that give you great numbers. I love getting in on a lower level task force and discovering that my defense is basically unmoved
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Yes you can reach 90% S/L, with a resistance Alpha, PVP +3% resistance, and Barrier. There are other options like specific IO sets, but those sacrifice building for defense.
It will get easier with the new AT-specific set, but unlike the brute version that receives +5% defense, the tanker version receives no defense at all which makes fitting it into a build significantly harder, which is ridiculous if you ask me.
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Yes you can reach 90% S/L, with a resistance Alpha, PVP +3% resistance, and Barrier. There are other options like specific IO sets, but those sacrifice building for defense.
It will get easier with the new AT-specific set, but unlike the brute version that receives +5% defense, the tanker version receives no defense at all which makes fitting it into a build significantly harder, which is ridiculous if you ask me. |
It's not all roses, but I'll find a way to fit it in anyway.
What's really hilarious is the thread in the Brute forums claiming their set isn't good enough because the proc isn't awesome. (sigh)
I dunno, I think recharge is your best bet when it comes to Fiery Aura - getting that Healing Flames up as fast as possible and Burn as fast as possible adds a ton to survivability - I forget which thread I was in but there were a few of us that chimed in and agreed on that. Tough is a requirement of course, but then I chased after recharge and regen.
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FA tanks one of my fav, i will chime in here a bit as well. Do not for get to also slot a few KB prot in your build I usually put in where im running with min of 8 max of 12, but if u can and i do not recommend it is taking accro. But to ppl who can not use IOs that is the way to go it will cost u lot of end though.
I'm actually starting to lean towards recharge. I feel I gave up a lot in the build to get the defense to 32.5% S/L/E/N. So then I tried M/R. That wasn't any better because it needed more slots. Honestly if I get Healing Flames to be a 50%+ heal that I can click pretty much any time I want to then I don't see myself really needing all that much defense. The resistance will allow me to survive most hits, especially if I get the +HP accolades. Of course, I see nothing wrong with taking and running Combat Jumping and Weave. Darkest Night would be great, but the concept requires Arctic Mastery. I will probably take and use Shiver, as I imagine the -Rech will help against those enemies that survive the high speed Burn spam due to the 5 target limit.
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Yep, that's how I see it.
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U said u wanted to go with FA/Ice? i have my healing flames recharge pretty fast and i have my s/l def at 39.8, EN/Neg def at 22.3 on my build, then again i went with the vill side one and did get darkest night.
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Black Valkerie: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Ice 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/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(5), S'fstPrt-ResDam/Def+(29), S'fstPrt-ResKB(31)
Level 1: Frozen Fists -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 2: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(11), Oblit-Acc/Dmg/EndRdx/Rchg(11), Oblit-%Dam(13)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(17)
Level 6: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(17), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
Level 8: Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23)
Level 10: Consume -- P'Shift-EndMod(A), P'Shift-Acc/Rchg(23), P'Shift-EndMod/Acc(25), P'Shift-EndMod/Rchg(25)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(29)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel(31)
Level 16: Taunt -- Zinger-Taunt(A), Zinger-Taunt/Rchg(31), Zinger-Taunt/Rchg/Rng(33), Zinger-Acc/Rchg(33), Zinger-Taunt/Rng(33), Zinger-Dam%(34)
Level 18: Burn -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(34)
Level 20: Boxing -- Amaze-EndRdx/Stun(A), Amaze-Acc/Rchg(34)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def(37), LkGmblr-Def/Rchg(37)
Level 26: Fiery Embrace -- RechRdx-I(A)
Level 28: Freezing Touch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 30: Ice Patch -- RechRdx-I(A)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 35: Greater Ice Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 38: Frozen Aura -- Erad-Dmg(A), Erad-Acc/Rchg(42), Erad-Dmg/Rchg(42), Erad-Acc/Dmg/Rchg(43)
Level 41: Gloom -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(43), Dev'n-Dmg/Rchg(43), Dev'n-Acc/Dmg/Rchg(45)
Level 44: Darkest Night -- DisWord-ToHitDeb(A), DisWord-ToHitDeb/Rchg(45), DisWord-ToHitDeb/Rchg/EndRdx(45)
Level 47: Dark Obliteration -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48)
Level 49: Soul Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(50), Posi-Dmg/Rchg(50), Posi-Dmg/Rng(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(46), EndMod-I(46)
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Is it possible to cap S/L resistance on a Fire Tanker? I imagine it is with the Alpha slot, but what about pre-Alpha?
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However the Tanker ATO proc will get you there regularly enough that I would go Cardiac instead of Resilient and would most likely not bother with the Shield Wall unique.
Fire Shield, Tough, T4 Cardiac Core & Barrier alone will get you to 81.9% (assumes 4 piece Reactive Armors in those toggles).
Originally Posted by Auroxis
It will get easier with the new AT-specific set, but unlike the brute version that receives +5% defense, the tanker version receives no defense at all which makes fitting it into a build significantly harder, which is ridiculous if you ask me.
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I'm not sure why they didn't give the Tanker set the same DEF bonus as the Scrapper & Brute sets, although the Tanker proc looks to have some great potential, especially for a power-set like FA.
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Also, 'balance.' We get no defense, instead we get resistance. If the values stay where they are... I'LL TAKE IT.
It's about damn time.
I've been leveling up a Fire tank the past couple days, and he's nearing the level where I usually start slotting IOs. I'm not sure about his build yet though, because I'm not really sure what to build for. The usual goal of S/L/E/N defense goes without saying, but I don't want to sacrifice too much in enhancement values to get it. Is it possible to cap S/L resistance on a Fire Tanker? I imagine it is with the Alpha slot, but what about pre-Alpha? The secondary is Ice Melee, and I'm planning on going Earth Mastery. It's a concept character based on controlling all four classical elements. Air will be covered by his ability to fly and Ion Judgement. Anyway, I'm just looking for some thoughts on how high the resistance numbers can go and how I might get there. The more types I have capped resistance to, the happier I'll be. I'm only going to be getting around 32.5% defense, so I'm looking to have as much resistance mitigation as I can.
@Rorn ---- Blue Baron ---- Guardian