Specific question for Fire Tank Build Ninjas
Hasten. No contest. Healing Flames is huge. You want it recharging as fast as possible.
On an unrelated note, where does the ninja aspect (from the thread title) come into the picture? I came in here because the thread title basically said "ninjas on fire" to me. Is that the theme?
Oh, and speaking of ninjas on fire....
Paragon City Search And Rescue
The Mentor Project
Ok, I didn't mean to be misleading with the ninja thing, I meant those who are awesome ninjas at building Fire Tankers. I see my mistake :P.
So, ok, even though the yellow bubbling hands don't go with my whole "blue-white star" theme (though they would if I could color them), I'll take them and pray for the day the devs finally either give us pool color customization or let us turn it off. Of course, that's not nearly as annoying as the fact that my PM blasts are orange fire, but that's a topic for a different forum...
More feedback would still be appreciated, just to see what the consensus is. Thanks!
I'd probably lean towards hasten as well. More dmg, Healing flames up more often. Getting within one small purple of the softcap means you can cover yourself fairly easily should you run into "heavy fire". If you're using small purples to begin with, CJ isn't going to help as much as it would just make you that much further over the soft cap. If you feel you don't have enough defense you could always grab Barrier for your destiny.
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!
Originally Posted by PapaSlade
Rangle's right....this is fun.
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Ninjas can't catch you ... if you're on fire.
"Everybody wants to change the world, but nobody wants to change themselves." -Tolstoy
Came up with a quick and dirty build, fire/energy actually sounded interesting, so I might save it for a later time. I took the Fire epic, I don't know which one you used though, but I liked the idea of Fireball for a second AoE .
I came up with 36.3% S/L and 32.5% N/E defense. 118% base Hp and 110% recharge with Hasten up, 40% without. This gives Healing flames a recharge speed of 13 seconds. This is all before any alpha slot of course. I'd like the idea of Agility for this one, more defense, recharge and enough endurance to help keep those toggles up.
This might be tough enough. I run a simliar fire/fire/pyre and it'll happily tear through most everything at x8+3, I really haven't tried anything at x8+4 other than a few specific enemies, surprising though, CoT and Malta are little trouble at that setting, Carnies though, im still eating a purple before leaping in, and of course, anything that deals Smashing or Lethal (or fire ) damage, you'll be fine at any setting.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Energy Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/EndRdx/Rchg(40), RctvArm-EndRdx(43)
Level 1: Barrage -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/EndRdx/Rchg(37), KntkC'bat-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(50)
Level 2: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Rchg(3), Dct'dW-Heal/EndRdx(3), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(23)
Level 4: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7), Mako-Acc/EndRdx/Rchg(11)
Level 6: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(7)
Level 8: Consume -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(9), EndMod-I(11)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-EndRdx(15)
Level 14: Super Jump -- Empty(A)
Level 16: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Dmg/EndRdx/Rchg(17), M'Strk-Acc/EndRdx(23)
Level 18: Burn -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(29)
Level 20: Whirling Hands -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(21), Erad-Acc/Dmg/Rchg(21), Erad-Acc/Dmg/EndRdx/Rchg(25), M'Strk-Acc/Dmg/EndRdx(27)
Level 22: Taunt -- RechRdx-I(A)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(27)
Level 28: Build Up -- RechRdx-I(A), RechRdx-I(29)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-EndRdx(31)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(33)
Level 35: Energy Transfer -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Acc/EndRdx/Rchg(37)
Level 38: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Mako-Acc/EndRdx/Rchg(40)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
Level 44: Fire Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(45), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(48), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(50)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46), Numna-Heal/EndRdx(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(43), P'Shift-End%(43)
Level 1: Brawl -- Dmg-I(A)
Level 1: Gauntlet
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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
oops, i missed pm, primal? oh well, you could still copy that basic build type
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
Thanks Kangaroo! That helped
I would drop Temp Protection.
perma jump is ---> /up 1
Later on,
Gate
@Generator
Mostly Pinnacle, with scattered alts on Liberty, Freedom, and Justice.
I had a great time playing with you!
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
Yep, only the Steadfast Proection +defense is a unique. the -kb IO is not.
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!
Originally Posted by PapaSlade
Rangle's right....this is fun.
|
It's just about a picture-perfect spot for the two Steadfast uniques. Maybe take it later, but I would be hard-pressed to skip it.
Later on, Gate |
"Everybody wants to change the world, but nobody wants to change themselves." -Tolstoy
I kept Temp Prot because
a) it does offer speed debuff resist, and
b) it is the perfect spot for the steadfast unique, and some knockback, I deliberately left SJ unslotted on the build just incase you might want another knockback proc in there (BOTZ), to bring up your knockback protection to 8 instead of 4. Of Course, Gladiators +3% would be yummie too, if you want to invest in that one
I find with 4 I do get knocked back every now and then, but its never much of an issue, If I ever get frustrated with it I'll add the second one and be done with it, but as of yet, I've seen no issue
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
Ok, I have a tanker that is FA/Nrg/PM FOR THEME (so it's ok, you don't have to warn me that Nrg sucks), and I want to mostly solo except for a pickup here and there. I want a good balance between damage and toughness, though I have to admit I hate face-planting (even with RotP) more than I mind taking a bit longer to kill stuff. I also like to set the difficulty as high as I can--+4x8 if and when possible--so I need an overall decent build.
I am agonizing over one decision. Whether to take Combat Jumping or Hasten. I am a toughness and defense junky, but Hasten is pretty impressive in what it brings to the table.
So... with CJ I have 40.6 S/L and 36.2 E/NE (none of my other defenses are in the "one small purple away" catagory) and about 22.5% global recharge.
With Hasten, I have 36.7 S/L and 32.3 E/NE (and my other defenses a bit further from "one small purple") and 15% global recharge but, well, Hasten. Faster Healing Flames, Fiery Embrace and Melt Armor (yes, I know, PM Melt Armor sucks, it's for theme and I use it--plus it will stack somewhat with the Reactive Incarnate Interface).
So, is it pretty much a wash either way--in which case I'd go with CJ because I love being tough--or will Hasten make me so much more powerful I'll be able to handle considerably more difficulty--in which case I'd take that.
Now, experts--SPEAK!