Making Firey Aura Sturdy: What do I do?


Auroxis

 

Posted

So I finally got fed up with my Fire Tanker. I dragged him unceremoniously out of retirement some weeks ago, and had fun, but found too many situations on the team I was running where Healing Flames was not coming back fast enough to staunch the gallons of blood gushing from the myriad wounds visited upon me by my foes.

Aggro? I'm Fire/Stone Melee/Energy Mastery, between adequate AOE, 2 freight-train single target attacks, and taunt, I get that aggro. But I find myself buckling under all but the firey-est and physical-est of assaults. This character is old as the hills. Before I took IO's seriously. Tough? I've got it. Steadfast Protection global -KB's and Karma -KB's are about the only nod to the invention system the build has, aside from the absolutely glorious slotting of 3 IO Acc/Rech + 3 HO Dam/Mez in Seismic Smash. I'm gonna miss that. I think my defense is sitting at a whopping "Combat-Jumping And-A-Half".

I'm tired of crumpling. I don't mind using Rise of the Phoenix. I don't even mind folks using me to get their Venge on. But those powers don't recharge fast enough. So I'm at an impasse. I want to shore up where I can shore up. But I'm not even sure of the "method" I should be employing.

I'm not gonna ask for a build, nor am I gonna show you mine. Suffice to say that my first draft got me to 24+ to all 3 positions, with Darkest Night on back up. My estimates say this should triple my survivability against enemies I'm imortal to anyway, and probably about double it versus +4's. Not so bad right? And I won't be a debuff punching bag.

But this came at the cost of about 33% of my offensive prowess. Seismic-Heavy-Fist is not an attack chain. Unnacceptable I say. Maybe I'm asking for the moon, I don't know. I do know that if I'm gonna be happy with this build I need to be more slot efficient so I can keep stone mallet and keep cracking heads proper, right? My instincts say that I must be doing SOMETHING horrifically wrong, to have come out that poorly. Chasing Positionals isn't the answer, or at least, not an acceptable answer. But what is?

Chasing typed defenses? Chasing +Regen and +HP? Chasing the one Smash/Lethal resist bonus in the game? Chasing my tail? Hiding behind walls? I'm pretty new at this IO'ing business. Bulking up my Shield/SS tanker was fun and easy compared to the headaches this is giving me. I know that I won't be turning this character into a Stone Tanker. I know what Firey Aura is, and have since I6 when I lost my Hardcapped physical resists to ED. But I wanna do the best I can.

So I come to you, the tanker forum. Not for a build. That's asking too much. But for a methodology perhaps? I think the way I'm looking at this is wrong. That some core misunderstanding in my head is preventing me from doing this as well as I can. Maybe the core misunderstanding is that "You can't make Fire Armor generally tanky while maintaining a rocking offense". I dunno. Maybe you do know. I'm interested to hear. I'm hoping the prognosis is more optimistic than that. I call myself a hopeless optimist, but prefer that the emphasis be on the "optimist" rather than the "hopeless".

In summary: What should my goals be? My tools? All the defenses? Just some of them? HP or Regen any kind of priority? What do you old pros with your purples and your pvples and your rares and your uniques aim at, and what guns do you use to hit it?

Thank you so much for your time. I know this is kind of a nonspecific question, but I think that if I ask for this, instead of asking for a build, I'll do a better job in the future of building other "resist based characters who don't cap anything". I want to teach a man to fish, where I'm the man, and I'm also the fish. I could apply the lessons learned here to some kind of defender build, unholy abomination though that may be. Peace out and peace on.


Mission Arc: Metatronic Mayhem (Id 1750): A tale of robots gone wrong, rogue robots gone right, and madmen gone every which way but loose.

 

Posted

Quote:
Originally Posted by Teeto_K View Post
In summary: What should my goals be? My tools? All the defenses? Just some of them? HP or Regen any kind of priority?
With all of my fiery aura toons, and I have a few in the stable, I prioritize my builds in this order:

1.) Softcapped s/l defense
2.) Healthy recharge
3.) +HP.

Rocking a softcapped s/l defense fiery aura tank will change your life. Seriously. Reducing the amount of attacks coming in is good firstly, because you won't need to constantly depend on your healing flames to be up to save you. Fiery aura still has "ok" dmg resists, so you get the best of it all when you have decent resists, softcapped s/l defense, and arguably the best damage dealing primary available to tanks. Yes, shield defense is awesome sauce too, but we are just talking about FA/ here.

Building for good recharge next allows you to have healing flames available as quickly as you need it, but not at the expense of building for defense. Honestly, unless you are tanking Recluse in STF or Freedom Phalanx in LRSF, you won't find yourself in too many positions where the hits are coming in too often and you are in hot water. So definitely build for recharge second.

Thirdly, any kind of +HP bonuses are helpful because they should allow your healing flames to be more effective as well as just allowing you to take more hits before you meet your end.


Words to the wise aren't necessary- it's the stupid ones that need them.

"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
- Vitality

 

Posted

1. Get Barrier.

2. Get Cardiac/Resilient.

3. Get S/L/E/N defense to at least 40%(T4 Barrier can put you at the softcap all the time). Alternatively, get Positionals to at least 27.5% for a softcap with barrier+a purple insp.

4. Get Darkest Night(the debuffs put you at the incarnate softcap together with Barrier).

5. Get Recharge(Healing Flames woo)

6. Get +HP (don't forget the accolades)

7. Get the PVP +Res IO.

8. Get the survivability accolade powers (Eye of the Magus, Elusive Mind)

9. Get the following temporary powers: Kinetic Dampener(from market), Wedding Band(from stephanie peebles arc in ouro), Arachnos Power Shield(if you're a villain/feel like being a villain for a bit/just going villain for soul mastery).

10. Get the following Day Job powers: Combat Shield(Arena+Recluse's victory), Cimeroran Citizen(Cimerora)

11. Get the following SG base temporary powers: +Resists, +Recharge, -Recovery resistance

12. Importantly, manage your insps to make sure you have oranges/purples/greens at hand.

13. Most importantly, don't forget you have all those temp powers/insps/accolade powers when the s**t hits the fan.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

I'm going to vouch for going Defense bonuses. You don't have to get the S/L soft-cap, but it will make you insanely sturdy. Getting 32.5% Defense to S/L will be sufficient enough. You'll notice an increase in survival just with that. And it's one small purple away from being the soft-cap.

Pick up Weave and CJ, slot all your resist toggles with 4 Reactive Armors, get taunt 4-slotted with Mocking Beratement, and if you can afford it, 4-slot Kinetic Combats as much as you can. If you can't afford those, Smashing Haymakers will have to do. That plus your 3% def IO will get you off to a good start. Find IO sets that give S/L def first (not Melee), or you'll waste slots.

Then, once you've got to the respectable amount of defense you want, grab recharge bonuses. 6-slotting Mocking Beratement in taunt only costs 2 more slots and gives a good recharge bonus. The faster you have Healing Flames up, the better.

Grab the accolades. Atlas, Phalanx, Portal Jockey and Task Force. 20% HP bonus is huge on a tank. It's effectively like adding more resist on top of your character.

Lastly, and this is important, don't sacrifice enhancement bonus just for set bonuses. There's no point becoming more durable if you're under-slotting damage, accuracy and endurance on your attacks and toggles.

Oh, and post your build when you come up with one. That's the best way to find out what improvements you might have missed.


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

One bit of clarification that I hadn't noticed anyone else mentioning, where you get certain set bonuses. Personally I prefer, on resistance based characters, to focus on typed defense bonuses. The reasoning behind this stems from a few things. Most of your "best" typed defensive bonuses show up with the 3 or 4th slot. (there might be a few that show at 5 slots that I'm not thinking of at the moment) Where as most of the "best" positional defensive bonuses show up with the 5-6th slot. (yes there are some exceptions to this.) So I find it easier to manage the slots on a build if I focus on typed vs. positional.


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!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
One bit of clarification that I hadn't noticed anyone else mentioning, where you get certain set bonuses. Personally I prefer, on resistance based characters, to focus on typed defense bonuses. The reasoning behind this stems from a few things. Most of your "best" typed defensive bonuses show up with the 3 or 4th slot. (there might be a few that show at 5 slots that I'm not thinking of at the moment) Where as most of the "best" positional defensive bonuses show up with the 5-6th slot. (yes there are some exceptions to this.) So I find it easier to manage the slots on a build if I focus on typed vs. positional.
Quote:
Originally Posted by Rylas View Post
Find IO sets that give S/L def first (not Melee), or you'll waste slots.
What am I? Chopped liver!?


@Rylas

Kill 'em all. Let XP sort 'em out.

 

Posted

Chopped Liver? No. I was thinking more along the lines of Pâté, but that's besides the point.

You did mention it, without going into detail. I was just trying to clarify those details.


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!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

Quote:
Originally Posted by magikwand View Post

Rocking a softcapped s/l defense fiery aura tank will change your life. Seriously.
Agreed. This is the biggest thing. When I IO'd my fire/SS and took him from SO's to 32% defense (1 luck away from softcap), I was suddenly able to do +4 content with the same effort I used to be able to do +0 content.

+rech and HP is nice, but nothing will make such a noticeable difference as adding a good amount of defense. The key to survival in this game is layering different things (def, res, healing, and regen). With all the res and healing you have, adding the defense on top of it.....well, I'd say it doubles your survivability at the very least.


 

Posted

I agree, getting to about 40% smash/lethal defense on my Fire tank made a huge difference in his survivability, especially because by the time you do that you also have a bunch of little bonuses for Regen, Hit Points, End, and so on. I've tanked an ITF and even without any defense debuff resistance I only needed to hit Healing Flames maybe a dozen times. Thats actually a place where the high AoE damage of a Fire tank helps a lot, because when minions and lts drop quickly, they don't get to stack much -defense.

Don't neglect Auroxis's suggestions on things like temp powers and accolades, though. With a good IO build, a fire tank can handle everything a stone tank can for 95% of CoH content. Its that last 5% of content that the difference comes in, and running the day job defense toggle, or Stephanie ring, etc. can let you handle the last 5%. And the accolades don't get disabled in any content.

Its amazing how many people will spend billions on getting IO bonuses worth a few percent, but never bother to spend an hour running around collecting badges and maybe Oro a mission or two for a permanent, all levels, +10-20% hit points or End. . .


 

Posted

While most of this advice is solid, I'm gonna disagree a bit with this:

Quote:
Originally Posted by Scientist View Post
With a good IO build, a fire tank can handle everything a stone tank can for 95% of CoH content.
I get the sentiment. But as a longtime player of Fire and Stone tankers, I think "95%" is a stretch. "Most of the content," sure.

I personally found 32.5% to s/l/e/n works very, very well for my purposes, without needing to stretch toward 45%. I seldom need to hit that purple insp unless I'm facing debuffs or a large level difference.

I would like to suggest another source of mitigation available to you -- your secondary. I've got a very survivable Fire Tanker who uses /Fire for damage. By contrast, /Stone offers excellent mitigation and should be MUCH tougher. I recommend slotting up Fault all the way. Frankenslot for stun duration and recharge (and some accuracy of course).

It's feasible to get it so it recharges faster then the stun duration wears off. Aside from the excellent knockdown, maintaining that stun will completely shut off damage from all minions and 50% of LTs (possible more than 50% one you get to stacking it). You can also shove a lovely Force Feedback +recharge proc in there.

Mid-range or better defense vs s/l/e/n damage types, decent recharge, and consistent application of Fault ought to make you monstrously harder to kill.

Don't forget to frankenslot Healing flames to get recharge and heal values to the ED cap -- you can do it with level 30+ healing sets, using doubles and triples, or 5 level 50 Doctored Wounds (alllllmost the ED caps but a little global recharge too).


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Just echoing a few of the others, get that S/L defense up, I prefer getting S/L/E/N to 35% and i've never regretted it. I have several fire/fire/pyre scrappers and tankers like this and they are quickly overtaking my others as the ones I prefer to run, the one exception might be my plant/storm controller, but I digress.

Get your defense up, and watch just how sturdy fire armor can be!


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

Here is a question I have to ask the OP do u have the fighting pool? If not get it it will help u out immensely second the OP might not be VIP considering some ppl mentioning him to get certain types of incarnates. I have a lvl 50 tank that I have tanked on a MoLRSF with no problem tanked on HAMI as HAMI bait, and tanked on STF with. Also get your KB prot up to at least 8 if not 12. But like mentioned before get your S/L close to SC and increase your recharge.


 

Posted

i have 3 fire tank builds...yes im over the top but hes my main since day 1!

i have a resistance build for soloing..currently at 87% resistance

my 2nd is a team build ..hes soft capped in s/l

my 3rd is a hami build..build to taunt 2 mitos .because when your taunting 2 mitos and the kb stacks. you need like 18 kb protection...so since i tend to do it alot. i went this way..lol

i cover all bases this way.


 

Posted

I've got a Fire/Fire tank, Fire/Ice tank, and Axe/Fire brute, and I've tried different strategies for each one of them. But the only strategy that ultimately worked to my satisfaction was to get S/L defense as close to 45% as I could.

It won't let you solo everything all the time, but it will let you solo a whole lot of stuff. As others mentioned, getting T3 or T4 Barrier will let you take any kind of abuse for a brief period every two minutes.


 

Posted

Quote:
Originally Posted by Severe View Post
i have a resistance build for soloing..currently at 87% resistance.
I wouldn't have thought this possible. Well for s/l resistance anywho.


Words to the wise aren't necessary- it's the stupid ones that need them.

"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
- Vitality

 

Posted

RE: Typed Defense as a goal
I'm gonna follow up post. First off, the resounding chorus of "Chase Typed Defenses, not Positionals" is heartening. It's good to know that I was barking up the wrong tree, and it was ruining my build. I mean, I hadn't even specced into it, I'm still using my SO based "Team Tanking" build, because I just couldn't bring myself to make those sacrifices.

RE: The Fighting Pool, Fault, and Healing Flames

Yep, been using it since forever. It used to get me the Resist cap. It still closes almost half the distance to it.

Fault is a corner stone power. In fact, to heck with frankenslotting, for my dollar there's almost no slotting I'd rather run than 3 Endoplasms and 3 Recharge. In a tenative build I have it slotted with Razzle Dazzle, but I'm thinking of reeling it in and going with the HO based slotting just because of how KEY this power is. Or perhaps something fancier, like 2 Endoplasms, 2 Acc/Stun/Rech, 1 IO Rech, and a Force Feedback proc.

Healing Flames I won't be using to chase set bonuses. The 2 slots I save by Frankenslotting it with 4 IO Heal/Rech enhancers are worth more in other powers.

RE: Post a build anyway

After mulling over the insights you've all provided, I think I feel safe posting something up. Bear in mind, it's a first draft of sorts, and I'm really trying to balance my offense and defense. I don't know if I'm ready to spend 70 empyrians or 2 - 3 billion on 3% more defense, or even which slot I'd relocate to manage it. In any case, here I am.

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Zim The Igneous (Tanking): Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Stone 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(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResKB(50)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), B'Snap-Acc/Rchg(9)
Level 2: Blazing Aura -- Erad-Acc/Rchg(A), Erad-Dmg(9), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(11), Sciroc-Acc/Dmg/EndRdx(13)
Level 4: Stone Mallet -- KntkC'bat-Acc/Dmg(A), F'dSmite-Acc/EndRdx/Rchg(15), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), B'Snap-Acc/Rchg(19)
Level 6: Super Jump -- Zephyr-ResKB(A)
Level 8: Healing Flames -- Mrcl-Heal/Rchg(A), Dct'dW-Heal/Rchg(21), Numna-Heal/Rchg(21), H'zdH-Heal/Rchg(23)
Level 10: Consume -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(23), P'Shift-Acc/Rchg(25), Efficacy-EndMod/Acc/Rchg(25)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam(29)
Level 14: Taunt -- Taunt-I(A)
Level 16: Boxing -- Acc-I(A)
Level 18: Burn -- Erad-Dmg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), C'ngBlow-Acc/Rchg(31)
Level 20: Fault -- HO:Endo(A), HO:Endo(33), Rope-Acc/Stun/Rchg(33), Stpfy-Acc/Stun/Rchg(33), RechRdx-I(34), FrcFbk-Rechg%(34)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam/Rchg(36), RctvArm-ResDam(36)
Level 24: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), B'Snap-Acc/Rchg(37), F'dSmite-Acc/EndRdx/Rchg(39)
Level 26: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Rchg+(39)
Level 28: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(40), LkGmblr-Rchg+(40)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 32: Rise of the Phoenix -- RechRdx-I(A)
Level 35: Tremor -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(42), Erad-Dmg(42), Erad-Dmg/Rchg(42), C'ngBlow-Acc/Rchg(43), FrcFbk-Rechg%(43)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), B'Snap-Acc/Rchg(45), F'dSmite-Acc/EndRdx/Rchg(46)
Level 41: Soul Tentacles -- Acc-I(A)
Level 44: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(46), DarkWD-ToHitdeb/Rchg/EndRdx(46)
Level 47: Dark Obliteration -- Det'tn-Acc/Dmg(A), RechRdx-I(48), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/Rng(48), Det'tn-Acc/Dmg/EndRdx(50), Det'tn-Dmg/EndRdx/Rng(50)
Level 49: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 50: Cardiac Partial Radial Revamp
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(13), EndMod-I(15)
------------
Set Bonus Totals:

  • 21.75% Defense(Smashing)
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • 21.75% Defense(Lethal)
  • 16.13% Defense(Energy)
  • 16.13% Defense(Negative)
  • 15% Enhancement(RechargeTime)
  • 330.3 HP (17.63%) HitPoints
  • 3.94% Defense(Fire)
  • 3.94% Defense(Cold)
  • 3% Defense(Psionic)
  • 12.38% Defense(Melee)
  • 9.56% Defense(Ranged)
  • 4.88% Defense(AoE)
  • 5.4% Max End
  • 5% FlySpeed
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Immobilize) 14.3%
  • MezResist(Sleep) 1.65%
  • 2.5% (0.04 End/sec) Recovery
  • 20% (1.56 HP/sec) Regeneration
  • 1.88% Resistance(Energy)
  • 5% RunSpeed
  • 1% XPDebtProtection

Comments: This gets me 33.3% Smash/Lethal defense, 27.7% Energy/Negative, with the less signifigant 23.9% melee and 21.1% ranged shoring up against other types. I'm not sure where I'd get another 5% energy defense, without either hamstringing something critical or overslotting something I don't feel that strongly about. This build probably reeks of "Grew up slotting SO's", but there you have it. Truthfully, I'm not even entirely comfortable with how low the +Damage numbers on my attacks have gotten, I'm so used to budging nose-up against that ED curve that seeing anything less than "95" there makes my skin kinda crawl.

Again, thank you all, for your time and insights. "You're doing it wrong" carries a certain amount of comfort, and "Here's how you do it right" has been eye opening.


Mission Arc: Metatronic Mayhem (Id 1750): A tale of robots gone wrong, rogue robots gone right, and madmen gone every which way but loose.

 

Posted

I don't have time tonight to really go over your build, but here's a few tweaks I'd probably start off with that lean towards my personal preferences. Also, as much as I like Fault as a power, I doubt I would leave it 6 slotted like you have. I'd steal at least one slot and 6 slot burn with Obliteration. Steal another and drop the Numina's unique in health. And one more for Weave to get the 4th LotG in there for the +acc bonus.

Anywhosit. Tweaks for you:


Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Zim The Igneous (Tanking): Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Stone 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(3), RctvArm-ResDam/EndRdx/Rchg(5), S'fstPrt-ResKB(50)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(9)
Level 2: Blazing Aura -- Sciroc-Dmg/EndRdx(A), Erad-Dmg(9), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(11), Sciroc-Acc/Dmg/EndRdx(13)
Level 4: Stone Mallet -- KntkC'bat-Acc/Dmg(A), F'dSmite-Acc/EndRdx/Rchg(15), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(19)
Level 6: Super Jump -- Zephyr-ResKB(A)
Level 8: Healing Flames -- Mrcl-Heal/Rchg(A), Dct'dW-Heal/Rchg(21), Numna-Heal/Rchg(21), H'zdH-Heal/Rchg(23)
Level 10: Consume -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(23), P'Shift-Acc/Rchg(25), Efficacy-EndMod/Acc/Rchg(25)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam/Rchg(27), RctvArm-ResDam(29)
Level 14: Taunt -- Taunt-I(A)
Level 16: Boxing -- Acc-I(A)
Level 18: Burn -- Oblit-Acc/Dmg/Rchg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(31), Oblit-Dmg/Rchg(31)
Level 20: Fault -- HO:Endo(A), HO:Endo(33), Rope-Acc/Stun/Rchg(33), Stpfy-Acc/Stun/Rchg(33), RechRdx-I(34), FrcFbk-Rechg%(34)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam/Rchg(36), RctvArm-ResDam(36)
Level 24: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(37), F'dSmite-Acc/EndRdx/Rchg(39)
Level 26: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(39), LkGmblr-Rchg+(39)
Level 28: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(40), Ksmt-ToHit+(40)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 32: Rise of the Phoenix -- RechRdx-I(A)
Level 35: Tremor -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(42), Erad-Dmg(42), Erad-Dmg/Rchg(42), C'ngBlow-Acc/Rchg(43), FrcFbk-Rechg%(43)
Level 38: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), B'Snap-Acc/Rchg(45), F'dSmite-Acc/EndRdx/Rchg(46)
Level 41: Soul Tentacles -- Acc-I(A)
Level 44: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(46), DarkWD-ToHitdeb/Rchg/EndRdx(46)
Level 47: Dark Obliteration -- Det'tn-Acc/Dmg(A), RechRdx-I(48), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/Rng(48), Det'tn-Acc/Dmg/EndRdx(50), Det'tn-Dmg/EndRdx/Rng(50)
Level 49: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 50: Cardiac Partial Radial Revamp
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-End%(A), EndMod-I(13), EndMod-I(15)



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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!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

The force feed back as a percentage chance of recharge if they hit. Also why did u skip FE and or BU? Also u really do not need Temp protection since if u look at it with out it your already have HC to fire dam res with out it unless u have there for your unique which in this case if you exemplar down you wont get that bonus.


 

Posted

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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.

 

Posted

Quote:
Originally Posted by magikwand View Post
I wouldn't have thought this possible. Well for s/l resistance anywho.
quite possible however very exspensive...however my goal to cap it with the a.i.o's only gets it like 2 % more so on test atm im at like 89.70..close enough really.i could get over it..but not willing to get rid of my purple set in gfs.


 

Posted

Not even considering IOs:

Fire/Ice/Soul. Ice Patch + Darkest Night are amazing and can mitigate most damage on their own. This is even truer with your lovely Healing Flames kicking in to mitigate the chip damage that goes through.

With IOs: x5 Kinetic Combat goes a LOOOOONG way buddy.

Oh, your Fire/Stone/Energy.

Ruin my day will ya! Reroll /Ice! It needs love!


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

Quote:
Originally Posted by Severe View Post
quite possible however very exspensive...however my goal to cap it with the a.i.o's only gets it like 2 % more so on test atm im at like 89.70..close enough really.i could get over it..but not willing to get rid of my purple set in gfs.
Im still trying to figure out how u have 3 builds on 1 toon when u can only have 2 builds. I have 1 build for my FA/Fire tank and i can do all the stuff the game has to offer with little or no difficulty including being HAMI bait. I would like to see this build u have that has the s/l res close to hard cap.


 

Posted

Quote:
Originally Posted by LSK View Post
Im still trying to figure out how u have 3 builds on 1 toon when u can only have 2 builds. I have 1 build for my FA/Fire tank and i can do all the stuff the game has to offer with little or no difficulty including being HAMI bait. I would like to see this build u have that has the s/l res close to hard cap.
lol..wut?


 

Posted

i appreciate your info onto this. I did not know there was a 2rd build you can get. I blame rangle