Burn these days?
Burn isn't as good as it once was, nor is it as dreadful as some thought it recently was.
Now it's a small AoE (8ft.radius) that hits up to 5 targets, max. Does most of it's damage up front, with some DoT. DoT is location based on where the burn patch was laid. It still provides Immobilization protection. Still does nice damage though.
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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The Afraid response has been removed, but the Scrapper version still sends enemies running just due to the damage.
For Brutes and Tankers, this doesnt happen because, I believe, the Taunt component in Blazing Aura is enough to make them stick in the fire patch.
Burn's an impressive PBAoE attack, frankly. For a power that's marketed as something to get you out of immobilization, it does a hefty chunk of damage. Things die more often from that than Spine Burst on my Scrapper.
I recommend Burn. It's good damage and there isn't anything else quite like it. <3
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It's no longer auto-hit, so you need to make sure you have enough accuracy, as well as damage and recharge. Sets like Obliteration work quite well in it.
Aye, it is a pretty good power now adays, worthy of a power choice.
Though the scrapper version tends to send mobs running, because most scrappers lack any sort of taunt aura, so the mob AI kicks into the "zomg, run away" mode.
It should probably be mentioned that while Burn will scare enemies away from a scrapper, the ones that get caught in the initial activation of the power will die. Nearby enemies that are above the target cap for that initial attack and start getting hit by DoT (after the initial 5 are dead) are the ones that start running away, and you can usually finish off some of them before they're able to flee.
It should probably be mentioned that while Burn will scare enemies away from a scrapper, the ones that get caught in the initial activation of the power will die. Nearby enemies that are above the target cap for that initial attack and start getting hit by DoT (after the initial 5 are dead) are the ones that start running away, and you can usually finish off some of them before they're able to flee.
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Frankly, if you're Fiery Aura and don't have it and Fiery Embrace, you're not thinking straight. The two are awesome powers (and more interesting than the overpowered version that was around early in the game).
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Blasters also get this power, and since its combine with Hot Feet which also makes enemies run, I'm not sure if enemies are running from me or not. Regardless, they rarely make it far...
I will one day respec my Fire/Fire build into a single target focus so that he can take advantage of Shadow Meld, but going /Weapons in order to help alleviate 'the run away' issue is an option for AOE focused FA Scrappers. Sadly if I ever get around to playing my Spines/Fire again it will not have the option of Shadow Meld because Caltrops becomes almost required. I love Burn on my SS/Fire Brute though.
I'm back again after a long absence and am trying to sort out the changes to my old characters.
Questions about Burn today...
Back in the day, Burn seemed able to hit any and all targets which could fit in its radius and the mobs just stood there burning until they died making it fantastic for doing damage but insanely overpowered so of course it was knocked down several pegs over the course of time.
The last time I played (3 years ago) Burn could hit up to 10 targets and generally made them run screaming away from the tank as fast as possible making it of very limited use damage-wise unless combined with an immobilizing or slowing power.
What does it do today?