Fire/MA - Powers to skip and other questions


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Posted

I have been toying with a concept for a Fire/? character for awhile now and I've settled on Fire/MA as a great pairing for him. It also seems to be a good mechanical combination thanks to Storm Kick having +Def and Fire having Burn. Now that I have the powersets chosen I am starting to look at build directions so I can start spending the merits from my other characters on recipes for this new Tanker. As I look at my options, a few questions are starting to come up.

  1. Fire seems relatively squishy. Will it be able to handle being the main tank for teams and incarnate leagues?
  2. There's a lot of attacks available to this character. What's the best chain for MA on a tank, and what powers can I skip in the combo?
  3. Positional defense seems to be hard to find in IO sets. Am I just not looking hard enough?
  4. Conceptually I am torn between Pyre Mastery and Energy Mastery. Which of them would be better, or is there another APP I should consider?
  5. Where is the best place to put the ATO proc?
  6. I've heard that Fire is getting some +absorb added in i23, is that true?

Thanks in advance for responses, the CoH community is usually exceptionally helpful. Any other important notes you can think of are welcome as well of course

My build goals currently are to get 32.5% to all positions, hard cap S/L resistance using the ATO proc, and get an acceptable amount of recharge. I'm hoping to be able to use Focus Chi and Fiery Embrace regularly to help offset the lower damage of a Tanker as well. I'm almost positive those goals will have to be modified before I finish building.


@Rorn ---- Blue Baron ---- Guardian

 

Posted

Quote:
Originally Posted by Vauluur View Post
I have been toying with a concept for a Fire/? character for awhile now and I've settled on Fire/MA as a great pairing for him. It also seems to be a good mechanical combination thanks to Storm Kick having +Def and Fire having Burn. Now that I have the powersets chosen I am starting to look at build directions so I can start spending the merits from my other characters on recipes for this new Tanker. As I look at my options, a few questions are starting to come up.
  1. Fire seems relatively squishy. Will it be able to handle being the main tank for teams and incarnate leagues?
  1. You're kidding, right? A well-built fire is a TANK first, a fire toon second.

    Quote:
  2. There's a lot of attacks available to this character. What's the best chain for MA on a tank, and what powers can I skip in the combo?
  3. Beats me, I just take what I like. The only thing to worry about is using thunder, storm, and crippling as often as possible in the build below.

    Quote:
  4. Positional defense seems to be hard to find in IO sets. Am I just not looking hard enough?
  5. ...yes.

    Quote:
  6. Conceptually I am torn between Pyre Mastery and Energy Mastery. Which of them would be better, or is there another APP I should consider?
  7. Energy mastery, every time on a fire toon.


    Quote:
  8. Where is the best place to put the ATO proc?
  9. Any attack you use a lot. See below.

    Quote:
  10. I've heard that Fire is getting some +absorb added in i23, is that true?
Beats me! Guess we'll find out.



Quote:
My build goals currently are to get 32.5% to all positions, hard cap S/L resistance using the ATO proc, and get an acceptable amount of recharge. I'm hoping to be able to use Focus Chi and Fiery Embrace regularly to help offset the lower damage of a Tanker as well. I'm almost positive those goals will have to be modified before I finish building.
Indeed you will have to modify those goals, upwards, by a good margin.


By happenstance, I have been tinkering with new tank builds. I got to thinking about sd/ma a while back (a combo with truly astonishing synergy) but I was put off a bit by the low damage cap on tanks. So, I looked at the only powerset that can break the damage cap, fire. I have noodled together the below build as a fire/ma.

The new sets are completely redefining what we think of as a 'good tanker.' The example below is not nearly as tough as a 'new sets' tanker can become, but it's still pretty sobering.

Perhaps you can use this as a basis from which to tinker your own solution.


Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/

Click this DataLink to open the build!

Man On Fire_I23_1: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Martial Arts
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Fire Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(11), Aegis-ResDam/Rchg(17), Aegis-ResDam/EndRdx/Rchg(33), Aegis-EndRdx/Rchg(39)
Level 1: Thunder Kick -- T'Death-Dam%(A), T'Death-Dmg/EndRdx/Rchg(3), T'Death-Acc/Dmg(5), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(34)
Level 2: Storm Kick -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(3), Mako-Acc/Dmg(5), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(34)
Level 4: Healing Flames -- Numna-Regen/Rcvry+(A), Numna-Heal(13), Numna-Heal/EndRdx(17), Numna-EndRdx/Rchg(40), Numna-Heal/Rchg(42), Numna-Heal/EndRdx/Rchg(42)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40), Ksmt-ToHit+(46)
Level 8: Consume -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-Dmg(37), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(50)
Level 10: Warrior's Provocation -- Mocking-Taunt/Rchg/Rng(A)
Level 12: Plasma Shield -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(13), Aegis-ResDam(27), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(42)
Level 14: Blazing Aura -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(15), M'Strk-Acc/Dmg(15), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33)
Level 16: Super Jump -- Winter-ResSlow(A)
Level 18: Burn -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Dmg(19), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(34)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(23), Aegis-ResDam/EndRdx/Rchg(23)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Fiery Embrace -- RechRdx-I(A)
Level 28: Crippling Axe Kick -- SMotTanker-Rchg/Res%(A), SMotTanker-Acc/Dmg/EndRdx/Rchg(29), SMotTanker-Acc/Dmg(29), SMotTanker-Dmg/Rchg(31), SMotTanker-Acc/Dmg/Rchg(31), SMotTanker-Dmg/EndRdx/Rchg(31)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 32: Focus Chi -- GSFC-Build%(A), GSFC-ToHit/EndRdx(46), GSFC-ToHit(48), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(50), GSFC-Rchg/EndRdx(50)
Level 35: Dragon's Tail -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37)
Level 38: Conserve Power -- RechRdx-I(A)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(43)
Level 44: Tactics -- GSFC-ToHit/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(45), GSFC-Rchg/EndRdx(45)
Level 47: Physical Perfection -- Mrcl-Rcvry+(A), P'Shift-End%(48)
Level 49: Temperature Protection -- S'fstPrt-ResKB(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I(A)
Level 4: Health -- RgnTis-Regen+(A)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(43), P'Shift-EndMod(45)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
Level 50: Reactive Radial Flawless Interface
Level 50: Barrier Core Epiphany
------------



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Posted

Well to answer one of your problems is that FA tank is more of a typed def then positional, which can help u as far as def which is easier to get closer to SC with S/L/Neg/En def. I have a lvl 50+3 FA/Fire tank that I tank alot with on reg content and on Itrials so like Mauk said a well built FA tank can tank anything. I went energy with mine which some ppl go with, others took up the fire epic pool, and then there is some that went vil and got soul mastery, it just comes down to what u like best.


 

Posted

Quote:
Originally Posted by Vauluur View Post
  1. Fire seems relatively squishy. Will it be able to handle being the main tank for teams and incarnate leagues?
  2. Positional defense seems to be hard to find in IO sets. Am I just not looking hard enough?
  3. Conceptually I am torn between Pyre Mastery and Energy Mastery. Which of them would be better, or is there another APP I should consider?
  4. Where is the best place to put the ATO proc?
  5. I've heard that Fire is getting some +absorb added in i23, is that true?

Thanks in advance for responses, the CoH community is usually exceptionally helpful. Any other important notes you can think of are welcome as well of course

My build goals currently are to get 32.5% to all positions, hard cap S/L resistance using the ATO proc, and get an acceptable amount of recharge. I'm hoping to be able to use Focus Chi and Fiery Embrace regularly to help offset the lower damage of a Tanker as well. I'm almost positive those goals will have to be modified before I finish building.
1. If built for tanking, Fire Armor is exceptionally strong with a 10 second heal and high resistance, even more so with Storm Kick giving 10% def to all.

3. I would NOT look at getting 32.5% positional defense. While it is possible, it is much easier to shoot for 35% s/l/e/n and have storm kick fill in the missing 10%. Remember that Storm Kick gives defense to all damage types and all positions, not just positional defense. Going for set bonuses that give positional defense is possible, but usually ends up gimping the build a bit from my experience.

4. Going with a tank build for Fire, I'd recommend taking Cardiac Core for your alpha which, with consume, should fix all endurance issues. That said, soul mastery would offer the best utility for a Fire tank with a damage/tohit debuff, but if you're not interested in going for Darkest Night, either energy mastery or fire mastery will do. It depends on if you're concerned with doing/having more AoE damage with fire mastery vs. more recovery/regen with energy mastery. If you're pressed for slots, energy mastery tends to require less slotting than going with fire mastery. As far as concept, not quite sure what you're going for, but fire mastery certainly goes well with fire armor.

5. The ATO resistance proc, unless I'm mistaken, has a 5 PPM activation, or that it will activate up to 5 times in one minute. With that said, it looks at the base recharge + activation time for a power and, ideally, you want that to equal to 12, or as close to 12 as possible. That said, Crippling Axe Kick or Eagle's Claw works fine for it.

6. With i23, a new tanker ATO set will be coming out which has a unique proc that offers + absorption, but it's not specific to fire.

I can't comment on an attack chain for MA simply because I don't play it often. As far as your goals, when you post a build I'm sure someone can critique and/or improve it in order to fit your goals, but I strongly recommend looking into using eradication and kinetic combat to get e/n and s/l defense to 32.5%, or ideally 35% so that storm kick can give the extra 10% and put you at soft cap. Steadfast +3% def proc and gladiator armor +3% def proc will come a long way in helping to get those numbers.

This said, you should also consider the Hybrid incarnate slot that will come out with i23. It's a toggle power and, by going into the melee tree, you can choose to get either a toggle that, when saturated with 10 foes will offer 15% def and 400% regen or 30% resistance and 400% regen. The numbers may or may not have changed since I last looked, but it should be a rough estimate.


 

Posted

This build is a modified version of the one mauk2 posted. I had to pull out the Leadership pool in order to squeeze in Fly. I also added LBE, as I like having a permanent non-VIP ranged attack on each melee character. My personal preference is for Eagle's Claw over CAK. I'm sure CAK is probably more efficient for DPS, but I love the animation for Eagle's Claw. The build actually looks fairly sturdy, and still gets the melee soft cap, but I'd like to see the defense numbers get up a little higher. The reason I'm so stuck on positional defense is because I intend to be out front on trials with this character. The less likely Seers are to land Drain Psyche the better, and I can only assume that some exotic damage types are going to become more common in the trials as time passes. As far as planning for the Hybrid Slot comes along, I don't think I want to go into the melee option. Planning for a 50% uptime defense boost isn't going to help me 100% of the time. I'd rather get the radial assault, since that circumvents the damage cap and allows me to deal out additional damage against hard targets to help the team. All that said, here's the build. Any glaring mistakes or good chances for improvement?

Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/

Click this DataLink to open the build!

Watch Fire: Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Martial Arts
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Fire Shield

  • (A) Aegis - Resistance/Endurance
  • (3) Aegis - Resistance/Recharge
  • (3) Aegis - Endurance/Recharge
  • (5) Aegis - Resistance/Endurance/Recharge
  • (5) Aegis - Resistance
Level 1: Thunder Kick
  • (A) Touch of Death - Accuracy/Damage
  • (7) Touch of Death - Damage/Endurance
  • (7) Touch of Death - Damage/Recharge
  • (9) Touch of Death - Accuracy/Damage/Endurance
  • (9) Touch of Death - Damage/Endurance/Recharge
  • (11) Touch of Death - Chance of Damage(Negative)
Level 2: Storm Kick
  • (A) Mako's Bite - Accuracy/Damage
  • (11) Mako's Bite - Damage/Endurance
  • (13) Mako's Bite - Damage/Recharge
  • (13) Mako's Bite - Accuracy/Endurance/Recharge
  • (15) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (15) Mako's Bite - Chance of Damage(Lethal)
Level 4: Healing Flames
  • (A) Numina's Convalescence - Heal/Endurance
  • (17) Numina's Convalescence - Endurance/Recharge
  • (17) Numina's Convalescence - Heal/Recharge
  • (19) Numina's Convalescence - Heal/Endurance/Recharge
  • (19) Numina's Convalescence - Heal
  • (21) Numina's Convalescence - +Regeneration/+Recovery
Level 6: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (21) Luck of the Gambler - Defense
  • (23) Kismet - Accuracy +6%
Level 8: Consume
  • (A) Obliteration - Damage
  • (23) Obliteration - Accuracy/Recharge
  • (25) Obliteration - Damage/Recharge
  • (25) Obliteration - Accuracy/Damage/Recharge
  • (27) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (27) Obliteration - Chance for Smashing Damage
Level 10: Warrior's Provocation
  • (A) Mocking Beratement - Taunt/Recharge/Range
Level 12: Plasma Shield
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (29) Gladiator's Armor - TP Protection +3% Def (All)
  • (29) Aegis - Resistance
  • (31) Aegis - Resistance/Endurance
  • (31) Aegis - Resistance/Endurance/Recharge
Level 14: Blazing Aura
  • (A) Multi Strike - Accuracy/Damage
  • (31) Multi Strike - Damage/Endurance
  • (33) Multi Strike - Damage/Recharge
  • (33) Multi Strike - Accuracy/Endurance
  • (33) Multi Strike - Accuracy/Damage/Endurance
  • (34) Multi Strike - Damage/Endurance/Recharge
Level 16: Fly
  • (A) Winter's Gift - Slow Resistance (20%)
Level 18: Burn
  • (A) Obliteration - Damage
  • (34) Obliteration - Accuracy/Recharge
  • (34) Obliteration - Damage/Recharge
  • (36) Obliteration - Accuracy/Damage/Recharge
  • (36) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (36) Obliteration - Chance for Smashing Damage
Level 20: Boxing
  • (A) Kinetic Combat - Knockdown Bonus
Level 22: Tough
  • (A) Aegis - Resistance
  • (37) Aegis - Resistance/Endurance
  • (37) Aegis - Resistance/Endurance/Recharge
Level 24: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (37) Luck of the Gambler - Defense/Endurance
  • (39) Luck of the Gambler - Defense
Level 26: Fiery Embrace
  • (A) Recharge Reduction IO
Level 28: Focus Chi
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (40) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (40) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 30: Hasten
  • (A) Recharge Reduction IO
  • (42) Recharge Reduction IO
Level 32: Rise of the Phoenix
  • (A) Recharge Reduction IO
Level 35: Dragon's Tail
  • (A) Obliteration - Damage
  • (42) Obliteration - Accuracy/Recharge
  • (42) Obliteration - Damage/Recharge
  • (43) Obliteration - Accuracy/Damage/Recharge
  • (43) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (43) Obliteration - Chance for Smashing Damage
Level 38: Eagles Claw
  • (A) Superior Might of the Tanker - Accuracy/Damage
  • (45) Superior Might of the Tanker - Damage/Recharge
  • (45) Superior Might of the Tanker - Accuracy/Damage/Recharge
  • (45) Superior Might of the Tanker - Damage/Endurance/Recharge
  • (46) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge
  • (46) Superior Might of the Tanker - Recharge/Chance for +Res(All)
Level 41: Conserve Power
  • (A) Recharge Reduction IO
Level 44: Laser Beam Eyes
  • (A) Thunderstrike - Accuracy/Damage
  • (46) Thunderstrike - Damage/Endurance
  • (48) Thunderstrike - Damage/Recharge
  • (48) Thunderstrike - Accuracy/Damage/Recharge
  • (48) Thunderstrike - Accuracy/Damage/Endurance
  • (50) Thunderstrike - Damage/Endurance/Recharge
Level 47: Physical Perfection
  • (A) Performance Shifter - Chance for +End
Level 49: Temperature Protection
  • (A) Steadfast Protection - Knockback Protection
Level 1: Brawl
  • (A) Empty
Level 1: Gauntlet
Level 1: Prestige Power Dash
  • (A) Empty
Level 1: Prestige Power Slide
  • (A) Empty
Level 1: Prestige Power Quick
  • (A) Empty
Level 1: Prestige Power Rush
  • (A) Empty
Level 1: Prestige Power Surge
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run
Level 4: Swift
  • (A) Run Speed IO
Level 4: Health
  • (A) Regenerative Tissue - +Regeneration
Level 4: Hurdle
  • (A) Jumping IO
Level 4: Stamina
  • (A) Performance Shifter - Chance for +End
  • (50) Performance Shifter - EndMod
  • (50) Performance Shifter - EndMod/Recharge
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
------------
------------
Set Bonus Totals:
  • 21% DamageBuff(Smashing)
  • 21% DamageBuff(Lethal)
  • 21% DamageBuff(Fire)
  • 21% DamageBuff(Cold)
  • 21% DamageBuff(Energy)
  • 21% DamageBuff(Negative)
  • 21% DamageBuff(Toxic)
  • 21% DamageBuff(Psionic)
  • 15.69% Defense(Smashing)
  • 15.69% Defense(Lethal)
  • 19.13% Defense(Fire)
  • 19.13% Defense(Cold)
  • 14.75% Defense(Energy)
  • 14.75% Defense(Negative)
  • 6% Defense(Psionic)
  • 25.38% Defense(Melee)
  • 19.75% Defense(Ranged)
  • 18.19% Defense(AoE)
  • 6% Enhancement(Heal)
  • 34% Enhancement(Accuracy)
  • 40% Enhancement(RechargeTime)
  • 14% SpeedFlying
  • 238.9 HP (12.75%) HitPoints
  • 14% JumpHeight
  • 14% SpeedJumping
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 9.35%
  • MezResist(Immobilized) 6.05%
  • MezResist(Sleep) 1.65%
  • MezResist(Stunned) 8.25%
  • 4.5% (0.08 End/sec) Recovery
  • 32% (2.5 HP/sec) Regeneration
  • 20% ResEffect(SpeedFlying)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(SpeedRunning)
  • 2.52% Resistance(Smashing)
  • 2.52% Resistance(Lethal)
  • 0.95% Resistance(Fire)
  • 0.95% Resistance(Cold)
  • 2.52% Resistance(Toxic)
  • 2.52% Resistance(Psionic)
  • 29% SpeedRunning
  • 2.5% XPDebtProtection



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|-------------------------------------------------------------------|


@Rorn ---- Blue Baron ---- Guardian

 

Posted

A few things considering both yours and mauk first off your KB prot is to low u want to get at least 10-12 KB protection, It is hard to tank if your getting KBed every where. Second the Numa ++ is useless in the HF is a bad place since it will not activate till u use it, trey putting it in health this way it is always active. Third temp prot is pointless in the FA build for tanks since your all ready capped in the Fire res, and there is not many that uses ice, that said I am not SC or close to SC in positional on my FA and I know a few others the same way that had never had any problems with the seers in the Trials.


 

Posted

Quote:
Originally Posted by GravityBlaze View Post
I would NOT look at getting 32.5% positional defense. While it is possible, it is much easier to shoot for 35% s/l/e/n and have storm kick fill in the missing 10%. Remember that Storm Kick gives defense to all damage types and all positions, not just positional defense. Going for set bonuses that give positional defense is possible, but usually ends up gimping the build a bit from my experience.
I'm pretty sure that when I last checked Storm kick only provided def to all positions of course I could be wrong


 

Posted

Quote:
Originally Posted by LSK View Post
A few things considering both yours and mauk first off your KB prot is to low u want to get at least 10-12 KB protection, It is hard to tank if your getting KBed every where. Second the Numa ++ is useless in the HF is a bad place since it will not activate till u use it, trey putting it in health this way it is always active. Third temp prot is pointless in the FA build for tanks since your all ready capped in the Fire res, and there is not many that uses ice, that said I am not SC or close to SC in positional on my FA and I know a few others the same way that had never had any problems with the seers in the Trials.
I was under the impression that 80-90% of the KB in game is only mag 4 or less and doesn't stack unless it occurs in the same server tick. This is of course, a theoretical build for the moment so as I level the character I may decide that I need more KB protection. The Numina unique is in HF because of the ranged defense bonus, it's not ideal but the ranged defense is more valuable than having a small amount of extra regen and recovery all the time. Temperature Protection isn't useless. It has slow resistance. The damage resistance is just icing on the cake. I may actually look into a typed defense version of the build to see what I gain in extra slots by going that route. The Seers don't really give me problems on my /Invuln Scrapper either now that I think about it, so I'm sure this Tanker will be ok going typed defense if that proves more successful in achieving my goals. I'd like to get enough recharge to feel comfortable dropping Hasten. Not a fan of the glowing hands.

Quote:
Originally Posted by Cheetatron View Post
I'm pretty sure that when I last checked Storm kick only provided def to all positions of course I could be wrong
I think the short text description incorrectly lists just the positions. Mids and the in game power details list everything except psionics IIRC.


@Rorn ---- Blue Baron ---- Guardian

 

Posted

Quote:
Originally Posted by Cheetatron View Post
I'm pretty sure that when I last checked Storm kick only provided def to all positions of course I could be wrong
In Beta it did, but enough people complained (myself included) that they changed it to include typed defense as well.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Vauluur View Post
I think the short text description incorrectly lists just the positions. Mids and the in game power details list everything except psionics IIRC.
Quote:
Originally Posted by Finduilas View Post
In Beta it did, but enough people complained (myself included) that they changed it to include typed defense as well.
Thx, you learn something new everyday


 

Posted

Here's a modification which goes for s/l/e/n defense. All powers were kept the same.

Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1505;701;1402;HEX;|
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|B3CBDD071F300B9E5636DEF35AC758EF185FEF182FD185CF61FC1F47B5EDD8|
|-------------------------------------------------------------------|


 

Posted

Quote:
Originally Posted by Vauluur View Post
I was under the impression that 80-90% of the KB in game is only mag 4 or less and doesn't stack unless it occurs in the same server tick.
Mag 4 does cover most of the game. You'll definitely see higher mag kb in the itrials, against nemesis, and in the hamidon raids. (If you plan on being a taunt tank on hami's you'll need mag 10+ protection.) Those aren't the only places, just the ones I can recall off hand. While I generally build with 10+ mag in mind, it's not "required". I certainly like to have it on my builds 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!
Quote:
Originally Posted by PapaSlade
Rangle's right....this is fun.

 

Posted

I've got two medium-high-end fire/fire tanks, and I run both of those with only 4 pts of KB resist.

Most of the time, I'm fine. Yes, occasionally I'll get ping-ponged around a bit, but I find I actually kind of enjoy that. Changes the pace a bit.

If it gets annoying, I generally pop Barrier, which drops the number of hits landing to something more tolerable.


YMMV, get as much KB prot as you want.


 

Posted

Quote:
Originally Posted by Rangle M. Down View Post
Mag 4 does cover most of the game. You'll definitely see higher mag kb in the itrials, against nemesis, and in the hamidon raids. (If you plan on being a taunt tank on hami's you'll need mag 10+ protection.) Those aren't the only places, just the ones I can recall off hand. While I generally build with 10+ mag in mind, it's not "required". I certainly like to have it on my builds though.
Here is the list again http://paragonwiki.com/wiki/Knockbac...ockback_Powers


 

Posted

Quote:
Originally Posted by GravityBlaze View Post
Here's a modification which goes for s/l/e/n defense. All powers were kept the same.
[/code]
Hmm, nice thanks! I actually like that pretty well. It still gets a good bit of positional to help cover the holes in the typed. I'm considering a few power changes still, but I'll be using this as a template for the final build.


@Rorn ---- Blue Baron ---- Guardian