Slotting Blazing Aura in Issue 24


Come Undone

 

Posted

In Issue 24, Blazing Aura becomes Cauterizing Aura. In addition to it's current damage pulsing effect, it loses its endurance cost, gains a heal per pulse, and a 50% Recovery buff (double Stamina, for reference). I haven't gotten to test it on the Beta server to see how significant the heal is, but I'm trying to figure out how in the world I'm going to slot for all this.

My current thought is:

+5 Armageddon (Accuracy/Damage/Recharge)
+5 Armageddon (Damage)
2x +5 Heal IO
2x +5 EndMod IO

This slotting would give:
33.30% Accuracy
94.69% Damage (127.18% with Musculature Core)
95.90% Heal
95.90% EndMod
+4% Recovery (Set)

This is about the only way I can think of to frankenslot this power for all these effects and have it be fully functional. The downsides are that this uses 6 slots and 30 Enhancement Boosters, 2 pieces of a purple set, and has crap for set bonuses.

Anybody have any better ideas?

Edit: Apparently the heal with ED slotting is around 18 hp/s, or around 1.5% hp/s for Blaster base HP at 50.


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.

 

Posted

The recovery is so large, I am strongly considering not slotting it. I may go with 4 boosted Scirocco's and two boosted Heal IOs. But I have so much to consider for my main build, it is hard to say. I am still hoping we can convince Hawk to allow the power to use Accurate Healing sets.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

In my experience, Blazing Aura is useless for damage. If Cauterizing Aura doesn't have its damage or range boosted over BA, there's no point for me to slot it for damage and this is coming from a DP/Fire/Ice blaster who often is in melee range.

Looking at my options, if they fix Cauterizing Aura so that it doesn't detoggle:

*2 Boosted Heal IOs
*The absorb proc from Preventative Medicine
*2 Boosted Recovery IOs
*??? Was thinking the Blaster ATO that gives mez protection? Not sure on the chances of that proccing though. It probably needs to hit something to work. Needs to be an enhancement that's good with just the 1 slot though and damage/accuracy is probably not going to net much good.

I figure, if CA will enable me to easily run Hot Feet, I'll just use Hot Feet and Burn for PBAoE dmg. If CA won't suppress the sustain effect (the damage will suppress) might as well capitalize on that.

/2 cents


 

Posted

I'm really surprised that people are planning not to slot the recovery bonus because it's large. I was thinking that because it's large, I would heavily slot it, then maybe drop Consume and leave Stamina at 1 perf. shifter proc.


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.

 

Posted

Quote:
Originally Posted by Draeth Darkstar View Post
I'm really surprised that people are planning not to slot the recovery bonus because it's large. I was thinking that because it's large, I would heavily slot it, then maybe drop Consume and leave Stamina at 1 perf. shifter proc.
Well, to be fair, I have a Musculature Radial, so I will have 33% enhancement. I am certainly keeping Consume for the drain resistance and the ability to quickly recover if enemies drain me (likely because I forgot to use Consume proactively, Consume is nice that way, if I remember to use it, it protects me, if I forget, it helps me start fresh and protects me).


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

My current plan: 1 accuracy. That's all.


The Bacon Compels You.

 

Posted

Quote:
Originally Posted by Leo_G View Post
In my experience, Blazing Aura is useless for damage. If Cauterizing Aura doesn't have its damage or range boosted over BA, there's no point for me to slot it for damage and this is coming from a DP/Fire/Ice blaster who often is in melee range.

Looking at my options, if they fix Cauterizing Aura so that it doesn't detoggle:

*2 Boosted Heal IOs
*The absorb proc from Preventative Medicine
*2 Boosted Recovery IOs
*??? Was thinking the Blaster ATO that gives mez protection? Not sure on the chances of that proccing though. It probably needs to hit something to work. Needs to be an enhancement that's good with just the 1 slot though and damage/accuracy is probably not going to net much good.

I figure, if CA will enable me to easily run Hot Feet, I'll just use Hot Feet and Burn for PBAoE dmg. If CA won't suppress the sustain effect (the damage will suppress) might as well capitalize on that.

/2 cents
This is pretty much how I'm slotting it. My Rad/Fire Blaster is a force to reckoned with on BETA and he can actually survive long enough to kill most things now.



 

Posted

I currently have Blazing Aura on my fire/fire. It's slotted with Eradication to get me softcapped to Energy/Neg Nrg. I plan to add another 3 slots to the power. 1 for the new Absorb proc, and probably 2 Numina IO's.


 

Posted

Quote:
+5 Armageddon (Accuracy/Damage/Recharge)
+5 Armageddon (Damage)
2x +5 Heal IO
2x +5 EndMod IO

This slotting would give:
33.30% Accuracy
94.69% Damage (127.18% with Musculature Core)
95.90% Heal
95.90% EndMod
+4% Recovery (Set)
I absolutely wouldn't split up Armageddon like that unless you're already at 5x ultimate recharge bonuses. Missing out on 10% recharge seems silly. If you're dead set on slotting Armageddon pieces in Blazing Aura I would say just 5 slot it and put a heal IO in the last slot, but you'd probably be better off frankenslotting something along the lines of,

Scirocco: Acc/Dam, Dam/End
Anything lvl 50 Damage
Panacea: Heal, Heal/End, Heal/End/Rech

+5 boosted you'll have plenty of end reduction, 96% heal 97% damage. If you're intent on just getting values out of the power that'd probably be the way to do, personally I'd have to look at it on a per build basis- My Blaster builds are usually way too tight for luxury slotting like that.

I don't think slotting for accuracy would be very pressing either, usually I pick up so many accuracy bonuses by accident that I don't know what to do with them. I'm assuming you'll be building for lots of +tohit for snipes also, so meh. If you really wanted it, dropping the Damage IO for a 53 nucleo would be an option too.


 

Posted

It doesn't have an end cost, so all that end reduction is wasted. And you also neglected end mod, though since /fire also has consume, and the base end mod is good as is, that might not be a big problem.


Quote:
Originally Posted by BackAlleyBrawler View Post
That...was a Herocon 09 exclusive easter egg. The powerset will not have doves associated with it.

Namely because you guys would want to color tint the damn doves, or make them hawks/ravens/flying sharks/etc and that's just a headache I do...not...want...to deal with.

 

Posted

I don't have, or planning to make, a /fire fire blaster, but just curious..
Not trying to cry nerf or anything either, but, now it has NO end cost at all? Is the damage the same? (like 60 or whatever slotted)
Does the heal pulse go off regardless of if you are in melee and burning things, or not?


 

Posted

Don't know about damage, didn't use it before, and haven't actually fought anything with it yet (damage is no longer one of the listed stats, just shows the buffs). However, I can say the heal goes off without anything nearby, and conversely, walking through a group of outcasts in steel didn't increase the healing I received.

Also, none of the sustain toggles have any end cost, not just /fire's.


Quote:
Originally Posted by BackAlleyBrawler View Post
That...was a Herocon 09 exclusive easter egg. The powerset will not have doves associated with it.

Namely because you guys would want to color tint the damn doves, or make them hawks/ravens/flying sharks/etc and that's just a headache I do...not...want...to deal with.

 

Posted

Quote:
Originally Posted by Come Undone View Post
Don't know about damage, didn't use it before, and haven't actually fought anything with it yet (damage is no longer one of the listed stats, just shows the buffs). However, I can say the heal goes off without anything nearby, and conversely, walking through a group of outcasts in steel didn't increase the healing I received.

Also, none of the sustain toggles have any end cost, not just /fire's.
Mmmm I see. Theres...3? toggles right? BA, chilling embrace and cloaking? Just seems a bit much to me that it suddenly becomes a damage, and healing aura..with no end cost at all, that works even when hitting nothing. How is it consuming stuff to sustain you..if you arent in combat? lol


 

Posted

It's not a Consuming Aura, it's a Cauterizing Aura. Damaging enemies that happen to be nearby is just a side effect

Personally, I find Blazing Aura thoroughly skippable currently (running both of the damage auras is very expensive, so if I choose only one, I go with the one that deals more damage and covers 6x as much area). Despite the wink above, I really do plan to use Cauterizing Aura primarily for the sustain, and any damage it deals is just a bonus.


 

Posted

For my Rad/Fire I plan to prioritize it like this:

1) Healing
2) Endurance Mod (probably 1 slot)
3) Absorb
4) Damage
5) Accuracy

...with 1 and 2 being the main goals. I am unsure how effective the Absorb proc is right now for this power.

However, this power is really nice on beta even unslotted. I have never found its damage that useful personally, but the heal is really nice.

I'm also planning to probably drop Cardiac Alpha for (probably) Spiritual. The extra Recharge combined with crazysupernuke, with +Healing, +Stun (for Cosmic Burst), +ToHit Buff (need to look into this more), +Slow (for Hot Feet). My current build also has Burnout, so I can nuke-Burnout-nuke and (the idea is) Consume and Cauterize will carry me through it.


 

Posted

Quote:
Originally Posted by Hopeling View Post
It's not a Consuming Aura, it's a Cauterizing Aura. Damaging enemies that happen to be nearby is just a side effect

Personally, I find Blazing Aura thoroughly skippable currently (running both of the damage auras is very expensive, so if I choose only one, I go with the one that deals more damage and covers 6x as much area). Despite the wink above, I really do plan to use Cauterizing Aura primarily for the sustain, and any damage it deals is just a bonus.
Ahh that name makes more sense! I never did understand 2 damage auras in a blaster set myself. It just seems..too good to get healing for..nothing? Do the other two auras work similar?


 

Posted

Quote:
Originally Posted by Come Undone View Post
It doesn't have an end cost, so all that end reduction is wasted. And you also neglected end mod, though since /fire also has consume, and the base end mod is good as is, that might not be a big problem.

Wow, no end cost? That's just silly.


 

Posted

That's what I thought..the closet power I can compare it to would be..conductive aura. Which is regen and FA less useful to a blaster..and also needs you to be in melee..and can miss!


 

Posted

There's 4 sustain toggles, the new Martial Combat set is getting reaction time.

Fire Manipulation has two damage auras, one of them is being converted to the new Cauterizing Aura, the other remains unchanged and everything else (except build up, the immobilize, and fire sword) is a PBAoE.

And all the sustain toggles, and most of the clicks, do in fact provide healing (or regen, or absorb) without needing to hit a target. The only exceptions are touch of the beyond from dark (modified touch of fear, has lower end cost, range, and buff lasts a minute while power recharges in 10 seconds...doesn't self stack) and drain psyche from mental, which is unchanged so far from it's pre-i24 state.

All the clicks, (except the unchanged DS) have the same end cost and duration for buffs, at 5.2 end and 1 minute. Energize is the only one not perma out of the box, though is still provides conserve power level end reduction, and a heal plus regen, and it only needs 100% total recharge to be made perma (so 95% slotted and a single LoTG for example).


Quote:
Originally Posted by BackAlleyBrawler View Post
That...was a Herocon 09 exclusive easter egg. The powerset will not have doves associated with it.

Namely because you guys would want to color tint the damn doves, or make them hawks/ravens/flying sharks/etc and that's just a headache I do...not...want...to deal with.

 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
Wow, no end cost? That's just silly.
Kinda silly to give an end cost to a power that gives a huge buff to recovery.

P.S.
My level 31 Rad/Fire recovers ~3 End /Sec with no end mods on Cauterizing Aura and only one SO in Stamina.