Fiery-Enforcer

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  1. The "Master" really farms +4's? That's entirely inefficient if you're running solo.
  2. Not having one proc in a power certainly doesn't make a build bad especially on a high recharge Kin build + Hasten + 3-4 stacked Siphon Speed. But I do agree having the FF +rech proc would help.
  3. It looks ok, but doesn't seem like you're going in any specific direction as far as set bonuses go. Myself, I built towards defense and ended up with about 35% to melee. Spines doesn't need much recharge for a solid AoE chain.

    As far as your questions, just the base slot for RotP is enough with one recharge IO. Since I went the defense route it was indeed a tight build and I couldn't fit in epic powers. Here's my build for an idea.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    In-Flames: Level 50 Magic Scrapper
    Primary Power Set: Spines
    Secondary Power Set: Fiery Aura
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Speed

    Hero Profile:
    Level 1: Lunge -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(43)
    Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-EndRdx(13), RctvArm-ResDam/EndRdx(13), RctvArm-ResDam/EndRdx/Rchg(15)
    Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(5), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-%Dam(43)
    Level 4: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-EndRdx/Rchg(19), Dct'dW-Heal(19)
    Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 8: Boxing -- Mako-Dam%(A)
    Level 10: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(50)
    Level 12: Hurdle -- Jump-I(A)
    Level 14: Super Jump -- Zephyr-ResKB(A)
    Level 16: Plasma Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(17), S'fstPrt-ResDam/Def+(17)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(37)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(37)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(46)
    Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(29), Oblit-%Dam(40)
    Level 28: Build Up -- RechRdx-I(A), RechRdx-I(31)
    Level 30: Quills -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/Rchg(31), M'Strk-Acc/EndRdx(34), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(40)
    Level 32: Throw Spines -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(39), M'Strk-Dmg/Rchg(39), M'Strk-Acc/EndRdx(39), M'Strk-Acc/Dmg/EndRdx(46), M'Strk-Dmg/EndRdx/Rchg(46)
    Level 41: Tough -- RctvArm-ResDam(A), RctvArm-EndRdx(42), RctvArm-ResDam/EndRdx(42), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 44: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-EndRdx/Rchg(45), LkGmblr-Rchg+(45)
    Level 47: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
    Level 49: Rise of the Phoenix -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Critical Hit
    ------------
    Set Bonus Totals:
    • 14.5% DamageBuff(Smashing)
    • 14.5% DamageBuff(Lethal)
    • 14.5% DamageBuff(Fire)
    • 14.5% DamageBuff(Cold)
    • 14.5% DamageBuff(Energy)
    • 14.5% DamageBuff(Negative)
    • 14.5% DamageBuff(Toxic)
    • 14.5% DamageBuff(Psionic)
    • 16.8% Defense(Smashing)
    • 16.8% Defense(Lethal)
    • 4.88% Defense(Fire)
    • 4.88% Defense(Cold)
    • 9.25% Defense(Energy)
    • 9.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 26.8% Defense(Melee)
    • 8% Defense(Ranged)
    • 6.75% Defense(AoE)
    • 4% Enhancement(Heal)
    • 50% Enhancement(RechargeTime)
    • 67% Enhancement(Accuracy)
    • 9% FlySpeed
    • 60.2 HP (4.5%) HitPoints
    • 9% JumpHeight
    • 9% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 4.95%
    • MezResist(Sleep) 3.3%
    • MezResist(Stun) 12.1%
    • MezResist(Terrorized) 2.2%
    • 11% (0.18 End/sec) Recovery
    • 10% (0.56 HP/sec) Regeneration
    • 5.67% Resistance(Fire)
    • 5.67% Resistance(Cold)
    • 9% RunSpeed




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  4. Quote:
    Originally Posted by Fire Kin Master View Post
    SO Yet you still fail to post your build....SHOW ME IM WRONG PROVE ME WRONG my build is the best
    You don't have to have a Fire/Kin or build for that matter to see that your build is average. I'm sure you can farm fine with it, but so can an SO build. I don't have a Fire/Kin anymore, my Scrapper and Brute prove to be better at farming.
  5. So when is the first AE challenge suppose to be? I am interested in doing this if I'm available, but would have to get a team together...Silas, Kahlan?
  6. Quote:
    Originally Posted by Silas View Post
    Primary

    1. Black Hole
    2. Black Hole
    3. Black Hole
    4. Black Hole
    5. Black Hole
    6. Black Hole
    7. Black Hole
    8. Black Hole
    9. Black Hole

    Secondary

    1. Black Hole
    2. Black Hole
    3. Flares
    4. Black Hole
    5. Black Hole
    6. Black Hole
    7. Black Hole
    8. Black Hole
    9. Black Hole
    You would.
  7. Fiery-Enforcer

    RSF Stoner

    What they said, +HP will stack well with what the set offers. Regen is isn't usually an optimal way to slot for. More HP will always be better because it increases your regen and resistance in a way.

    But, if you are going to have 6 corrupters backing you up, roll anything, seriously. With that much support you can easily have the survivability of granite without the penalties. The usefulness of a stone brute diminished after i9 IMO.
  8. Defense can actually make you not need to use Flashfire which can save a lot of time in the long run. Sure, you can get away with it without defense, but don't tell me you never die.
  9. The build looks pretty good overall. Personally, I would pickup CJ over the wolf armor if you had a choice. The extra resistance won't make much of a difference and even though CJ only adds a little defense, it's great to slot a LotG in and I love it for maneuvering alone. I went in a little different direction with my Crab, I focused on ranged defense then recharge afterwards.
  10. There should be a stickied Fire/Kin thread, seriously.
  11. My guess is that Stupefy is in Flashfire because it is indeed cheap and gives out decent recharge and HP bonus. Procs do not work the same in toggle powers compared to attacks, only every 10 seconds the proc checks and it has a 20% chance to go off, or whatever the specific proc is. And as for Stamina, 3 slotting does add to the recovery, I'm assuming War Admiral left only the base slot because of the amount of global recharge the build has, Transference will be up a lot.
  12. It's certainly skippable, but I took it on both my Crab and Fort.
  13. The defense will help your survivability out a great deal, except for when you face enemies with defense debuffs. I have about 35% melee defense on my Spines/Fire and it makes a big difference.
  14. Fiery-Enforcer

    Claws/Dark

    Oh yes I see that now, it's only .67. Thanks for bringing that to my attention, this is my first time playing Claws.
  15. Fiery-Enforcer

    Avatar

    I think I'm going to see this Wednesday in IMAX 3D.
  16. Fiery-Enforcer

    Claws/Dark

    Was thinking Mu Lightning could replace Focus since I despise KB in general. I'll have to wait and see till I'm at a higher level and see how I like it. Focus has the same cast time, but a lower recharge and does more damage, so it definitely looks appealing.
  17. Fiery-Enforcer

    Brutes on paper

    Kahlan from Champion has soloed it a while back with a Mind/Psi Dom. I tried with a Mind/Fire, the last mission is just too unpredictable.
  18. Quote:
    Originally Posted by Lazarus View Post
    Never actually played a damage capped Mace Brute, have you? Last time she was capped out she was smacking Rikti minions around for 1000 damage with just the first couple attacks. Now I wish I had saved that damage log but I can't be bothered to keep arguing with fools who think that Tankers can outdamage Brutes.
    You also have to account for resistance debuffs also though. Nothing is better for a damage capped Brute than that.
  19. Fiery-Enforcer

    Claws/Dark

    I've decided to roll a Claws/Dark Brute and came up with a build with pretty good numbers. Looking to see if I can improve it.

    I skipped Shockwave because I'm not a fan of knockback and I should have sufficient AoE witout it with Spin, Eviscerate, Elec Fences, Ball Lightning, and Death Shroud.

    The thing I'm mostly wondering about is if Follow Up needs some more loving with slots? Kept only the base slot in there with a Hecatomb Acc/Rech. Enhancing the damage portion of it seemed unnecessary. What do you think?

    Forgot to note...ignore the slot levels. Just put this together quickly for a level 50 build.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    claws dark: Level 50 Magic Brute
    Primary Power Set: Claws
    Secondary Power Set: Dark Armor
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
    Level 1: Dark Embrace -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(15), TtmC'tng-EndRdx/Rchg(15), TtmC'tng-ResDam/EndRdx/Rchg(23), TtmC'tng-ResDam(27), TtmC'tng-EndRdx(46)
    Level 2: Slash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(11)
    Level 4: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(33)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 8: Follow Up -- Hectmb-Acc/Rchg(A)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Obsidian Shield -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(36), S'fstPrt-ResDam/Def+(37), GA-3defTpProc(40)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Dark Regeneration -- Numna-EndRdx/Rchg(A), Numna-Heal/EndRdx/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Nictus-Acc/EndRdx/Rchg(19), Nictus-Acc/Heal(19), Theft-+End%(21)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(25)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(23), P'Shift-End%(25)
    Level 22: Spin -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(29), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34)
    Level 24: Cloak of Darkness -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Rchg+(29)
    Level 26: Eviscerate -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(40)
    Level 28: Boxing -- Acc-I(A)
    Level 30: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/Rchg(31), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-EndRdx/Rchg(31), TtmC'tng-ResDam/EndRdx/Rchg(43), TtmC'tng-EndRdx(46)
    Level 32: Death Shroud -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(37), M'Strk-Dmg/Rchg(37), M'Strk-Acc/EndRdx(40), M'Strk-Acc/Dmg/EndRdx(50), M'Strk-Dmg/EndRdx/Rchg(50)
    Level 35: Oppressive Gloom -- EndRdx-I(A)
    Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-EndRdx/Rchg(39), LkGmblr-Rchg+(39)
    Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
    Level 47: Mu Lightning -- Apoc-Dam%(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(50)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 9.5% DamageBuff(Smashing)
    • 9.5% DamageBuff(Lethal)
    • 9.5% DamageBuff(Fire)
    • 9.5% DamageBuff(Cold)
    • 9.5% DamageBuff(Energy)
    • 9.5% DamageBuff(Negative)
    • 9.5% DamageBuff(Toxic)
    • 9.5% DamageBuff(Psionic)
    • 22.3% Defense(Smashing)
    • 22.3% Defense(Lethal)
    • 6.94% Defense(Fire)
    • 6.94% Defense(Cold)
    • 7.25% Defense(Energy)
    • 7.25% Defense(Negative)
    • 6% Defense(Psionic)
    • 27.3% Defense(Melee)
    • 6.63% Defense(Ranged)
    • 7.88% Defense(AoE)
    • 3% Enhancement(Immobilize)
    • 61.3% Enhancement(RechargeTime)
    • 48% Enhancement(Accuracy)
    • 5% FlySpeed
    • 224.9 HP (15%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 8.25%
    • MezResist(Immobilize) 6.6%
    • MezResist(Sleep) 6.05%
    • MezResist(Stun) 8.25%
    • 10.5% (0.18 End/sec) Recovery
    • 48% (3 HP/sec) Regeneration
    • 5.99% Resistance(Fire)
    • 5.99% Resistance(Cold)
    • 1.88% Resistance(Negative)
    • 5% RunSpeed




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  20. I certainly prefer Brutes over Tanks. Tanks are unnecessary for 99.9% of the content in this game IMO, you can swap out a Tank for a Brute in most situations and not worry. I mean my SS/Fire Brute...supposedly really squishy as most people think can take on a lot of +2/x8 mobs without buffs. You can pretty much take a Brute over a Tank on a team and never look back.
  21. Quote:
    Originally Posted by Silas View Post
    Daaaaamn, Eclipse, Sleet and PSW. Very nice, good thinking. Also Footstomp at level two is hilarious

    edit: what would also be funny is a defensive set with RttC, Invinc, AAO, Drain Psyche, Eclipse, Fulcrum Shift and Soul Drain. Set to x8, never look back.
    edit the second: hell, throw Dark Regen and Heat Loss in there too, make it a full 9 powers
    Yea being at the HP cap, damage cap, resist cap, defense softcap, regen cap, and recovery cap backed with a self heal would be good times.
  22. Interesting....

    Fiery Primary:
    1. KO Blow
    2. Blaze
    3. Fire Cages
    4. Foot Stomp
    5. Shield Charge
    6. Seismic Smash
    7. Sleet
    8. Fireball
    9. Psychic Shockwave

    Fiery Secondary
    1. Indomitable Will
    2. Mind Link
    3. Dark Regeneration
    4. Invincibility
    5. Tactical Training: Manuevers
    6. True Grit
    7. Dodge
    8. Deflection
    9. Drain Psyche

    Fiery Epic:
    1. Powersink
    2. Fulcrum Shift
    3. Hot Feet
    4. Against All Odds
    5. Quickness
  23. Fiery-Enforcer

    Damage output?

    I haven't read through the whole thread, but can't you just use temp powers to help take down the EB in question.
  24. Fiery-Enforcer

    Brutes on paper

    I've never seen her actually do this, but doesn't Numina have a rez in her arsenal of powers? I always took her out first on my solo LRSF attempts with a Mind Dom.