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Posts
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If you aren't wanting to drop in the Glad Armor +3% Defense IO or any purples, then don't. I'm a tad weird when it comes to this sort of thing in that I may be able to afford those items, but I don't like using them because although they add to my overall performance, I just don't seem them being worth what they cost. If you still want to have your Fire/Fire Tank sitting one small purple away from the softcap, then take a look at my current build. All props go to the several individuals who assisted me in my Fire/Fire thread a few pages back, so if you want to see that it has some good information.
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The build is slightly modified to have 12 points of KB protection, so if you see yourself only needing 4, then that would give you a couple slots to mess around with. And yes, the Numina's is in Healing Flames. However, with my current build I never actually need the additional recovery from it and when I do hit Healing Flames it is followed up by a small spike in my Regen. The most expensive pieces to the build are going to be the LoTG recharges, the Miracle, and some of the Obliterations. It was honestly not as expensive as I had originally planned on. So, something to think about. -
Musculature doesn't seem to pack as much punch as any of the other Alpha abilities for most* hero/villain performance. However, I see that changing once the new Incarnate abilities hit the live servers. As of right now, I can honestly think of very few situations in which a tank wouldn't benefit more from either more recharge/healing (Spiritual) or endurance/resistance (Cardiac).
*Unless you have some weird build in which your attacks are slotted for Taunt sets and need the damage. But then, why would you build your tank like that in the first place? -
I overpay for salvage on the market as well. I figure if I can't be bothered to list all my common salvage on the market, then the person who can be bothered to do it deserves a little something extra. 1,000,000 for a stack of 5 Runes? Sure, why the hell not?
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Basically what it boils down to is that pretty much all Tank primaries can be absolute survivable beasts. It just depends on the build and player. So, hopefully that answers the question for the OP.
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Some of the things I would personally change:
1. Healing Flames three slotted with only 26.50% recharge. Yes, you have 40%+ global recharge, but Healing Flames is one of the best powers you have at your disposal as a Fire Tank. Slot this up well.
2. You have decent typed defense and decent positional defense, but not softcapped to any. Ideally, if you can, try to shoot for softcapping to one or the other. Or, if you prefer to have some more leeway with your build, bring your defenses (either positional or typed, your choice) up to 32.5% so you can softcap with one small purple or the plethora of defense buffs that your teammates will be brining along. I chose to get my Melee, Range, and AoE defense up to 32.5% and most of the time I don't pop purples during TFs or anything else. There really is a ton of defense buffs out there that your teammates can bring. Not only that, but I still have my 900+ Heal every 15 seconds.
3. Assault in the build can be nice, but the 10.5% damage bonus you get from the power isn't much for a Tank. Yes, your teammates might like the extra boost, but I bet they would like you being able to rez quickly in case of emergency and take back over before the aggro gets too far out of control. Rise of the Phoenix is a phenomenal power in my opinion, and it allows a Fire Tank to jump right back into the thick of things when the **** hits the fan. 90% of the time you may never use it. The 10% of the time you get a chance to do so is well worth the power pick in my opinion.
4. 4 points of Knockback protection isn't much for a tank. I normally shoot for 12 point of KB protection on Tanks that do not get native KB in thier shields. With 4 points of KB you will get knocked back at some point, even with softcapped defenses. With 12 points you will hardly ever budge an inch, although on some rare occasions it may happen (explosions, AV fights, etc.).
That's really about all I can think of right now. Although I will say it is nice having some regen bonuses, I wouldn't worry much about building for that or slotting for that. Get Healing Flames to recharge fast enough and you shouldn't have to worry about regen much at all in your build. -
Scrappers do have Invulnerability, they just don't have Super Strength or War Mace. Also, Brutes do have War Mace as a primary, so Thor as a WM/WP Brute converted to a Hero would be perfectly legitimate.
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As the great Gordon Gekko once said, greed is good.
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Go with your Fire/Fire Tank. Rebuild it into the glorious beast it was born to become.
http://boards.cityofheroes.com/showthread.php?t=254829 -
Quote:If you don't want this, then don't go with a purely Defensive based Tank. The RNG will make this happen (very rarely) without moderate to high resists. If I were you, I'd seriously consider an Invulnerability tank. Probably Invul/War Mace. Decent resists and defense coupled with the solid single target damage and AoE damage of War Mace would certainly be a good small team tank....I don't go from green to flashing red from 2 hits of an AV/Stronger EB is a pleasant bonus.
And now that I'm thinking about it, you could just as easily set your missions to +8 enemies if you want large mobs. Just make sure you're fighting enemies you can handle with the team you have. -
My answer to your first question, is that when I build for S/L defense and I'm using Boxing as a mule, I use the proc as well. Much cheaper, and I just remove it from my tray. The answer to your 2nd question is that I used a 5th slot as well when using Kinetic Combats. The stats are just too poor for my liking without a little extra boost from somewhere else.
I wanted to get everyone's thoughts on a new build I worked up. It's mainly for low level TFs and exemping with my SG. It softcaps to E/N with one small purple and softcaps to S/L with two small purples. I didn't worry too much about S/L defense as I should have around 70% to S/L resistance, but it will definitely be handy to have. I believe I understand the mechanics of IOs. IOs exemp to the level they are, not the power their picked, correct? Or am I making that part up? If anyone could review the build and let me know any changes I would appreciate it.
EDIT: Also, it doesn't show in the forum view, but all IOs are either the lowest the can be, or at level 20.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Low Level TF Build: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Power Pool: Concealment
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(46), RctvArm-ResDam/EndRdx/Rchg(50), RctvArm-ResDam(50), ResDam-I(50)
Level 1: Scorch -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(45), S'ngH'mkr-Dmg/Rchg(45), S'ngH'mkr-Dmg/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 2: Fire Sword -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(11), S'ngH'mkr-Dmg/Rchg(43), S'ngH'mkr-Dmg/EndRdx/Rchg(43), B'ngBlow-Acc/Dmg(43), B'ngBlow-Dmg/Rchg(45)
Level 4: Healing Flames -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(5), RgnTis-Heal/Rchg(5), RgnTis-Heal/EndRdx/Rchg(7), RgnTis-Regen+(7), RechRdx-I(11)
Level 6: Boxing -- Empty(A)
Level 8: Consume -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(9), P'Shift-EndMod/Rchg(9)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(42), ResDam-I(42)
Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam/EndRdx/Rchg(15), RctvArm-ResDam(40), ResDam-I(42)
Level 16: Breath of Fire -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/Rchg(17), AirB'st-Dmg/EndRdx(17), AirB'st-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(40), Posi-Dmg/Rchg(40)
Level 18: Burn -- C'ngBlow-Acc/Rchg(A), Erad-Dmg/Rchg(19), Erad-Acc/Dmg/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(37), C'ngBlow-Acc/Dmg(39), C'ngBlow-Dmg/Rchg(39)
Level 20: Weave -- LkGmblr-Rchg+(A), DefBuff-I(21), DefBuff-I(21)
Level 22: Air Superiority -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(23), S'ngH'mkr-Dmg/Rchg(23), S'ngH'mkr-Dmg/EndRdx/Rchg(36), B'ngBlow-Dmg/Rchg(37), B'ngBlow-Acc/Dmg(37)
Level 24: Blazing Aura -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(25), Erad-Dmg(25), C'ngBlow-Dmg/EndRdx(34), C'ngBlow-Dmg/Rchg(36), C'ngBlow-Acc/Dmg(36)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Fire Sword Circle -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(29), Erad-Acc/Dmg/Rchg(29), C'ngBlow-Acc/Rchg(31), C'ngBlow-Acc/Dmg(34), C'ngBlow-Dmg/EndRdx(34)
Level 30: Taunt -- Insult-Taunt(A), Insult-Taunt/Rchg(31), Insult-Dsrnt%(31)
Level 32: Rise of the Phoenix -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33)
Level 35: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 38: Stealth -- LkGmblr-Rchg+(A)
Level 41: Invisibility -- LkGmblr-Rchg+(A)
Level 44: Temperature Protection -- S'fstPrt-ResKB(A)
Level 47: Combustion -- Erad-Dmg(A), Erad-Acc/Rchg(48), Erad-Dmg/Rchg(48), Erad-Acc/Dmg/Rchg(48)
Level 49: Hover -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(3), P'Shift-EndMod/Rchg(3)
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Quote:Agreed with the 12 points of KB protection. Not having Acro is fantastic as it's one less toggle to run. I usually either go with the Blessing of the Zephyr and two Steadfast KB IOs. They're usually easier to fit into a tight Fire/Fire build.Good to know, and he isn't going to farm, if I want to do that I've several scrappers with enough durability and better damage. Hmm, how to squeeze 3 more slots in... right now I've penciled in a Karma in CJ and a Steadfast in one of the armors but I'm flat outta slots. Maybe pick up Maneuvers on the 49 pick for another Karma
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Interesting build Mack. I hadn't even thought about the possibility of doing an all positional build. Definitely something to think about. Thanks!
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Thanks to both of you. I hadn't even thought of the Incarnate content, even though I really enjoy Apex. It took a little tinkering, but the current build now has 32.9% Defense to S/L and E/N. F/C Defense is sitting at 20%, so two small purples will bring me to the cap there, although I don't foresee that being a problem ever. I lost some +Recharge, but still sitting at 40% at the moment. Not the greatest, and if you see some room to add +Recharge, please let me know.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Pixie en Fuego: Level 50 Natural Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(9)
Level 1: Scorch -- P'ngFist-Acc/Dmg(A), P'ngFist-Acc/Dmg/Rchg(11), P'ngFist-Acc/Dmg/EndRdx/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13), Zinger-Dam%(13)
Level 2: Blazing Aura -- C'ngBlow-Dmg/EndRdx(A), M'Strk-Dmg/EndRdx(3), Sciroc-Dmg/EndRdx(3)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal(15), Dct'dW-Rchg(15)
Level 6: Combustion -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(7), Erad-Dmg/Rchg(17), C'ngBlow-Acc/Dmg(19), C'ngBlow-Acc/Rchg(19), C'ngBlow-Dmg/EndRdx(25)
Level 8: Consume -- P'Shift-EndMod/Rchg(A), P'Shift-Acc/Rchg(21), P'Shift-EndMod/Acc/Rchg(21)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Rchg(17), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(27), Mocking-Acc/Rchg(29), Mocking-Taunt/Rng(50)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(46)
Level 14: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(29)
Level 16: Super Jump -- Winter-ResSlow(A)
Level 18: Burn -- Erad-Acc/Dmg/Rchg(A), Erad-Dmg(31), Erad-Dmg/Rchg(40), C'ngBlow-Dmg/Rchg(45), C'ngBlow-Acc/Dmg(45), C'ngBlow-Acc/Rchg(46)
Level 20: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25), RechRdx-I(31)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(33), RctvArm-ResDam/Rchg(33), S'fstPrt-ResKB(34)
Level 26: Temperature Protection -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(34)
Level 28: Fire Sword Circle -- Erad-Acc/Dmg/Rchg(A), Erad-Dmg/Rchg(34), Erad-Acc/Dmg/EndRdx/Rchg(36), C'ngBlow-Acc/Dmg(36), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Acc/Rchg(37)
Level 30: Fiery Embrace -- RechRdx-I(A), RechRdx-I(42)
Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(39)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/Rchg(48)
Level 38: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/Rchg(50)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(46)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), DefBuff-I(48)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(43)
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As the title suggests, I would appreciate some input into my Fire/Fire Tank's build. Basically, if you see room for improvement, please let me know. I would like to keep my recharge at around 50%, but more is always nice. I don't plan on investing the 2-2.5 billion on the PvP +Def IO, although I know it would definitely help. The build is currently softcapped to S/L and about 5% away from softcapping to Melee. Please, let me know what you think can be improved upon.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
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Pixie en Fuego: Level 50 Natural Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(7), RctvArm-ResDam(9), RctvArm-ResDam/EndRdx/Rchg(9)
Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/EndRdx/Rchg(11), KntkC'bat-Dmg/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13)
Level 2: Blazing Aura -- C'ngBlow-Dmg/EndRdx(A), M'Strk-Dmg/EndRdx(3), Sciroc-Dmg/EndRdx(3)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal(15), Dct'dW-Rchg(15)
Level 6: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(17), Oblit-Acc/Dmg/Rchg(19), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-%Dam(25)
Level 8: Consume -- P'Shift-EndMod/Rchg(A), P'Shift-Acc/Rchg(21), P'Shift-EndMod/Acc/Rchg(21)
Level 10: Taunt -- Mocking-Taunt(A), Mocking-Rchg(17), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(27), Mocking-Acc/Rchg(29), Mocking-Taunt/Rng(50)
Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(43), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(46)
Level 14: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(29)
Level 16: Super Jump -- Winter-ResSlow(A)
Level 18: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-%Dam(46)
Level 20: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25), RechRdx-I(31)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(33), RctvArm-ResDam/Rchg(33), S'fstPrt-ResKB(34)
Level 26: Temperature Protection -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(34)
Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-%Dam(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-Acc/Rchg(37)
Level 30: Fiery Embrace -- RechRdx-I(A), RechRdx-I(42)
Level 32: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(37), LkGmblr-Def/EndRdx/Rchg(37), LkGmblr-Rchg+(39)
Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/Rchg(48)
Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/EndRdx/Rchg(42), C'ngImp-Acc/Dmg/Rchg(50)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(46)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), DefBuff-I(48)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Boost
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Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(23), P'Shift-EndMod(43)
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Good choice. You won't regret it, as long as you don't expect to survive everything that comes your way. Fire Armor is one of the less survivable armors, but it makes up for it in killing speed. If you play your Fire/Fire Tank as a sort of hybrid Scrapper/Tank (Scranker) you should be more than happy with it.
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Agree with the above. Fire/Fire/Pyre will farm pretty much anything at X8.
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I just got three obstructed arteries from reading this thread.
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Quote:Just a quick note here, in case you were wondering, but Temp Protection is also a fantastic pickup now that they added the recharge slow protection. 20% out of that power is a great addition to a Fire Tank....picked up temp protection (which takes a KB IO, had no clue)
Something else to consider would be to pick up the Winter's Gift slow protection IO as well and drop it into a travel power. 40% recharge slow protection is very noticeable when you are fighting foes that tend to slow. -
You have some high priced IOs in that build, yet I don't see any knockback protection IOs. You can drop Acrobatics completely and pick up two Steadfast KB IOs and 1 Karma KB IO for about 30-40 million at "buy it nao" prices. It may be worth your time to look into it.