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About Me

Found 7 results

  1. Remember the glory days? You know..... Pre-aggro cap burn, no diminishing returns, original Energy Transfer (RIP... D:) What if I told you they never left? What if I told you that you can RE-LIVE those glorious times RIGHT NOW! All you have to do is believe a madman like me. Now, lets dive into why you should stop EVERYTHING you are doing, read this super informative and fact based thread, and then make a Fire/Energy Tank. Energy Melee & You® Why? - BECAUSE IT'S F*%$@ng Energy Melee! That's why! What about that cRuNcH you all KNOW you love? What about being able to file your taxes, meditate AND make your coffee in between attacks? Energy Melee offers all that and more! All silliness aside, let's dive into why Fire/Energy might be the most fun you've ever had as a Tank and why this classic deserves to be taken out for a ride. Let's go over the powers quick. Barrage - Standard T1 here except this T1 deals respectable damage and has a slower recharge for better proc rates if you're into that kinky stuff. Has the one-two punch and cRuNcH animation that feels great and overall a better pick than Energy Punch. Energy Punch - Nope. Don't take this power. You don't need it even for low level TFs and that is the only reason you would want it. Save the power pick for something more beneficial. Bone Smasher - What's not to like about smashing bones? More of that cRuNcH we all NEED and added job security for all the real heroes out there (shout out to all the medical personnel out there saving lives in RL!) You will frequently use this power at all levels and stages of your build, sort of a Swiss Army Knife power, take it and slot it. Proc it out? Just make sure you're smashing bones. Taunt - Even someone as delusional and mad as me laughs at any 'tAnKeR' who doesn't take Taunt! People tend to overlook this, but this power is useful for pulling villains off an ally who find themselves in over their head. The power description says to use this power cautiously but f*%# that. TAUNT THEM, TAUNT THEM ALL. Whirling Hands - Okay, can we all agree that the name of this power is the only thing that really needs to be looked at in Energy Melee? I'm going to say two things and it's going to confuse you. This power sucks and is a must have. Low level this power is incredible. I was running Posi 1 all the way to Numina's during a TF Commander Marathon and had a lot of success with this power. Build Up + Gauss BU Proc + Fiery Embrace make Burn + Whirling Hands (or any PBAoE lets be honest lol) do tremendous damage. Just take it. Stop asking questions. NEXT POWER. Stun - I'm not here to argue semantics, okay? Leave me alone. Don't take this power. NEXT. Build Up - This power is great and I'll explain in great detail why. Do more damage. Energy Transfer - The Holy Grail of Tanker attacks. Laugh maniacally as bullets and Infernos glance off you and enemies scream in terror as they see you charging up your attack. Demoralize them as they fail to damage you only to realize that YOUR attacks do more damage to YOU than they do. Maximum cRuNcH and insane damage when fully buffed by Build Up and Fiery Embrace. Total Focus - Total. Focus. TOTAL. I actually finished this thread about halfway through it's animation! That's the really great thing about Energy Melee, it gives you time to really do what YOU want to do. This things hits like a truck and you look hella fly while doing it! This rounds out your cRuNcH attack chain. Some of you may have noticed I haven't talked about the stunning aspect of Energy Melee. So let's talk about that. Energy Melee stuns. The end. It's all about the cRuNcH. Fiery Aura& You® Why? - Channel your inner pyromaniac, BURN ALL THE BABIES, ANARCHY! You are cloaked in FIRE. The visuals are stunning, the damage is amazing and the knock back infuriating. You want to be a part of this club, you WILL be a part of this club. Let's look at the powers. Blazing Aura - Name a better way to social distance. I'll wait. You literally radiate flames and burn everything around you, constantly. Free damage and a great place to put the +res proc from the Tanker ATO set. Also a great place to put the Winter ATO set too for added melee defense and a chance to knock down your enemies. Fire Shield - They say the best offense is a great defense. That's why you want to be on FIRE. Fire Shield grants you decent resistance to Smash/Lethal/Fire and slight resistance to Cold damage, as well as protection from disorient effects. Healing Flames - You can concentrate for a few moments to heal yourself, and since you are Totally Focused all the time this power will heal even more. Temperature Protection - Some people skip this and I think they are silly. Great place to put Psi resist IOs, +def IOs, KB IOs and grants you slow resistance. I normally take this at level 49. Consume - If you can find the slots to give this power love, do it. Consume really helps with endurance while leveling and even in some instances where you get drained. Plasma Shield - Not really much to say here, Plasma Shield gives you some solid resistance to Energy/Negative Energy and protection from Holds and Sleep. Take it and marvel in the beauty that is You. Burn - The moment we have all been waiting for.... We are nearing the end of this abomination of a guide. This power is amazing and absolutely essential in BURNING ALL THE BABIES. Take it and unleash your inner pyromaniac. Fiery Embrace - Fiery Embrace... old buddy old pal. I love this power, especially on Energy Melee. Total Focus and Energy Transfer have such huge base damage, and since the bonus fire damage is directly related to your base damage... Oh yeah. Wrap your fists in Energy and embrace them in Fire and watch your foes melt away before you! Rise of the Phoenix - Not a bad power, if dying as a Tank is your thing (and it shouldn't be... this is the ONE kink we should not allow) Whew... I'm not sure if that was more painful for you... or for me. Halfway through this I regretted what I had begun. All jokes aside, this is currently some of the most fun I've had in the game. I've heard Energy Melee is getting a look next issue, so I wanted to share my Fire/Energy Tank build. I was under the impression that Fiery Aura wasn't too great outside of farming and this build changed my mind entirely. So... If anyone wants to try it out, or use this as a very simple Energy Melee or Fiery Aura guide I'll be posting some of my other Fiery Aura or Energy Melee Tank builds. Here's the build! Quick stats at a glance: 2,586 HP 113.6 Endurance 258% Regen (27.8 HP/s) 197% Recovery (3.73 End/s) 0.93/s End Drain (including Super Speed + Sprint) +337 HP (18%) +57.5% Recharge +39% Accuracy +12 KB Protection No stacks/buffs (+Res ATO, Barrier) 46.8% Melee Defense 33.3% Smash/Lethal Defense 19.9% Defense to everything else 90% Smash/Lethal/Fire Resistance 73.8% Energy/Negative Resistance 56.5% Cold Resistance 49% Psionic Resistance 20% Toxic Resistance With stacks/buffs 51.8%+ Melee Defense 38.3% Smash/Lethal Defense 24.9% Defense to everything else 90% Smash/Lethal/Fire/Energy/Negative/Toxic Resistance 74.9% Cold Resistance 67.4% Psionic Resistance Toxic can be easily capped by preemptively using Healing Flames for the +Toxic resist. Melee Core has been overkill in terms of survivability for me, so Assault is something to consider here if you had to choose between one. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Fiery Aura Secondary Power Set: Energy Melee Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: zc_Leadership Ancillary Pool: Energy Mastery Hero Profile: Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(3), UnbGrd-ResDam/EndRdx/Rchg(3), UnbGrd-Rchg/ResDam(5), ImpArm-ResPsi(43) Level 1: Barrage -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/Rchg(5), SprGntFis-Dmg/EndRdx/Rchg(7), SprGntFis-Acc/Dmg/EndRdx/Rchg(7), SprGntFis-Rchg/+Absorb(9) Level 2: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx(11), SprAvl-Acc/Dmg/EndRdx/Rchg(11), SprAvl-Rchg/KDProc(13), SprMghoft-Rchg/Res%(13) Level 4: Bone Smasher -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(15), TchofDth-Dmg/Rchg(21), TchofDth-Acc/Dmg/EndRdx(23), TchofDth-Dmg/EndRdx/Rchg(23), TchofDth-Dam%(25) Level 6: Healing Flames -- NmnCnv-Heal(A), NmnCnv-Heal/Rchg(37), NmnCnv-Heal/EndRdx/Rchg(40) Level 8: Consume -- PrfShf-EndMod/Acc/Rchg(A) Level 10: Taunt -- PrfZng-Taunt/Rchg/Rng(A) Level 12: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-Rchg/ResDam(37), ImpArm-ResPsi(43) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 16: Whirling Hands -- Obl-Dmg(A), Obl-Acc/Rchg(17), Obl-Dmg/Rchg(17), Obl-Acc/Dmg/Rchg(19), Obl-Acc/Dmg/EndRdx/Rchg(19), Obl-%Dam(21) Level 18: Burn -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(27), Arm-Acc/Rchg(29), Arm-Dmg/EndRdx(29), Arm-Dam%(31), FuroftheG-ResDeb%(33) Level 20: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(25), Rct-ResDam%(27), Krm-ResKB(43) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(34), UnbGrd-Max HP%(34), ImpArm-ResPsi(46) Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36) Level 28: Build Up -- GssSynFr--Build%(A), RechRdx-I(36) Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 32: Temperature Protection -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(33), GldArm-3defTpProc(33), Ags-Psi/Status(45), ImpArm-ResPsi(45) Level 35: Energy Transfer -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(45), SprMghoft-Acc/Dmg/Rchg(48), SprMghoft-Dmg/EndRdx/Rchg(48), SprMghoft-Acc/Dmg/EndRdx/Rchg(48) Level 38: Total Focus -- Hct-Dmg(A), Hct-Dmg/Rchg(39), Hct-Acc/Dmg/Rchg(39), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(40), Hct-Dam%(46) Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def/EndRdx/Rchg(50) Level 44: Conserve Power -- RechRdx-I(A) Level 47: Physical Perfection -- PrfShf-End%(A) Level 49: Super Speed -- BlsoftheZ-ResKB(A), WntGif-ResSlow(50) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Qck-EndRdx/RunSpd(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 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(42), Mrc-Rcvry+(42), Prv-Absorb%(46) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(40), PrfShf-End%(42) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Cardiac Core Paragon Level 50: Ion Core Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: Barrier Core Epiphany Level 50: Melee Radial Embodiment ------------
  2. I have a 50 DB/Fire brute. I took the whole primary to have all the combos, and Taunt because it is handy and needs no slots. I skipped Fiery Embrace as well as Rise of the Phoenix in Fire. My understanding is that FE was eminently skippable: it was really only beneficial to fire-based attacks, and Dual Blades isn't. My main attack combos now are Attack Vitals and Sweep. On the other hand, I rely on the combos with Nimble Slash when exemped. I could drop Blinding Feint - I gather that Fiery Embrace would take the same set, which is rather ad hoc in any case. This wasn't really a carefully planned build, as you can see by the separation of the two Steadfast pieces that prob'ly ought to be together, maybe put all that stuff in Temperature. Is Fiery Embrace really worth having? Isn't it weak and skippable unless your primary is also Fire/ ? Don't want to lose the Kinetic Combat in Nimble Slice either. Again, this isn't a 'plan' build, I don't have a Mid's for it. This is just the picture I took planning for a respec so I remember to put most things back where they were.
  3. Hi. Does anyone have an endgame build for a fire/spines tanker? I was building one just to farm but I am quite enjoing it and I would like to use it also in PVE for incarnate contents. Thank you.
  4. Jander

    Rad/FA Build

    I've played SS/FA & Spines/FA, but wow the Rad/FA has been so much fun! I'd love to hear some feedback from players who know the set better and see what changes you could suggest for me. I know there's plenty of room for some tweaking to get my fire defense up a bit more, but im really sure where I want to pull away from to do so. Thanks in advance! Rad/FA Build- Amazing Atom
  5. I would like to find a Radiation Melee/Fire Aura Brute leveling build. I’ve found several that are maxed out including IOs. The problem with them is they aren’t designed for getting to level 50. A prime example is they are missing Consume (FA) which really helps at lower levels with endurance recovery. Thank you.
  6. So I am a new(ish) player and have finally (after 4 other characters) gotten a character I really enjoy playing and its a Claws/Fiery Aura scrapper. My current goal is to have good AoE damage with some decent single target dps, I'd like to be able to do some farming with it I don't really expect to get to Spines/Fire brute farming but if I could get something like a +1/x8 build without a huge investment that would be awesome. I can currently do -1/x8 OSHA missions at level 47 with just crafted enhancements and its fun. Also I'd like to say that I play mostly late at night so soloing is what I do a lot during the week until my days off when I like to group a lot because its cool to play with other people and such. I am really unfamilar with creating builds but I through together what I hope is a pretty cheap build that I mostly focused on Uncommon sets with some random neat proc stuff thrown in that I found on the builder and through some random builds and such I looked at and through together this build which I am hoping for help with (please keep in mind that I really don't know what I am doing and trying to just figure it out). *edit* Also I have about 60m insp I have hoarded for this moment, so if possible I'd like to keep it around that much. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.3 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Level 50 Magic Scrapper Primary Power Set: Claws Secondary Power Set: Fiery Aura Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: ------------ Level 1: Strike (A) Crushing Impact - Accuracy/Damage (3) Crushing Impact - Damage/Recharge (5) Crushing Impact - Accuracy/Damage/Recharge (5) Crushing Impact - Accuracy/Damage/Endurance (7) Crushing Impact - Damage/Endurance/Recharge Level 1: Fire Shield (A) Titanium Coating - Resistance/Endurance (3) Titanium Coating - Resistance/Endurance/Recharge (45) Titanium Coating - Resistance (50) Titanium Coating - Resistance/Recharge (50) Titanium Coating - Endurance/Recharge Level 2: Blazing Aura (A) Multi-Strike - Accuracy/Damage (7) Multi-Strike - Damage/Endurance (9) Multi-Strike - Accuracy/Damage/Endurance (27) Multi-Strike - Damage/Endurance/Recharge (48) Multi-Strike - Damage/Recharge (50) Multi-Strike - Accuracy/Endurance Level 4: Slash (A) Touch of Lady Grey - Chance for Negative Damage (9) Crushing Impact - Accuracy/Damage (11) Crushing Impact - Damage/Endurance (11) Crushing Impact - Damage/Recharge (13) Crushing Impact - Accuracy/Damage/Recharge (13) Crushing Impact - Accuracy/Damage/Endurance Level 6: Spin (A) Multi-Strike - Accuracy/Damage (15) Multi-Strike - Damage/Endurance (15) Multi-Strike - Damage/Recharge (17) Multi-Strike - Accuracy/Endurance (17) Multi-Strike - Accuracy/Damage/Endurance (19) Multi-Strike - Damage/Endurance/Recharge Level 8: Follow Up (A) Crushing Impact - Accuracy/Damage (19) Crushing Impact - Damage/Endurance (21) Crushing Impact - Damage/Recharge (21) Crushing Impact - Accuracy/Damage/Recharge (23) Crushing Impact - Accuracy/Damage/Endurance (23) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 10: Healing Flames (A) Doctored Wounds - Heal (25) Doctored Wounds - Heal/Recharge (25) Doctored Wounds - Recharge (27) Preventive Medicine - Chance for +Absorb Level 12: Temperature Protection (A) Reactive Armor - Resistance (29) Reactive Armor - Resistance/Endurance (29) Impervious Skin - Status Resistance (31) Impervious Skin - Resistance/Endurance Level 14: Combat Jumping (A) Blessing of the Zephyr - Knockback Reduction (4 points) (31) Winter's Gift - Slow Resistance (20%) (31) Endurance Reduction IO Level 16: Plasma Shield (A) Titanium Coating - Resistance/Endurance (33) Titanium Coating - Resistance (33) Titanium Coating - Resistance/Endurance/Recharge (33) Titanium Coating - Resistance/Recharge Level 18: Boxing (A) Damage Increase IO Level 20: Consume (A) Recharge Reduction IO (34) Recharge Reduction IO (34) Recharge Reduction IO Level 22: Tough (A) Reactive Armor - Resistance/Endurance (34) Reactive Armor - Resistance (36) Reactive Armor - Resistance/Recharge (36) Reactive Armor - Resistance/Endurance/Recharge Level 24: Weave (A) Reactive Defenses - Scaling Resist Damage Level 26: Eviscerate (A) Multi-Strike - Accuracy/Damage (37) Multi-Strike - Damage/Endurance (39) Multi-Strike - Damage/Recharge (39) Multi-Strike - Accuracy/Endurance (39) Multi-Strike - Accuracy/Damage/Endurance (40) Multi-Strike - Damage/Endurance/Recharge Level 28: Burn (A) Multi-Strike - Accuracy/Damage (40) Multi-Strike - Damage/Endurance (40) Multi-Strike - Damage/Recharge (42) Multi-Strike - Damage/Endurance/Recharge (42) Multi-Strike - Accuracy/Damage/Endurance Level 30: Hasten (A) Recharge Reduction IO Level 32: Shockwave (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown (42) Detonation - Accuracy/Damage (43) Detonation - Damage/Recharge (43) Detonation - Damage/Range (43) Detonation - Damage/Endurance/Range Level 35: Fiery Embrace (A) Recharge Reduction IO Level 38: Maneuvers (A) Kismet - Accuracy +6% (48) Red Fortune - Defense (48) Red Fortune - Defense/Endurance Level 41: Moonbeam (A) Sting of the Manticore - Chance of Damage(Toxic) (45) Decimation - Chance of Build Up (45) Cloud Senses - Chance for Negative Energy Damage (46) Siphon Insight - Chance for +ToHit Level 44: Shadow Meld (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (46) Red Fortune - Defense (46) Red Fortune - Defense/Endurance Level 47: Assault (A) Endurance Reduction IO Level 49: Super Speed (A) Celerity - +Stealth Level 1: Brawl (A) Empty Level 1: Critical Hit 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) Endurance Reduction IO Level 2: Rest (A) Recharge Reduction IO Level 4: Ninja Run Level 2: Swift (A) Run Speed IO Level 2: Health (A) Numina's Convalesence - +Regeneration/+Recovery (37) Miracle - +Recovery Level 2: Hurdle (A) Jumping IO Level 2: Stamina (A) Performance Shifter - Chance for +End (36) Endurance Modification IO (37) Endurance Modification IO ------------
  7. Given that much of the survivability of a Fiery Aura Tanker comes from timing Healing Flames (once you're slotted up, at least), would it be worthwhile to invest in the new Medicine Pool synergies to develop a secondary self-heal for times HF is on cooldown? Or is the opportunity cost too high?
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