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Fire. Fire, FIre, and no it isnt Beavis


TIto Vendetta

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My fire/fire/fire lives well enough and I didn't make any attempt at defense. I play it in hover most of the time, and managed to cap lethal/smashing resistance to 75% and pushed everything else reasonably hard (50+ for energy/neg energy). If you stay out of melee and give your layered heals time to do the work, you usually remain standing. It's certainly not the most durable sentinel set, but played right you can survive. Of course I also have Rise of the Phoenix slotted for damage and recharge for when it doesn't work out.

 

I guess my first suggestion would be that burn is a trap. If you think you can tough it out in melee, you're wrong. For use of the */*/fire pool, swoop into melee, hit, and get clear again. Same for the nuke.

 

Now maybe it's possible to build in enough defense to be sorta tough, but with no defense debuff resistance, it will be an egg shell and thus prone to cascade failure.  Play to the strengths of the set which are resistance (and it's some work to get them up since the numbers start pretty low), and healing. Cauterizing blaze is capable of saving your butt fairly well if given even a bit of time. So stay mobile and allow your healing to work.

 

I think you need to accept you are no ranged tank, particularly in this case.

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And if I was digging in on this, I'd probably start here:

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Sentinel
Primary Power Set: Fire Blast
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed

Hero Profile:
Level 1: Fire Blast -- Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(3), Thn-Dmg/Rchg:50(3), Thn-Acc/Dmg/Rchg:50(5), Thn-Acc/Dmg/EndRdx:50(5), Thn-Dmg/EndRdx/Rchg:50(7)
Level 1: Fire Shield -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(7), UnbGrd-Rchg/ResDam:50(9), UnbGrd-ResDam/EndRdx/Rchg:50(9), StdPrt-ResDam/Def+:30(11), GldArm-3defTpProc:50(11)
Level 2: Fire Ball -- Artl-Acc/Dam:50(A), Artl-Dam/End:50(13), Artl-Dam/Rech:50(13), Artl-Acc/Dam/Rech:50(15), Artl-Acc/Rech/Rng:50(15), Artl-End/Rech/Rng:50(17)
Level 4: Molten Embrace -- EndRdx-I:50(A)
Level 6: Blaze -- Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(21), Thn-Dmg/Rchg:50(23), Thn-Acc/Dmg/Rchg:50(23), Thn-Acc/Dmg/EndRdx:50(25), Thn-Dmg/EndRdx/Rchg:50(25)
Level 8: Healing Flames -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(27), UnbGrd-Rchg/ResDam:50(27), UnbGrd-ResDam/EndRdx/Rchg:50(29)
Level 10: Aim -- RechRdx-I:50(A), RechRdx-I:50(29)
Level 12: Temperature Protection -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(31), UnbGrd-Rchg/ResDam:50(31), UnbGrd-ResDam/EndRdx/Rchg:50(31)
Level 14: Kick -- FrcFdb-Rechg%:50(A)
Level 16: Plasma Shield -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(33), UnbGrd-Rchg/ResDam:50(33), UnbGrd-ResDam/EndRdx/Rchg:50(33)
Level 18: Blazing Blast -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(34), SprWntBit-Acc/Dmg/EndRdx:50(34), SprWntBit-Acc/Dmg/Rchg:50(34), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(36), SprWntBit-Rchg/SlowProc:50(36)
Level 20: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(36), UnbGrd-Rchg/ResDam:50(37), UnbGrd-ResDam/EndRdx/Rchg:50(37)
Level 22: Consume -- PreOptmz-EndMod/Acc/Rech:50(A), PreOptmz-EndMod/Rech:50(37), PrfShf-EndMod/Acc/Rchg:50(39), EffAdp-EndMod/Acc/Rchg:50(39)
Level 24: Weave -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(39), ShlWal-ResDam/Re TP:50(40), Rct-ResDam%:50(40)
Level 26: Rain of Fire -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(40), SprFrzBls-Acc/Dmg/EndRdx:50(42), SprFrzBls-Acc/Dmg/Rchg:50(42), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(42), SprFrzBls-Rchg/ImmobProc:50(43)
Level 28: Burn -- SprSntWar-Acc/Dmg:50(A), SprSntWar-Dmg/Rchg:50(43), SprSntWar-Acc/Dmg/Rchg:50(43), SprSntWar-Acc/Dmg/EndRdx:50(45), SprSntWar-Acc/Dmg/EndRdx/Rchg:50(45), SprSntWar-Rchg/+Absorb:50(45)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(46)
Level 32: Maneuvers -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(46)
Level 35: Inferno -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(46), SprAvl-Acc/Dmg/EndRdx:50(48), SprAvl-Acc/Dmg/Rchg:50(48), SprAvl-Acc/Dmg/EndRdx/Rchg:50(48), SprAvl-Rchg/KDProc:50(50)
Level 38: Cauterizing Blaze -- DctWnd-Heal/EndRdx:50(A), NmnCnv-Heal/EndRdx:50(50), Pnc-Heal/EndRedux:50(50)
Level 41: Rise of the Phoenix -- RechRdx-I:50(A)
Level 44: Hasten -- RechRdx-I:50(A)
Level 47: Assault -- EndRdx-I:50(A)
Level 49: Super Speed -- BlsoftheZ-ResKB:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Opportunity
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Clr-Stlth:50(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 -- Empty(A)
Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(17), Mrc-Rcvry+:40(19)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(19), PwrTrns-+Heal:50(21)
Level 50: Cardiac Core Paragon
------------

 

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|18|
|-------------------------------------------------------------------|

 

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If you want to be godlike, pick anything.

If you want to be GOD, pick a TANK!

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  • 2 weeks later

really? faceplanting much on a sent? from my experience, all sent secondaries are quite sturdy even when minimally slotted. I usually just slot 2-4 just to get a set bonus or two in. Fire is no different. My fire/fire/fire likes to go up close on personal, so I front loaded the t1 secondary. the heals are good and on one, I slotted the full set of Preventive Medicine which has great set bonuses. Tactics 6-slotted with Gaussian also has amazing set bonuses to make you sturdier.

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  • 2 weeks later

My experiences are similar to@Six Six's. 

  • I sort of fell into "build resists now, defense later"... and looked at my slotting at lvl 47 and realized there isn't going to BE a "later".
  • I've got Smashing/Lethal Resist at 59% with a few slots more to place. 
  • Fire Resist at 75% and so overcapped it's not funny.  Due to respec and see about rebalancing this.
  • Cold Resist at 37%,
  • Energy/Neg Resists at 58%.
  • Psi Resist at 26% and I'm looking at a respec to build more /Psi,  I'd like to toss in 3 Impervium Armor uniques (already have full Aegis)  to patch that hole.  2 for sure, but Ideally 3.
  • Toxic is only 20% or so, but if I know I'm facing lots of Toxic I can just set Healing Flames to autocast and suddenly it's at 50%.  Worth it for Hydra maps, or facing Toxic Taran's.
  • Cauterizing Flames is extremely good maintenece heals, well worth six slotting. 
  • Healing Flames is a GIANT heal and comes back pretty fast.
  • If you're also rockin' a Panacea proc and a Power Transfer proc, maybe an Entropic Chaos proc, and you tend to use Defensive Opportunity rather than Offensive?  There's green numbers all around you all the time. 

Having Defenses of only 11-17%... and yes that is WITH both 3% uniques.... or so is a serious mindbleep.  But it hasnt' been a problem.  I don't even notice it when Council mobs swarm me with machine guns or chainguns and rip my defense to shreds.  Eventually it dawned on me that what I have, isn't unlike a /Regen character who had stacked Resists instead of Defense. 

 

I have zero problem soloing +2x4 maps just diving straight into piles of mobs and melting them all down around me.  I use Burn a lot, and Fireball is often cast at point blank range, and couple steps backpedal for Fire Breath, then tank out the rest.  I use Cremate and Fire Cages from Fire Mastery.  I almost never die.  Now, true, I said +2x4, not +4x8, but I'm also not 50 or incarnated yet.  It still means I'm swarmed by a ton of mobs when soloing and I just burn them down and press on.  I never run out of End anymore, and honestly, I end most fights at full health and full end.  My villain still FEELS like he's earned his stripes.

 

Now. Are there specific mobs that give me a Bad Day?  Oh yea. Some standard can-openers.

  • Sappers: we do not like the Sappers, Sam I Am.  Consume will let me replenish SOME, but I'm careful to identify the sappers BEFORE I dive into a pile of Malta, and they get Blazing Bolt as an opener for the Hold effect and Ragdoll.  Then I murdalize them before they can stand back up. 
  • Carnies, Ring Mistresses.  That Touch of Vitae is an evil horrible nasty wasty debuff. 
  • Tarantula Mistresses / Fortunada Mistresses, the Psi hurts us, nassssssty hobbits!
  • First Ward / Awakened:   They will beat me up and do unspeakable things to me and take my lunch money.  They're even more Bursty Psi Damage than the Arachnos.

Still.  with a respec, if I can work in another 18% or so Psi Resist, those last two groups will be much less offensive. 

 

But I also don't really care about Devouring Earth with the +To-Hit generators.  My defense wasnt' that good in the first place, and my resists are not impacted. I still burn them down out of habit, but mobs with high +to-hit aren't that big a deal, comparitively.  Rularuu eyeballs are also not that big of a deal to him. 

 

 

 

 

Edited by MTeague
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