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Fire/Fire/Fire build For Max DMG


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I have been interested in this build but i have a few questions.  Why isnt there any dmg procs slotted in to some powers.  Like fire ball shouldnt that power be slotted with full dmg procs? I saw this build in the forums and im not quite sure why they dont have more mule slots like boxing with absloute amazing buffs.  Am i missing something?  and shouldnt there be tactics and other Def pwrs to slot Luck of the Gambler with +Recharge?  Just curious if im missing something.  Im new here



This Hero build was built using Mids Reborn

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Level 50 Natural Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Flame Mastery

Hero Profile:
Level 1: Fire Blast -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(7), Thn-Dmg/EndRdx/Rchg(9)
Level 1: Ring of Fire -- Acc-I(A)
Level 2: Fire Ball -- Artl-Acc/Dam(A), Artl-Dam/End(9), Artl-Dam/Rech(11), Artl-Acc/Dam/Rech(11), Artl-Acc/Rech/Rng(13), Artl-End/Rech/Rng(13)
Level 4: Fire Sword -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(15), Mk'Bit-Dmg/Rchg(15), Mk'Bit-Acc/EndRdx/Rchg(17), Mk'Bit-Acc/Dmg/EndRdx/Rchg(17), Mk'Bit-Dam%(19)
Level 6: Rain of Fire -- Artl-Acc/Dam(A), Artl-Dam/End(19), Artl-Dam/Rech(21), Artl-Acc/Dam/Rech(21), Artl-Acc/Rech/Rng(23), Artl-End/Rech/Rng(23)
Level 8: Fly -- EndRdx-I(A)
Level 10: Fire Sword Circle -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(25), SprDfnBrr-Acc/Dmg/Rchg(25), SprDfnBrr-Acc/Dmg/EndRdx(27), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(27), SprDfnBrr-Rchg/+Status Protect(29)
Level 12: Aim -- GssSynFr--ToHit/Rchg(A)
Level 14: Combat Jumping -- ShlWal-ResDam/Re TP(A)
Level 16: Build Up -- GssSynFr--ToHit/Rchg(A)
Level 18: Blaze -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(29), Thn-Dmg/Rchg(31), Thn-Acc/Dmg/Rchg(31), Thn-Acc/Dmg/EndRdx(31), Thn-Dmg/EndRdx/Rchg(33)
Level 20: Cauterizing Aura -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal/EndRdx(50)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 24: Boxing -- Acc-I(A)
Level 26: Blazing Bolt -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(33), ExcCnt-Dmg/ActRdx(34), ExcCnt-Dmg/Rng(34), ExcCnt-Dmg/Rchg(34), ExcCnt-Stun%(36)
Level 28: Consume -- Acc-I(A)
Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(39), UnbGrd-ResDam/EndRdx/Rchg(39), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(40), UnbGrd-Rchg/ResDam(40)
Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(36), SprBlsWrt-Acc/Dmg/Rchg(36), SprBlsWrt-Acc/Dmg/EndRdx(37), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(37), SprBlsWrt-Rchg/Dmg%(37)
Level 35: Burn -- Obl-Dmg(A), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-%Dam(43)
Level 38: Hot Feet -- Obl-Dmg(A), Obl-Acc/Rchg(43), Obl-Dmg/Rchg(43), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-%Dam(45)
Level 41: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(46), RedFrt-EndRdx/Rchg(46), RedFrt-Def/EndRdx/Rchg(46), RedFrt-Def(48), RedFrt-EndRdx(48)
Level 44: Bonfire -- SuddAcc--KB/+KD(A)
Level 47: Fire Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(48), UnbGrd-ResDam/EndRdx(50), UnbGrd-Rchg/ResDam(50)
Level 49: Hover -- Krm-ResKB(A)
Level 1: Defiance
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Stamina -- EndMod-I(A), PwrTrns-EndMod(3), PwrTrns-+Heal(3)
Level 49: Quick Form
Level 50: Musculature Radial Paragon
Level 8: Afterburner

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The person who posted that build has consistently shown tendencies towards survival first. It's excessive in my opinion and completely relegates killing stuff fast, which is also a very effective form of mitigation, to the backseat.


Whether you feel the latter comment is true or not it doesn't take away from the fact that the build doesn't jive with your goals of max damage, if that's how you measure "the absolute best."



The builds in this thread might be more aligned with your goals, if doing max damage is truly your goal. I recommend @Onlyasandwich's build. Just be aware that Max Damage builds sacrifice safety for damage. Look at the progression that the OP took in that thread, from:


"I want the highest DPS possible!" to

"I'll just turtle up and hover blast."


So, is Max Damage what you REALLY want and is what you are going to give up for it something you are comfortable with?

Edited by Nemu
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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster


I am the Inner Circle!

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12 hours ago, Resjr said:

Im trying to figure out the absolute best.


I'm gonna agree with Nemu.. *gasp*


The absolute best is very open to interpretation and subject to a lot of variables.


I'd recommend starting with a good damage build, which are available, and start playing.


From there experimentation, personal preference, and specific questions will take you where you want to go. (steps off soap box)


13 hours ago, Resjr said:

fire ball shouldnt that power be slotted with full dmg procs?


image.png.7d9dd6640f20e98e1319bafc29f3c564.png this is what I found worked best in fireball which could be totally different than the next player.


"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

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If you are still looking for a build it helps to fine tune your requirements/needs.


Here are some questions that can better define what is best for you:


How do you envision your playstyle for a blaster? Is it:

Blast from range, making sure not to get too close to mobs or

Mix it up and go into melee and punch stuff as well as blast stuff from range.


How comfortable are you with managing survival? Is it:

I need a build to cover that for me or

I know how to use inspirations/move around/use my toolkit/teammates/game mechanics


What do you want to do with the build? Is it:

I want to solo +4/8 and other end game content without too much assistance or

I want a team build that maximizes my damage potential, let my teammates cover my survival


Are there any power picks that you absolutely need because that's going to make your blaster experience more fun?


Similarly are there any powers that you don't want?


This has not been said before but playstyle and familiarity with the game/mechanics is a significant factor in your success as a blaster. I'd say only 25% of success comes from builds. What most posters don't include with their builds is how they play them and you will find even less posts that cover fundamentals of the game and how to play the game in spite of godly builds.


Master the latter and naturally your builds will improve because you will know what to build for.

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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster


I am the Inner Circle!

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My goal is to play on teams and depend on my group for survival.  I play to much solo and would like to just put out the most dmg to help my team shred mobs quick.  I do understand I do need some defensive powers but I want to be heavy offense.  With maybe a phase shift for a get out of jail free card

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It's a thoughtfully done initial build with a clear focus on ranged defense and a decent amount of melee defense. Are you on a budget for this character? If you are, then sticking with the build above and not using D-Synchs, Hami-Os, winter sets, and some of the other unique IOs makes more sense. If you're free to spend as much as you want, then the build given above can be tweaked. Here's a few thoughts ...


Global recharge seems somewhat low for end-game play

There is no -recharge / -movement speed debuff resistance in the build

- These two things mean that if recharge gets substantially debuffed then a blaster with this build won't be seeing some of their powers recharge for a long time. Partial winter sets can help a lot with this, as well as the Winter's Gift (universal travel) unique IO.


Unique IOs that might help: Kismet +to hit, reactive defenses +resistances on a sliding scale, 20% -recharge debuff resistance in the unique Winter's Gift IO, preventive medicine chance for absorb 


Build up and aim have no recharge in them, which means they're up only a little quicker than once every 40 seconds. These are big buffs to damage, so one of the quickest ways to increase damage is to have these up more often. 

Ring of fire isn't needed for the build. It would be fine to drop it and take evasive maneuvers instead. Put a LoTG +defense / 7.5% global recharge IO into the base slot for evasive maneuvers.

All the above aside, the build you're citing is still a thoughtfully put together budget build for a defense-minded player. With no changes at all it's still a fire / fire / fire blaster and it should still contribute fine when handed well in all but the most extreme kinds of content. If it's what you can afford then it's not a bad build at all. 

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I have been playing it and it seems i dont need as many dps powers because the recharge on the powers are so fast.  I have over 3 Billion Infl. saved so that isnt the issue.  im trying to not waste rotation and when there is a ST up i need to have that ready.   Im starting to get really intrigued with this

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There's defensive powers and there's active mitigation. You can get by with very little of both if your plan is to team and have survival covered for you by teammates. The less survival you have the more opportunistic you have to be though, and you'll have to make decisions on when to hold back and when to go all out depending on team dynamic and the state of the battle.


I think it's great that you want to take the team approach though. Playing a blaster in that setting opens your eyes to the importance of GOOD support and teamwork, and the numerous issues that endanger a glass cannon build that need to be covered for you to go all out. In doing so it may enlighten you on how you can play support yourself to empower your teammates.


Staying true to the all damage/glass canon mantra, this is what I worked up. The goals are:


High recharge

Procs galore

Slow resistance


Hero Blaster
Build plan made with Mids' Reborn v3.6.6 rev. 3

  • Primary powerset: Fire Blast
  • Secondary powerset: Fire Manipulation
  • Pool powerset (#1): Speed
  • Pool powerset (#2): Leaping
  • Pool powerset (#3): Leadership
  • Pool powerset (#4): Concealment
  • Epic powerset: Flame Mastery


Powers taken:

Level 1: Fire Blast

  • A: Superior Defiant Barrage: Accuracy/Damage
  • 3: Superior Defiant Barrage: Accuracy/Damage/RechargeTime
  • 3: Superior Defiant Barrage: Accuracy/Damage/Endurance
  • 5: Superior Defiant Barrage: Accuracy/Damage/Endurance/RechargeTime
  • 5: Superior Defiant Barrage: RechargeTime/+Status

Level 1: Fire Sword

  • A: Hecatomb: Damage
  • 17: Hecatomb: Chance of Damage(Negative)
  • 40: Hecatomb: Damage/Recharge/Accuracy
  • 40: Hecatomb: Recharge/Accuracy
  • 42: Hecatomb: Damage/Endurance
  • 42: Touch of Death: Chance of Damage(Negative)

Level 2: Fire Ball

  • A: Superior Frozen Blast: Accuracy/Damage
  • 7: Superior Frozen Blast: Accuracy/Damage/Endurance
  • 7: Javelin Volley: Chance of Damage(Lethal)
  • 9: Positron's Blast: Chance of Damage(Energy)
  • 9: Bombardment: Chance for Fire Damage
  • 11: Annihilation: Chance for Res Debuff

Level 4: Super Speed

  • A: Blessing of the Zephyr: Knockback Reduction (4 points)
  • 13: Winter's Gift: Slow Resistance (20%)

Level 6: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 34: Kismet: Accuracy +6%

Level 8: Rain of Fire

  • A: Superior Frozen Blast: Accuracy/Damage/Recharge
  • 11: Superior Frozen Blast: Damage/Endurance/Accuracy/RechargeTime
  • 13: Javelin Volley: Chance of Damage(Lethal)
  • 15: Positron's Blast: Chance of Damage(Energy)
  • 15: Bombardment: Chance for Fire Damage
  • 33: Superior Blaster's Wrath: Recharge/Chance for Fire Damage

Level 10: Fire Sword Circle

  • A: Superior Avalanche: Accuracy/Damage
  • 37: Superior Avalanche: Accuracy/Damage/Endurance
  • 37: Scirocco's Dervish: Chance of Damage(Lethal)
  • 37: Obliteration: Chance for Smashing Damage
  • 39: Eradication: Chance for Energy Damage
  • 39: Fury of the Gladiator: Chance for Res Debuff

Level 12: Aim

  • A: Gaussian's Synchronized Fire-Control: Chance for Build Up

Level 14: Hasten

  • A: Invention: Recharge Reduction
  • 17: Invention: Recharge Reduction

Level 16: Build Up

  • A: Invention: Recharge Reduction

Level 18: Blaze

  • A: Apocalypse: Damage
  • 19: Apocalypse: Damage/Recharge/Accuracy
  • 19: Apocalypse: Recharge/Accuracy
  • 29: Apocalypse: Damage/Endurance
  • 31: Apocalypse: Chance of Damage(Negative)
  • 43: Gladiator's Javelin: Chance of Damage(Toxic)

Level 20: Cauterizing Aura

  • A: Synapse's Shock: EndMod
  • 21: Synapse's Shock: EndMod/Recharge
  • 21: Synapse's Shock: Damage/Recharge/Accuracy
  • 27: Synapse's Shock: Damage/Accuracy/Endurance
  • 27: Synapse's Shock: EndMod/Increased Run Speed
  • 29: Preventive Medicine: Chance for +Absorb

Level 22: Blazing Bolt

  • A: Sting of the Manticore: Accuracy/Damage
  • 23: Sting of the Manticore: Damage/Endurance
  • 23: Sting of the Manticore: Accuracy/Interrupt/Range
  • 25: Sting of the Manticore: Damage/Endurance/Recharge
  • 25: Sting of the Manticore: Chance of Damage(Toxic)
  • 42: Gladiator's Javelin: Chance of Damage(Toxic)

Level 24: Maneuvers

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 48: Shield Wall: +Res (Teleportation), +5% Res (All)
  • 48: Reactive Defenses: Defense/Endurance
  • 49: Reactive Defenses: Scaling Resist Damage

Level 26: Inferno

  • A: Superior Blaster's Wrath: Accuracy/Damage/Endurance
  • 31: Superior Blaster's Wrath: Damage/Recharge
  • 31: Superior Blaster's Wrath: Accuracy/Damage/Recharge
  • 33: Superior Blaster's Wrath: Accuracy/Damage/Endurance/Recharge
  • 33: Superior Blaster's Wrath: Accuracy/Damage

Level 28: Burn

  • A: Armageddon: Damage
  • 34: Armageddon: Damage/Recharge/Accuracy
  • 34: Armageddon: Recharge/Accuracy
  • 36: Armageddon: Damage/Endurance
  • 36: Armageddon: Chance for Fire Damage
  • 40: Eradication: Chance for Energy Damage

Level 30: Hot Feet

  • A: Ice Mistral's Torment: Endurance/Slow
  • 46: Ice Mistral's Torment: Damage/Recharge
  • 46: Ice Mistral's Torment: Damage/Slow
  • 46: Ice Mistral's Torment: Accuracy/Damage/Endurance
  • 47: Ice Mistral's Torment: Accuracy/Damage/Endurance/Recharge

Level 32: Tactics

  • A: Invention: Endurance Reduction

Level 35: Bonfire

  • A: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown
  • 36: Force Feedback: Chance for +Recharge

Level 38: Fire Shield

  • A: Steadfast Protection: Resistance/+Def 3%
  • 39: Gladiator's Armor: TP Protection +3% Def (All)
  • 47: Unbreakable Guard: +Max HP
  • 48: Unbreakable Guard: Resistance/Endurance

Level 41: Char

  • A: Nucleolus Exposure
  • 43: Gladiator's Net: Chance of Damage(Lethal)
  • 43: Gladiator's Javelin: Chance of Damage(Toxic)
  • 45: Ghost Widow's Embrace: Chance of Damage(Psionic)
  • 45: Neuronic Shutdown: Chance of Damage(Psionic)
  • 45: Unbreakable Constraint: Chance for Smashing Damage

Level 44: Stealth

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 47: Grant Invisibility

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed

Level 49: Vengeance

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed



Level 1: Brawl

  • (Empty)

Level 1: Defiance

Level 1: Sprint

  • A: Unbounded Leap: +Stealth

Level 2: Rest

  • (Empty)

Level 1: Swift

  • A: Invention: Run Speed

Level 1: Health

  • A: Panacea: +Hit Points/Endurance

Level 1: Hurdle

  • A: Invention: Jumping

Level 1: Stamina

  • A: Performance Shifter: Chance for +End

Level 4: Speed Phase

Level 49: Quick Form




Bonfire with a kd proc is pretty OP and it'll give you quite a bit of breathing room to get in melee range for your pbAoEs. I'm not a fan of hotfeet but it does slow mobs down in your rain of fire. My outlook is that glass cannon builds need to move around the battlefield and not plant themselves in one place. Hotfeet basically invites you to do exactly the opposite of being mobile and has a heavy end cost at that. Slows also causes mobs to scatter because they want to run out of the slow field, and that's not exactly conducive to many team strategies either. Finally some players are enamored with hotfeet's ability to do damage but you are a blaster, and a fire/fire/fire at that. What you can do in terms of aoe burst damage makes hotfeet a laughable source of damage.


I actually prefer fire breath in place of rain of fire with the exact same proc slotting because it's more spammable and does more damage when spammed over the course of a Rain of Fire cycle, but it does present a playstyle challenge of you having to position yourself every time you need to use it.


Good luck, glass cannon builds like these can be very rewarding but it does take a modicum of skill to get the most out of it.




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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster


I am the Inner Circle!

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If you haven't learned how aggro cap works that might be something to get familiar with.

Tanks can only hold so much until it spills over to next priority targets.. like the aoe kill machine you aspire too.


..and remember to save a couple inspiration spots for rezies. You're a blaster, face planting from time to time is not unusual.

Edited by Troo
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"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

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9 hours ago, Nemu said:

This has not been said before but playstyle and familiarity with the game/mechanics is a significant factor in your success as a blaster. I'd say only 25% of success comes from builds. What most posters don't include with their builds is how they play them and you will find even less posts that cover fundamentals of the game and how to play the game in spite of godly builds.


Just wanna say this right here for anyone interested in blasting.... This is the key to being a successful blaster.  Well said, @Nemu.  Be adaptive, and play/build to your style, not to a specific given build.  Knowing the game and how mechanics work - this includes other ATs - is how you will survive as a blaster - especially a glass cannon.  Many will pick a powerset combo and someone's build, and then fight the mechanics of the powers that they have available and not know how to play the game, the powers, or even live to their potential - and thusly die a lot or deal so little DPS they say it's a crap build.  Every blaster plays different.  ...which is why i love them so.  


Not saying you're doing/thinking this @Resjr, just wanting to highlight some sage words from @Nemu for anyone.  


However, @Resjr, be ready to steal aggro from your tanker and be ready to hit your inspirations and anything you have to stay alive.  I love Fire/Fire/Fire blasting.  (I love Ice/Fire/Fire even more, tough 😛)  Glass cannons are just that - hard hitters that will steal aggro and then die, if not careful.  Good luck and have fun!

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My own experiences with Ion judgment are that it can draw a noticeable amount of aggro when it hits dozens of targets distributed across a large area. Many of the mobs hit may not have aggro'd onto anything before that and they will target your blaster, chances are, if you wake them up with an Ion judgment. Thus, ion can backfire for a build with a strong lean in the direction of damage-without-defenses or "defense through teammates."


With a view to maintaining a limited and controlled amount of aggro you might like pyro better for judgment.  It also fits thematically with a fire / fire / fire character, in case that matters.

Also, and especially if you ultimately choose fire breath over rain of fire, intuition radial may end up being more to your liking over musculature core. In exchange for giving up about 3% of your total damage or less (when various buffs are considered), compared to musculature core, intuition radial provides its own solid boost to damage and some helpful utility, including ...

20% more range. Basically, move less, blast more, and get noticed by mobs less often while getting into position to blast away
33% increase to slow debuffs for mobs from hot feet, 2/3 of which will not be reduced (other than by purple patch, no getting around that though)
increased hold duration in case you pick up char from fire mastery

... and you probably want char because it's a very good pick for triple fire build and it is in Nemu's suggested build for your blaster.  

Whichever route you pick hopefully you thoroughly enjoy your blaster.

Edited by EnjoyTheJourney
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I played the build and I like everything except hot feet.  I find myself mostly in range most of the time.  I think I might put the slots to consume.  I do find myself end starved at times.  @EnjoyTheJourney I believe I will go with pyro.  I still can’t find out which is the strongest power char or blaze?

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You can always hop on Beta and test things out there. 

Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Waterpark: Water/temp Blaster. 5. Project Next: Ice/stone Brute. 6. Mighty Matt: Rad/bio Brute. 7. Without Pause: Claws/wp Brute. 8. Emma Strange: Ill/dark. 9. Nothing But Flowers: Plant/storm Controller. 10. Obsidian Smoke: Fire/dark Corr. 


"Downtime is for mortals."

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I did a fresh pass on my triple fire recently, with a more balanced version that is still very proccy/damage maximized, but with stronger ranged defense as well. Not softcap, but within easy range, and good resist support.


Here it is for reference.



Blaster (Fire Blast - Fire Manipulation).mbd


As with the previous build @Nemu referenced in the linked thread, this is optimized for ease of use - no cones. Just pop in and start smashing big aoes.


One thing Hot feet is pretty decent at is leveraging ranged defense in a somewhat melee oriented build. With this build, you hop into melee and everything starts running away slowly, maybe stopping to potshot you through ranged defense. They move just slowly enough that they are almost always fully dead by the time I finish the combo. Because of this, runners are largely a non issue, though blaze and blazing bolt will clean them up readily.


Otherwise, Fire breath is indeed a great power! I wouldn't skip it on a more ranged focus character.


Blaze and Char are both top tier blasts when properly slotted. I definitely wouldn't forego blaze on any build, however. On my own, I didn't have the spare slots to give Char the love it wants, and my ST chain is robust with Blaze, Blazing bolt, and Fire sword. Even Fireball is really strong ST.


I do have consume but honestly very rarely need to pop it given the blaster sustain.


I totally get why some folks may not dig on hot feet. It is pretty useless for a ranged playstyle, or a jousting focus when engaging melee. However, If you aren't taking it, /fire manip is a pretty mediocre secondary. You'd be much better off with something like /elec if you want in/out melee action, or /plant, ta, or maybe /time if you are trying to stay ranged. Style wins the day of course if you just want pretty blasty flames across the board!



Edited by Onlyasandwich
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