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Fire/EM build - Missing anything?


fmacanadaguy

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I played CoH way back in 04 for a while playing around with classes and never really brought anything to 50 except for one blaster and a defender but it was the tanker I really ended up truly enjoying the most but never got to 50 then. I just never really got into do much with crafting enhancements. I got back into playing in recent years off and on and have finally brought brought a tanker to 50 with Fiery Aura and Energy Melee, something I tried way back when that really felt comfortable. So the build I am about to post I wanted to check if there is anything I am overlooking or just don't understand properly.

 

https://api.midsreborn.com/build/download/FkRoQfC6fjQ3X4HM

 

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A few notes to explain why I went certain directions. I am not sure how effective those choices really are though.  I six slotted Temperature Protection to squeeze in 4 Unbreakable Guard to increase my Cold Resistance. I wanted to try to increase as many resistances as I could while also boosting Melee Defense. I could have put it into Tough but my S/L resist was already past 90% so I figured why not just get the Cold Resist. I am not sure how much the Melee Defense is worth though without some Defense Debuff Resist. I never tried to solo any TF or anything very challenging so I never pushed it to any real limits. I also took Barrage instead of Energy Punch as I have seen on several builds because I noticed when Energy Focus is active, Barrage gives a -regen of 100% whereas Energy Punch gets nothing. I am pretty sure the debuff on Regen helped me on a couple of Elite Bosses in missions.

 

So is there anything I chose that is just pointless? Perhaps the Aegis in Temperature Protection? I had been taken down in one hit immediately by a Rikti elite boss' psionic attack so I just slotted in as much psionic resistance as I could find. I am not sure if the Status Resistance part of the Aegis enhancement does me any good.

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As someone who has messed around with Fire Armor somewhat extensively I say your build is good as is for whatever content you'd like to play.

 

 

That said there are numerous tweaks you can do but they depend if you care about increasing your damage. If no, because playing a Tanker and intending to team and the team is the one who is doing the damage, then leave it be as is.

 

If yes then it's going to be a matter of changing slots around.

 

 

Some small tweaks you can do even without chasing damage would be:

 

- Putting the ATO that you have in Blazing Aura somewhere else. Perhaps Barrage. This is because it's a stacking buff (6.7% per stack and goes up to three stacks). In Blazing Aura it only ticks once every 10 seconds even if surrounded by enemies so you'll only have one stack at most. Putting it in a single target attack will allow you two spam it more and in return get the proc happening more times. For example your Energy/Negative resistances are currently at 82.2% (Mids accounts for one stack of the ATO but not more). Having it go off a second time would neatly place your E/N resistances at 88.9%.

- Taking Energy Punch instead of Barrage gives you two benefits. One benefit is that it's a super fast attack which is a great filler while you wait for Total Focus to return. You can fo TF, Energy Punch, Bone Smasher, Energy Punch, Energy Transfer, Energy Punch, Bone Smasher. Repeat. The second benefit is that Barrage 'steals' Energy Focus which is what turns Energy Trasnfer from a 2.9 seconds animation into a 1.2 animation. If ET misses (as it is possible to do thanks to the 5% minimum miss rate) and Barrage eats Energy Focus then you only get it back next time TF is up. You may think about the -regen as important, but, mathematically speaking, it is not. The -regen debuff is good against big HP meat bags and these are exclusively AVs and GMS. Elite Bosses don't have enough HP for the -regen, and especially such a small value as 100% (the normal regen debuffs are 500%) to have an impact on how fast they are downed. Even those big bags of HP have protection against debuffs, and the higher the level difference the more that resistance to debuffs is diminishing the effects.

 

That said if you like Barrage and want to lay that -100% regen debuff then continue because you're not breaking the build by doing so.

 

- The ATO is Total Focus should go into Blazing Aura. The proc is a small absorb shield and it does not stack so it's fine if it only has a chance to go off every 10 seconds. Total Focus is one of your two big damage dealers and depending on your intentions you can either throw five Hecatombs and a Touch of Death proc or what you'd like.

- Tactics is not needed. Even without it you're already at 91% chance to hit +3 enemies. The Hecatomb has 15% accuracy which will finish putting it at 95% (which is the softcap since there is alwas a 5% chance of missing). Check the accuracy of your attacks by changing the relative enemy level in Mids and then go over the accuracy of each attack.

- Agility Core incarnate is not particularly helpful to this build. It gives some defense, but Fire Armor is not a defense based build. It gives some recharge, but recharge is not particularly needed either. You could either go Musculature 33% for a bit more damage (around 10% if I recall correctly) and a bit more endurance, or Resilient for more resistances.

- Speaking of endurance I don't know how you've been handling your blue bar with Consume not being slotted. If it has worked out then it's fine and carry, but I wouldn't leave home without six Synapse Shock in there because A) Synapse Shock is chockfull of good bonuses, and B) a slotted Consume can ignore most sapping effects, the very thing that makes 90% of the other characters tremble in fear. Fire Armor may not be the sturdiest thing around but sapping problems ain't one.

 

 

I won't add to this novel before you decide on what direction you'd like to go.

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Thanks for the tips. I'm garbage for knowing where to slot some of these things.

 

Barrage I took only because when I ran the Incarnate missions in Cimerora, I ran into some Elite Bosses that for some reason were getting their health back awful fast during combat. The bosses around them were all dead but these specific ones kept rebuilding health. I am not sure I could have punched through it without the -regen. Usually in my attack chain, it is already all ready as I cycle through it anyway due to agility core so the faster recharge of energy punch didn't make much of a difference in that regard. By swapping out what was in blazing aura into barrage, that also made it recharge a bit faster too. It is now at 2.3s with agility core, 2.5s without.

 

I had tactics because I really did not know what else to take. I had everything I wanted and there was nothing I really needed. I could ditch maneuvers and take hasten then take evasive maneuvers from flight just to get the luck of the gambler back. I am not sure what else I could take that I would need.

 

Looking at the Incarnate powers, the Musculature I will be giving serious consideration. Resilient gave me about 6% extra to everything except psionic which I am not sure if it is worth to me at this point if I am now triggering extra resists through my reslotted barrage. Agility core was there not so much for the defense buff to bring melee defense to 60 but to have more endurance modification and recharge to get things like healing flames, build up and fiery embrace faster. Going with musculature will get me endurance modification as well as that extra damage and some extra protection.

 

I never felt the need to put many slots in consume but I have used it before. It typically refills my bar and before it is completely drained again, everything is dead. Malta mobs had been a problem and they usually drained my endurance so fast I couldn't even activate consume anyway. I wouldn't mind being able to slot it but then this would probably affect the entire build.

 

This is what I got now. My melee defense is at 54 now which I hope should still be enough to keep pressure off.

 

 

Tanker (Fiery Aura - Energy Melee) v2.mbd

 

https://api.midsreborn.com/build/download/Flgb9RCSBcDGWqwK

 

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If you want to pump up your damage there are some tweaks to be done. Burn, for example as you have it, is at about 304 where it could be at 460. And Energy Transfer, your huge big hitter, could be at 770 instead of 638. We can even ditch having Tough toggled on and still be capped.

 

Another few things to consider is that with a second stack of the ATO you will have an extra 6,7% that Mids is not showing you. So rather than having Might of the Tanker six slotted and be at 99% to S/L you should move your slots around and aim to be at around 83% like your E/N currently is. Or you can toggle Tough off and replace the slots in Healing flame for Preventive Medicine to be around 83% with Tough on.

 

My own approach is to always account for Barrier and it's permanent 5% defense and resistance so that even with Tough toggled off they are still at 90%. Anything too easy to not need Barrier does not need the extra 5% anyway. So accounting for two stacks of the ATO (6.7% x2) and Barrier (5%) has my builds looking to put their resistances at roughly 77/78%. Any more than that and it is useless once all those things are activated. Like, currently you have S/L at 99. But once the second ATO stack procs you'll have it a 105%, then if you use Barrier because you're in trouble it goes to 110%. But 90% is the cap anyway. Your E/N resistances are at the sweet spot for the second ATO stack to put them at 90%, but if you use Barrier they will go to 95%.

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19 minutes ago, fmacanadaguy said:

Are you able to show me your approach with a build example?

 

My signature has plenty of examples but this is the last one I posted.

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8 hours ago, Sovera said:

My own approach is to always account for Barrier and it's permanent 5% defense and resistance so that even with Tough toggled off they are still at 90%. Anything too easy to not need Barrier does not need the extra 5% anyway.

At what level of the incarnate ability does the permanent 5% happen? I slotted it at just the beginning and I only see something happen when I click it.

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18 minutes ago, fmacanadaguy said:

At what level of the incarnate ability does the permanent 5% happen? I slotted it at just the beginning and I only see something happen when I click it.

That is the expected behavior.

 

At T4, the Barrier Core has the same duration and recharge.  Therefore, if you set it to auto-fire it will be permanent.

What this team needs is more Defenders

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20 minutes ago, fmacanadaguy said:

At what level of the incarnate ability does the permanent 5% happen? I slotted it at just the beginning and I only see something happen when I click it.

 

What Barrier does is give a large amount of defense and resistance during the first 10 seconds, then it slowly decreases. At the one minute mark the decrease halts at 5%. It will continue being 5% for the last minute. It lasts two minutes total if you pick the side that says 120 seconds, and recharges in two minutes which means it is permanent for content that is 45+.

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1 hour ago, fmacanadaguy said:

Is there a target on amount of defense you aim for or do you just ignore it?

 

Defence on a resistance armor is just a little bit extra. Resistances are doing the heavy work. But I find I usually have enough latitude to bring some defense in while still having capped resistances and decent (around 135 second Hasten) recharge. With that said I aim for 45% (with Barrier) to S/L which often ends being Melee too.

 

Usually I don't bother using Barrier for that. Barrier's my panic button. If my HP dips too fast even after Healing Flames then I use Barrier and I'm assured the huge defense boost will keep me alive until Healing Flames has finished recharge. As a bonus it caps my defenses and resistances since it turned out to be a situation where those 5% might be useful to have.

 

Aiming for more is generally not advised because anything that does defence debuffing will eat those defences anyway since Fire Armor has no resistance to it, and what doesn't do defence debuffing is generally not hard to begin with. But, IMO, 45% is a nice buffer since even resistance based armors suffer from defence debuffing. It's best to have those 45%, then eat a small purple and be at 57% (if it's REALLY being hard), and now those defence debuffers need to work hard to peel all that defence down. In the meanwhile Healing Flames is recharged, Barrier is recharging, and they can be used again. It's how I soloed the ITF on enemies buffed, no inspirations, etc, despite Fire Armor being 'squishy'.

 

During that time you're smacking things. Especially with an Energy Melee where between those tweaks to increase the damage and the immense crowd control Energy Melee brings you can get rid of a most of a spawn in the initial 10 seconds.

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Posted (edited)

With the advice provided, I think I came up with a build that feels more comfortable to me. It did bother me before that Might of the Tanker could push the resists past the max and make things inefficient. I put more into Consume since I changed the incarnates for improving endurance. I didn't go with Synapse though. Optimization gave me faster recharge which surprised me. I could easily do it though if I took the two slots away from Fly. It would have buffed my status resists but with the new enhancement in Fly I got an addition 20% over what I had before anyway. I'm still above the targets you usually look at for resists but I feel comfortable with where they are at still and my melee defense is at 50. There isn't a lot of extra damage over what I had before but there is some. 

 

Tanker (Fiery Aura - Energy Melee).mbd

 

https://api.midsreborn.com/build/download/FllBZzhLBrjlIsLD

 

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Edited by fmacanadaguy
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7 hours ago, fmacanadaguy said:

With the advice provided, I think I came up with a build that feels more comfortable to me. It did bother me before that Might of the Tanker could push the resists past the max and make things inefficient. I put more into Consume since I changed the incarnates for improving endurance. I didn't go with Synapse though. Optimization gave me faster recharge which surprised me. I could easily do it though if I took the two slots away from Fly. It would have buffed my status resists but with the new enhancement in Fly I got an addition 20% over what I had before anyway. I'm still above the targets you usually look at for resists but I feel comfortable with where they are at still and my melee defense is at 50. There isn't a lot of extra damage over what I had before but there is some.

 

 

Looks good. The way I build is just A way to build, not THE way. Plus respecs are cheap so you can add more damage later when you feel like twiddling a bit more.

 

At a glance there are just three slots I'd consider superfluous: the extra LotG in Combat Jumping (10% regen is one more HP per second (from 36 HPS to 37 HPS. The slotting gives 0.7% extra defence too)) and the two slots in Fly (the -fly debuff resistance is already taken care of by Evasive Maneuvers). You can also place the slot from Karma in CJ to Tough and add a KB protection from Steadfast Protection to get the same KB protection but add a fraction more recovery (won't ever be noticed, but, why not?).

 

You can place two slots in Consume and get more E/N resistances than you were getting as well as a substantial 7.5% recharge by swapping to Synapse. Or place two slots in Focused Accuracy with Adjusted Targetting and improve its stats a bit while also recouping your E/N resistances. Or place all three in Brawl and slot four Kinetic Combat which can replace the slotting in Burn or Total Focus, or ET, while still preserving your defenses (though I feel you have too much as it is).

 

 

Plenty of choices, one of which is also let things stay as you have them as the build's pretty solid as is.

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