Author Topic: Fire/SS Thinking Staff would be better  (Read 3983 times)

worldweary

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Fire/SS Thinking Staff would be better
« on: September 08, 2015, 06:35:45 AM »
Hero Plan by Mids' Hero Designer 1.96
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Level 50 Science Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Super Strength
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Fire Shield
  • (A) Reactive Armor - Resistance
  • (7) Reactive Armor - Resistance/Endurance
  • (7) Reactive Armor - Endurance
  • (9) Reactive Armor - Resistance/Endurance/Recharge
Level 1: Jab
  • (A) Touch of Death - Accuracy/Damage
  • (34) Touch of Death - Damage/Endurance
  • (34) Touch of Death - Damage/Recharge
  • (36) Touch of Death - Accuracy/Damage/Endurance
  • (36) Touch of Death - Damage/Endurance/Recharge
  • (36) Touch of Death - Chance of Damage(Negative)
Level 2: Healing Flames
  • (A) Doctored Wounds - Recharge
  • (3) Doctored Wounds - Heal
  • (3) Doctored Wounds - Endurance/Recharge
  • (5) Doctored Wounds - Heal/Recharge
  • (5) Doctored Wounds - Heal/Endurance/Recharge
Level 4: Blazing Aura
  • (A) Eradication - Accuracy/Damage/Endurance/Recharge
  • (33) Eradication - Chance for Energy Damage
  • (34) Eradication - Damage
Level 6: Haymaker
  • (A) Touch of Death - Accuracy/Damage
  • (9) Touch of Death - Damage/Endurance
  • (13) Touch of Death - Damage/Recharge
  • (15) Touch of Death - Accuracy/Damage/Endurance
  • (15) Touch of Death - Damage/Endurance/Recharge
  • (17) Touch of Death - Chance of Damage(Negative)
Level 8: Consume
  • (A) Eradication - Accuracy/Damage/Endurance/Recharge
  • (19) Eradication - Accuracy/Damage/Recharge
  • (27) Eradication - Accuracy/Recharge
  • (33) Performance Shifter - EndMod/Recharge
  • (48) Eradication - Damage/Recharge
Level 10: Taunt
  • (A) Perfect Zinger - Chance for Psi Damage
  • (11) Perfect Zinger - Taunt/Recharge/Range
  • (11) Perfect Zinger - Taunt/Recharge
  • (13) Perfect Zinger - Taunt/Range
Level 12: Plasma Shield
  • (A) Impervium Armor - Resistance
  • (48) Impervium Armor - Resistance/Endurance
  • (48) Steadfast Protection - Knockback Protection
Level 14: Kick
  • (A) Endurance Reduction IO
Level 16: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (50) Reactive Armor - Resistance
  • (50) Reactive Armor - Resistance/Endurance
  • (50) Reactive Armor - Endurance
Level 18: Burn
  • (A) Eradication - Accuracy/Damage/Endurance/Recharge
  • (37) Eradication - Accuracy/Damage/Recharge
  • (37) Eradication - Damage/Recharge
Level 20: Knockout Blow
  • (A) Touch of Death - Accuracy/Damage
  • (21) Touch of Death - Damage/Endurance
  • (21) Touch of Death - Damage/Recharge
  • (23) Touch of Death - Accuracy/Damage/Endurance
  • (25) Touch of Death - Damage/Endurance/Recharge
  • (27) Touch of Death - Chance of Damage(Negative)
Level 22: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense/Endurance
Level 24: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (25) Luck of the Gambler - Defense/Endurance
  • (46) Luck of the Gambler - Defense/Endurance/Recharge
Level 26: Assault
  • (A) Endurance Reduction IO
Level 28: Rage
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (31) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 30: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (33) Luck of the Gambler - Defense
Level 32: Super Jump
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 35: Web Envelope
  • (A) Trap of the Hunter - Accuracy/Recharge
  • (37) Trap of the Hunter - Endurance/Immobilize
  • (40) Trap of the Hunter - Accuracy/Endurance
  • (43) Trap of the Hunter - Immobilize/Accuracy
  • (45) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (46) Trap of the Hunter - Chance of Damage(Lethal)
Level 38: Foot Stomp
  • (A) Obliteration - Damage
  • (39) Obliteration - Accuracy/Recharge
  • (39) Obliteration - Damage/Recharge
  • (39) Obliteration - Accuracy/Damage/Recharge
  • (40) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (40) Obliteration - Chance for Smashing Damage
Level 41: Hurl
  • (A) Thunderstrike - Accuracy/Damage
  • (42) Thunderstrike - Damage/Endurance
  • (42) Thunderstrike - Damage/Recharge
  • (42) Thunderstrike - Accuracy/Damage/Recharge
  • (43) Thunderstrike - Accuracy/Damage/Endurance
  • (43) Thunderstrike - Damage/Endurance/Recharge
Level 44: Hasten
  • (A) Recharge Reduction IO
  • (45) Recharge Reduction IO
  • (45) Recharge Reduction IO
Level 47: Acrobatics
  • (A) Endurance Reduction IO
Level 49: Vengeance
  • (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Gauntlet
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) Celerity - +Stealth
Level 2: Rest
  • (A) Healing IO
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (19) Miracle - +Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (17) Performance Shifter - EndMod/Accuracy
------------



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One purple I am capped to most and I have good Res but Fire and Elec tanks for some reason seem really hard to make good.

HEATSTROKE

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Re: Fire/SS Thinking Staff would be better
« Reply #1 on: September 09, 2015, 03:24:04 AM »
 Here is my two cents on Fire and Elec.. One of the reasons I believe people find Fire and Elec harder is because they do not have any defense based powers built into their sets. They are pretty much all resistance.. This makes it more challenge to add defense into their builds especially since many people try to get defense to as many positions or damage types as possible. 

 Fire's best defense is a good offense... a Fire/SS should be Foot Stomping and Burn Patching as many people as possible... take them down quick..

 The trick I learned with Elec was not to build in more defense.. but to build in more recharge and get Energize as close to perma as possible.. my build was off by about 2 seconds.. He has plenty of resistance and could spam a heal if need be.. this make him tough to kill..