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GameAmp: the truth about fire tanks

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Forum >> Main >> General Discussion >> the truth about fire tanks

 
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lucho3161 Profile
lucho3161
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Joined: 07/15/2005
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the truth about fire tanks 

ok guys, im looking for a little feedback/thoughts abotu tank primaries, fire in particular. ok so i wanna make a new tank, i was thinking abotu invul/fire (which i reallly wanna do) but you pretty much have to take every power in the set and it seems like a waste, but heres the thing with fire, you can get in 2 powers what you get in 4 or 5 with invul or stone or ice. plus, fire gives awesome resistance to non-smash lethal, better than anything else. plus, if you wanna herd, you dont have to sacrifice putting slots in invince for def buffs to put taunt ones in to hold aggro. what are your guys experience? perhaps you could enlighten me red scout and death conq since you guys roll invul/fire. but i love having fiery aura on my fire tank, ive never had a problem with any herding ive done so far, even post I5. i wanna make a fire melee tank b/c the two aoe's. so any input would be appreciated!! sorry for being so wordy!!!



***THIS POST HAS BEEN EDITED***



Global @ Fakeness

Fakeness - 50 ill/emp/fire
Siroke - 50 ice/ss/fire tank - 158.75% recharge bonus
Fake N' Bake - 50 ill/rad/psi troll - 178.75% recharge bonus
Neutron - 50 rad/rad/power def
Hawtshot - 50 fire/ice/fire tank
Awesome S - 50 kin/arch/dark def
El Siroke - 50 thugs/dark/soul mm
Shadowbreaker - 50 elec/dark/soul brute
Teichou - 50 nin/nin/shark stalk
Super Blaze - 50 invuln/fire/fire tank
Earth-Guard - 50 stone/em/fire tank
09/11/05 00:52 Login to rate this user's post!
thejeni Profile
thejeni
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Re: the truth about fire tanks 

now i have never really played a tank but i KNOW there are others here who have that should be able to give you some feedback



09/11/05 10:31 Login to rate this user's post!
BoinkBunny Profile
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Re: the truth about fire tanks 

I don't play tanks, but I do use the fire secondary on one of my blasters and I can tell you that Fire Sword will ROCK on that tank. It does great damage and it's relatively cheap on end. I don't know why so few Tanks use it!



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09/11/05 12:29 Login to rate this user's post!
Falzure Profile
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Re: the truth about fire tanks 

Now that taunting has been nerfed, Blazing Aura is important again. You still gather aggro by hurting people and Blazing Aura is an effective way of doing so. That means that the fire primary is now a better choice than invuln.

And yes, Boink, the Fire Sword rocks on a tank, too!



***THIS POST HAS BEEN EDITED***




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09/11/05 12:58 Login to rate this user's post!
Death_Conqueror Profile
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Re: the truth about fire tanks 

QUOTE
ok guys, im looking for a little feedback/thoughts abotu tank primaries, fire in particular. ok so i wanna make a new tank, i was thinking abotu invul/fire (which i reallly wanna do) but you pretty much have to take every power in the set and it seems like a waste, but heres the thing with fire, you can get  in 2 powers what you get in 4 or 5 with invul or stone or ice.  plus, fire gives awesome resistance to non-smash lethal, better than anything else. plus, if you wanna herd, you dont have to sacrifice putting slots in invince for def buffs to put taunt ones in to hold aggro. what are your guys experience? perhaps you could enlighten me red scout and death conq since you guys roll invul/fire. but i love having fiery aura on my fire tank, ive never had a problem with any herding ive done so far, even post I5. i wanna make a fire melee tank b/c the two aoe's. so any input would be appreciated!! sorry for being so wordy!!!


well, first off, i've never had to sacrifice slots in invincible for taunt. i've got 3 def buffs and 1 end reduce. i don't notice any problems, but i have never tried to do one giant herd. my biggest, i think is a 43 monkey herd the day issue 5 came out. Invul does seem like a good primary def, but the psy attacks do seem to bug me every once in a while (mainly only rularuu). my one problem with the fire secondary is it doesn't seem to do much damage. i know that since i'm a tank, i'm not "supposed" to do much damage (but then they thought tanks weren't supposed to be a medic....:) i have most of my attacks 6-slotted. it does ok damage, but you can never think of soloing an AV. i do seem to get over my head, everyonce in a while, but with invincible's ability to gain a def boost and deal a negative acc to more and more baddies, i do ok. hope that helps you out.



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Death Conqueror: lvl 50 tanker - Invunerable/fire tank (now officially retired, except in badge cases). [red] The badger of Victory [/red]



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09/11/05 13:58 Login to rate this user's post!
Anachron Profile
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Re: the truth about fire tanks 

They may have nerfed "Taunt" but if your a tank you have been given a new inherent always-on power "Gauntlet" or they have optimized the inherent ability.

Some say "Gauntlet" is just an icon letting you know that you have an inherent ability to agro, I must disagree...

"Gauntlet" has made the Tanks better at agro, some would say to good (me anyway), when at one time I could Taunt one or 2 to attack me and so whittle down a group, now when I taunt one or 2 they attack, however the moment I hit one, everyone else agroes (didn't used to be the case, you could pull a few at a time without agroing whole group)...

It seems to have made them more agressive as well... enemy follows you for a longer distance and if you hit them at all they usually don't give up until you take em down.

Agro is no longer a problem for Tanks, so you really shouldn't have to get a powerset because one of it's powers helps you agro or should you need to equip it for such, get the powerset for other reasons.

--TIP on "Taunt" Enhancements:

I have found this arrangement works the best for me...

Choose "Taunt" power... First Enhancement slot choose Taunt effectiveness, Equip 3 more slots as you level for a total of 4 on Taunt power when your finished.

Second Slot... Enhance Distance/Accuracy
Third Slot... Enhance Accuracy/Distance
Fourth Slot... Reduce Recharge Time

It usesd almost no endurance so you don't need a Reduce Endurance Cost.



***THIS POST HAS BEEN EDITED***



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09/11/05 17:31 Login to rate this user's post!
Red_Scout Profile
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Re: the truth about fire tanks 

All I know is that I'm limping through I5 now. I had a great build in I4, sure I couldn't handle AV's on my own but I could take a beating. Though I'm almost done with my AV missions with Maria (LEEEEROY) Jenkins so I don't really have to team up anymore, I can start soloing... until I start my Carnies Story Arc. I'm dreading the Carnies, I face planted a lot in I4 against them they'll probably laugh at me now. Although I can herd minions 0+/1+, I just can't handle them like I did before and Dull Pain does come in handy a lot. I got Dull Pain 6 slotted with 4 Recharge Reductions and 2 Recover Health, but there are occasions that I wish it was a little faster. Sure I could pick up Hasten, but I don't see the necessity for it since all my Fire attacks pop up really fast in the first place and just to get it for one toggle is really eh, I'll just use a Good Luck and use however many greens that I need.

Anyways. For my free respec I got rid of Combustion for Dull Pain, which I now know was stupid because running around with 1 AoE isn't that good. Once I get a group around me I need that second AoE to drop their health some more. I think I don't have Combustion and Breath of Fire... my build is in the Tanker forums.

Another thing I've noticed is that I have to rearrange my Insperation slots. I use to just have 1 line for greens, 1 line for blues, 1 line for purples, 1 line for reds and another for whatever. Now it seems I'm gonna just need to use those slots for purples and greens, with the possiblities for an Awaken or two. I forgot the original question, but whatever it was I hope I provided something.



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09/11/05 21:42 Login to rate this user's post!

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