The thing about Fire is that it's actually decent when you have a lot of skill points, and by a lot, I really mean a lot.
Not mean to derail the thread, but your signature always makes me stare at it for a good 10 seconds before I actually do anything
This one was what I used with my current stats with only 4 crit healing. I only spec into five weapon trees. This one was used when I max out self healing. This one I spec into 3 weapon trees while maxing out crit healing.
I will say that the new Stoke Flames is a big improvement for fire tanking. It now does 12 ticks of healing over 6 seconds and it doesn't end prematurely if you get to full health before the 6 seconds is up. I'm not sure that it's enough but it helps.
Four seconds on live. I havent test on test yet. Btw, i made sure my health was at a quarter that way i didnt run into stoke flames ending too soon.
I havent yet tested back draft. I wanted to use stoke, b det, burnout, and draft in one go but the power consumption is too high giving the fact two already is a highest tier while the other two is at 45. Probably a good suggestion is to let those power lower consumption a tad bit. Also, burning determination states incoming damage. It be nice if it actually matches the damage taken. This would make fire tanks learn the tells and activate this power when incoming attacks is coming?
Just to be clear. This was an update for the Advanced Mechanic, not a general update for Fire. Earth and Electricity got both because it was time for their update.
That is fair to say. However, during Fire's original revamp tanking saw saw no changes. Fire had mostly cosmetic changes, addition of overheat, removal cast on snuff out, change to Spontaneous combustion, and a reduction to supercharge cost on volcanic calamity. When we did get a a positive tank change it was taken away. The buff to healing actually made the self heals feel worthwhile. Then to top it off, rage was introduced with a laundry list of things that fire players asked for in the the revamp thread. It gained health stacking that fire originally had, it has radical self healing with a minor cost, it has a shield, and it has both kinds of pulls(yes earth has it too, but Rage has the best of both while earth's misses something that backdraft and inescapable storm have). Fire tanks have been pleading for years to be looked that and this seems like our final chance for a meaningful change. The introduction of Survival Mode makes it painfully clear how disadvantaged Fire tanking is. All the most successful groups have carried Earth, Ice, or Rage. Why can't this update help us out. Fire tanks are the most excluded tank in the game by far. In my three years of playing I have been kicked from raids several times just by saying the word fire. In a post Rage game, Fire just doesn't look appealing to a prospective tank. I hope you will take this into consideration.
Right, and I thank you guys for the small improvements to Fire tanking we've gotten; It helps so much. But I'm begging you please add a long range tank pull to Fire. I shouldn't have to use a power outside my power set to be balanced with other power sets, in all seriousness no other tank has to either. Or up the taunt on "Meteor Strike" so I can get good aggro on NPC's from range.
Understood. We are not unwilling to make changes. We just have to be careful what we do. It would really upset you to have us make a change then realize it has to be undone. Changing the way tanking works for fire was not in the schedule, so you always run the risk of having issues that are not fully tested. So by all means, keep the feedback coming in. Just please don't expect this update to be about changing/updating Tanking as well. I cannot commit to it at this time.
Ok, that's reasonable, and I'm sure we all understand that. But fact remains, like Baron was saying, Fire had some of it's advantages taken away because they were deemed as bugged or overpowered (not going to discuss that; no matter how good they were, if they were bugged, they had to be fixed, period), and then we see Rage tanks out-healing healers in raids. As is, Fire is the most unforgiving of all tanks. A misstep (something as simple as getting out of block to activate a power), may lead to certain death. There are several posts in this thread addressing exclusively the tank side of the power set. Some seem to be quite simple to fix and redo, reducing cooldowns, for example, to make certain powers that pull (a very lacking feature in Fire) or heal (again, lacking - and it's supposed to be one of the benefits to Fire tanking - especially in comparison to Rage tanking) more viable. How feasible would that be in the near future (as in, BEFORE the GU goes live)?
First, thank you for taking the time out to reply. I completely understand that updating the tank side of the field may not be in the cards for this update. I agree , that you may change something and we may not like it but I take solace in the fact that you understand what the fire playetbase is going through. As a suggestion for if and when you do a Tank update for fire, I would recommend you put something completely over powered on test for us to use. That way fire players and non fire players can give feedback on how to Nerf the OPness to bring it to parity with the others.
Lets try to provide as much feed back as possible. You guys already noted what needs to be done. I don't it's necessary to actually repeat them. Loche already stated that it's part of the Advance Mechanic for fire and we knew that, however, both Loche and Mepps said it's ok to provide any suggestions to the tank side. We should just do the best we can on our part. Already, we've seen changes to stoke flames and burning determination and it has nothing to do with the Advance Mechanic. let's continue doing what we doing. On another note, I am trying to provide as much information using the suggestions you guys are providing.
If we're gonna comment on the tank side I'm still liking the "Phoenix Rising" ideas that several have posted. To some it may seem OP but is it really more OP than rage crash?
Okay, I had to step away for some meetings. I am able to commit to a future update where we will give some love to Fire Tanking. I just cannot commit to a date. Like any business, we have a schedule already planned out. We leave room in the schedule for some things, just in case. I will find a place to work something in. For now keep the feedback coming. But do not forget that this specific update is about the Advanced Mechanic. And once again, a big THANKS to all our awesome PC Test players. Your commitment to this game is very appreciated.
Honestly it does seem a bit more OP than rage to me. Rage avoids damage through Rage crash when used properly, the damage may or may not KO you. However the phoenix idea from what I understand is basically avoiding a certain KO and coming on top with full health.