Stats Revamp 1.6: Fire

Discussion in 'Stats Revamp Archive' started by Moja, Apr 28, 2017.

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  1. Moja Developer

    Please use this thread to discuss the revamped Fire powerset!

    Tank Role
    • Fire now gains the following bonuses in Tank Role:
      • +65% Health
      • +65% Incoming Healing while not blocking
      • +3 Perception
      • Fire Soul – New Passive - +25% while not blocking. As you directly damage Burning enemies, this bonus increases to a maximum of +55% Defense while not blocking.
      • Superpowers gain Taunt
    Ability Updates
    Normal Abilities
    • Immolation
      • Reworked into a Shield.
      • Also applies Burning and damage over time to melee attackers.
      • Power cost: 200. Cooldown: 18s.
    • Enflame
      • Reduced power cost to 200, down from 275.
      • Removed 10% Control Resist in Tank Role.
    • Fireball
      • Reduced power cost to 100, down from 250.
      • Reduced cooldown to 0.5s, down from 0.85s.
      • Removed knockdown.
      • Increased missile speed and polished visuals.
    • Flashpoint
      • Reduced power cost to 200, down from 300.
      • Increased cooldown to 3s, up from 1.5s.
      • Removed Immolation power interactions.
      • Polished visuals.
    • Backdraft
      • Reduced power cost to 200, down from 300.
      • Reduced cooldown to 3s, down from 4s.
      • Polished visuals.
    • Meteor Strike
      • Is now a Supercharge Generator.
      • Reduced power cost to 200, down from 250.
      • Increased cooldown to 6s, up from 2.5s.
    • Burnout
      • Reduced power cost to 0, down from 275.
      • Reduced cooldown to 18s, down from 20s.
      • Removed Knockback.
    • Flame Cascade
      • Increased cooldown to 2s, up from 0.05s.
      • Removed PI.
    • Absorb Heat
      • Reduced power cost to 300, down from 350.
      • Increased cooldown to 3s, up from 0.5s.
      • Removed Stun against Burning targets.
      • Now always heals you, with increased healing in Tank Role and vs. Burning targets.
      • Now allows you to retarget any time while channeling.
    • Fireburst
      • Reduced power cost to 200, down from 350.
      • Removed Knockdown.
      • Replaced PIs with additional damage vs. Burning targets.
      • Polished visuals.
      • With this cost and cast time, this ability falls into the “spammer / low cost” category, so it can remain the “default” attack for PftT users that want to spam it.
    • Detonate
      • Increased cooldown to 3s, up from 0.5s.
      • Removed knockdown.
    • Wildfire
      • Increased power cost to 300, up from 250.
      • Increased cooldown to 3s, up from 1.5s.
      • Instead of inflicting Burning, this ability now deals extra damage or heals vs. Burning targets, depending on your role.
    • Mass Detonation
      • Reduced power cost to 200, down from 350.
      • Increased cooldown to 1.1s, up from 0s.
      • Rather than extending Burning effects, this ability now deals additional damage to Burning targets.
    • Fiery Weapon
      • Rebalanced to standard Stats Revamp weapon buff values.
      • Polished visuals.
    • Inferno
      • Reduced power cost to 300, down from 350.
      • Removed knockdown and Immolation PI.
    • Snuff Out
      • Rebalanced to standard Stats Revamp execute values.
      • Reduced power cost to 200, down from 350.
      • Increased cooldown to 4.4s, up from 0.05s.
      • Removed knockdown.
      • Polished visuals.
    • Stoke Flames
      • Reduced power cost to 300, down from 350.
      • Now deals additional damage in DPS Role and additional healing in Tank Role.
    • Spontaneous Combustion
      • Reduced power cost to 200, down from 350.
      • Increased cooldown to 3s, up from 1.5s.
      • Now debuffs the primary target, and deals AoE damage when triggered.
      • Proc damage now benefits from Burning.
      • Removed knockdown.
      • Updated visuals.
    • Meteor
      • Reduced power cost to 200, down from 350.
      • Increased cooldown to 6s, up from 3.5s.
      • Increased durability to 3 hits, up from 2.
      • Polished visuals.
    • Overheat
      • Increased power cost to 300, up from 275.
      • Increased cooldown to 12s, up from 10s.
      • Replaced Immolation PI with bonus damage vs. Burning targets PI.
      • Increased duration and ticks from 8 to 12.
    • Burning Determination
      • Reduced power cost to 300, down from 350.
      • Both roles now have a cooldown of 18s, changed from DPS at 6s and Tank at 20s.
      • Removed group breakout and PIs.
      • Now always heals up to 10 times.
      • Updated visuals.
    • Engulf
      • New ability!
      • Long range pull.
    Supercharges
    • Volcanic Calamity
      • Increased cost to 100%, up from 50%.
      • Increased cooldown to 30s, up from 1s.
      • Removed CC.
      • Increased field damage radius to 12m, up from 7m.
    • Fireball Barrage
      • Increased cooldown to 30s, up from 1.3s.
      • Removed PI.
    • Reignition
      • Increased cost to 50%, up from 25%.
      • Increased cooldown to 30s, up from 1.5s.
      • Focused most of the ability budget into the self heal.
      • Polished visuals.
    • Eternal Flame
      • Increased cooldown to 60s, up from 0.15s.
      • Removed PI.
    Ability Costs
    • No Cost
      • Burnout
    • Low Cost
      • Fireball
    • Medium Cost
      • Enflame
      • Backdraft
      • Meteor Strike
      • Fireburst
      • Detonate
      • Snuff Out
      • Spontaneous Combustion
      • Meteor
      • Mass Detonation
      • Immolation
    • High Cost
      • Flame Cascade
      • Absorb Heat
      • Wildfire
      • Fiery Weapon
      • Inferno
      • Stoke Flames
      • Overheat
      • Burning Determination
      • Flashpoint
    • Supercharges
      • Volcanic Calamity (100%)
      • Reignition (50%)
      • Fireball Barrage (50%)
      • Eternal Flame (50%)
    Power Interactions
    • Inflicts Burning
      • Enflame
      • Fireball
      • Meteor Strike
      • Inferno
      • Stoke Flames
      • Meteor
      • Immolation
    • Bonus from Burning
      • Backdraft
      • Absorb Heat
      • Fireburst
      • Detonate
      • Wildfire
      • Mass Detonation
      • Spontaneous Combustion
      • Overheat
    • Like x 3
  2. agent whitecell Devoted Player

    Long range pull. Good job devs after years of asking u guys deliver ^_^
    • Like x 6
  3. Winter Sabel Dedicated Player

    The first thing that I see off hand is the removal of knockdown:eek::mad: from Fireburst and the pull:D.

    Add stun & taunt to that pull and you hit a homerun. :D


    I can understand the removal of CC long duration stuns from DPS role but removing the knockdowns is a little too much.
    Removing knockdowns from powers that can be used with PffT & combos powers kind of negates Pfft & combos powers usefulness. Fireburst is another power that is usefull for the knockdowns that help keep enemies at bay.
    • Like x 1
  4. Winter Sabel Dedicated Player

    I think its good but I like my lasso because it is a taunt & stun as well.
    One power used for more than one purpose means that you can have other usefull powers within a loadout.
    • Like x 1
  5. agent whitecell Devoted Player

    True but I havnt tested it yet and I hope it pulls more then one. I always felt lasso was a waste of a pp.
    • Like x 1
  6. Winter Sabel Dedicated Player

    Not really a waste if you use lasso as a taunt, pull & stun.
    You get three powers with one PP that is what's good about it.
    • Like x 2
  7. agent whitecell Devoted Player

    True true I just never liked it personally
  8. JohnnyDWellens Level 30

    I think their benefits are split and you have to decide what you prefer. Personally, I would take a one-time group pull that immediately brings my adds to me over pulling one and the others following at their leisure or having to spam the pull. But there is no denying that the mega taunt of the lasso and the stun is beneficial. It's all up to you personal playstyle.
  9. Korlick Loyal Player

    The new long range pull, is it single-pull or multi-pull?
    60 seconds cooldown on Eternal Flame? its crazy.
    Removing the breakout ability from Burning Determination is a bad move too.

    And since its not mentioned, i assume that the healing formula for Fire Tanks and the Restoration buff remains the same, right?
    • Like x 1
  10. L T Loyal Player

    Tooltip for flashpoint still reflects a 300 power cost.


    So much to process here. More after some testing
  11. BumblingB 10000 Post Club

    Fireball is only hitting one target. When it is the only 100 power cost spammer. This needs to be fixed.

    I find it questionable that there is so many 300 cost powers, but I'll reserve my judgement until further testing.
    • Like x 3
  12. L T Loyal Player

    The new power is a max range multi-target pull. Works great, cheap power cost.

    Eternal Flame is every bit as awesome on test as it is on live, but on Test it's much easier to build supercharge as a fire tank. That having been said, 60 seconds feels like forever. But it's not so bad, because you'll have burning determination in the meanwhile.

    Burning Determination no heals about 3x what Stoke Flames heals if you're being steadily attacked. In initial testing, it feels like Eternal Flame Junior-- healing more than 20k at CR166 (about 45% of your total buffed health) when you're being steadily attacked. It's not a break-out but it's an extremely powerful heal.

    Absorb Heat now burst heals when initially cast instead of healing over time while its cast. The heal doesn't seem particularly strong. I'll try to work up some numbers later.
    • Like x 2
  13. L T Loyal Player

    That exact same thing jumped out at me also. Engulf is low power also though, so the new tank pull may become the default pftt spam power.
  14. Lord Jareth Devoted Player

    Bug report: Burn out: is not showing up in the Ui in the Power tree.

    Here is a link showing video showing the bug.

    https://clips.twitch.tv/PoliteTastyWrenDoritosChip
    • Like x 1
  15. Korlick Loyal Player

    That sounds nice. But still...60 seconds is too much time.

    Fire Soul sais its 25% defense increase just for being in Tank role, that goes up to 55% if you set enemies on fire? is that correct or i get it wrong?
  16. Alrighty Then Dedicated Player

    Fire no longer flows. It feels draggy; too many long cooldowns and too many interrupts.
    The cooldown on Flame Cascade makes it tedious. Fireburst long animation and interrupt will still keep fire as a poor DPS choice.
    It no longer is fun to use. It does not flow like before.
    • Like x 3
  17. BumblingB 10000 Post Club

    But it's not the 0.5 spam like others of its kind.
  18. Cyro Well-Known Player

    Ok so i decided to try turtle tanking with fire even though we lose out by doing do.

    Mods: Health oly in both blue and red. Health and resto in yellows.
    SP: Maxed out healing crits, 175 in health and 3 in resto.
    Gen mods: Health, Dom, Might.
    Loadout: Stoke flames, Burning dem, Fire shield, Burnout, Backdraft, Fire multi pull

    Impressions. While doing oly there were little moments where i was scared of dying so while turtle tanking is possible i feel as though doing elite or sm it wont be ideal or viable. It was only during the zeus that my health (a whopping 80k) dipped below 45% health.

    Personality i would like to see turtle tanking be the best way to fire tank and battle tanking be reserved for the really good players instead of the other way around.

    Overall i found it fun to fire tank (using turtle tanking method) i was always trying to stun or knockback the adds to give myself more survivability.

    Suggestions: Make fire a pure turtle tank. Not all of us want to battle tank its annoying trying to be thrust into being a battle tank. Can burnout have a knockback again? It seems unnecessary to remove it, it really helps juggle adds.

    Ill have more to say in the coming days however my biggest concern is really the the fire being a battle tank. Battle tanking with fire should be something that only the best of the best can do if they are modded with enough skill points. I hope to see fire returned to its status of being a turtle tank.
  19. Rokyn Dedicated Player


    Every tank powerset on test server has 1 breakout ability now. Every healing Tanking supercharge on test server has a 60 second cooldown now. So to answer your question...balance reasons.
  20. L T Loyal Player

    It Does seem like forever when you're waiting for it to be active again.

    I think there's quite a few bugs going on with fire on test. Switching back and forth between 2 different CR146 tank weapons resulted in my health slowly increasing for some reason-- as though the buff was being applied over and over maybe? Not sure. While in tank stance switching from the Tank Bow to the Tank Staff (both the same CR) my health goes from 32128 to 40355 even though the weapons have identical stats. Switching back again buffs my health further to 45702. If I keep switching back and forth my health continues to go up, though there's a diminishing returns and it seems to settle in at a max of around 56k.

    BD was consistently healing for 2k+ per heal when I first started testing it, then suddenly decreased to 1.5k-2k. Still very strong but there's something odd going on.

    Reignition is a big burst heal now.... strong but it doesn't quite seem as good as eternal flame.

    There are some bugs here also. I see 0% defense increase going from DPS stance to tank stance. And it doesn't seem to be changing as I fight either. It could be just reporting. I didn't feel particularly squishy in the shades solo. I'll have to look into it a bit more later on.
    • Like x 1
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