Test Notes: All damage listed is adjusted for 0 Might for comparative purposes. Likewise, base healing is calculated based on 0 Dominance and 0 Restoration. NOW UPDATED FOR GU49! Planned updates/links: ImmolationIgnitionFire DPS (WM)Fire DPS PVPFire Tanking (General)Fire Tank Loadouts/Mods/Stats/SkillsJim's Fire Tank Modding: Tier 7 Mods --- Tier 8 ModsFire Tanking PVPFire AMPOWERS DESCRIPTIONS Immolation Tree:Immolation powers focus on calling forth fires from within yourself to affect the world around you. Specializing in this tree grants +1%Critical Attack Chance and +25Health. Immolation: [Usable While Controlled] Instantly engulf yourself in flames, damaging nearby enemies. [Power Interactions] Inflicts Burning to nearby enemies that attack you causing damage over time. [Tank Role] 10% Control Resistance [Damage Role] Increase damage by 35% until the hit counter resets. Base Power Cost:200 Any any enemy that attacks you is damaged slightly and set on fire. Immolation lasts 12 seconds.2 second cool down. LT's Notes: Not terribly useful for DPS. A cheap power to keep Tank health and healing buffs going. I recommend using Enflame instead. Enflame: Engulf yourself in flames, damaging and knocking down nearby enemies. [Power Interactions] Inflicts Burning to enemies you touch causing damage over time. [Tank Role] 10% Control Resistance [Damage Role] Increases all damage by 35% until the hit counter resets. [Thermal Absorption] Causes Burning enemies to restore power. Base Damage of 7-20 plus up to 11 ticks of 3-7 while enemies stay within 7.5M Immolation lasts 12 seconds. Enflame also has a 12 second cool down. Base Power Cost: 250 LT's Notes: Another cheap way to keep Tank buffs going. Bestows immolation, but for an extra 50 base power you get a great juggle thrown in. Excellent crowd control. It tends to spread out adds a bit, making it often followed immediately by Backdraft. Highly recommended for tanking. GU49 adds Enflame to Fire's AM. Flashpoint: Scorch the immediate area, damaging and knocking down nearby enemies. [Power Interactions] When Immolation is active, nearby objects and enemies will burst into flame, inflicting Burning to cause damage over time. [Damage Role] Increases all damage by 35% until the hit counter resets. Base Power Cost: 200 14-27 base damage in a short range area around you. LT's Notes: This is a great juggle power-- it knocks enemies up without spreading them out too much. Even better, if you have immolation going from Immolation (or from Enflame if you've been paying attention) this lights all nearby enemies on fire (always a good thing). Meteor: Grants Meteor and Meteor Strike to create a burning meteor to throw or plummet down and damage enemies. [Power Interactions] Inflicts Burning to cause damage over time. [Damage Role] Increases all damage by 35% until the hit counter resets. Base Power Cost: 250 LT's Notes: Gain two abilities when using this power. Meteor: summons a meteor that you can use as a weapon. The meteor takes about 1 second to summon, and lasts about 10 seconds after being summoned. While you're holding it you lose access to your power bar (even usable while controlled powers) and enemies in melee range are lit on fire for 12 ticks of burning. During that time you can use it as a melee weapon to bash opponents up to two times for precision and might independent weaponized damage or throw it for 62-70 base damage (might based) in an AOE. The Super Strength and Neo Venom Boost Iconic powers increases your melee damage with the meteor but does not affect damage when thrown. GU47 caused weaponization damage (melee bashing with the meteor) to scale with CR, but I haven't had time to test it thoroughly. Meteor Strike: hits a fairly large area at extreme range for 19-28 base damage. Targets struck are lit on fire for the usual 12 ticks of burning. Meteor Strike has a longer range then Meteor does when thrown, does a decent crowd control (knockdown) and sets enemies on fire cheaply. Volcanic Calamity: [50% Supercharge Cost] Surround your enemies with a ring of volcanic fire, rooting, stunning and causing a devastating explosion. LT's Notes: Hits for 4 ticks of damage, the first of which does 56-63 base damage and is NOT WM crit excluded. So always try to make this a finisher to a WM combo. Preferably a long one. Preferably after you've activated all your might trinkets too. The remaining three ticks hit for a respectable 28-47 base damage. Reignition: [Usable While Controlled] [25% Supercharge Cost] Ignite nearby enemies, damaging and knocking them down while healing yourself instantly. [Power Interactions] Inflicts Burning to cause damage over time. Heals for 150-180 base healing LT's Notes: Super Cheap Super Charge. Heals about 150 base hp on use. Plus it juggles. Plus it lights things on fire-- and you know we love lighting things on fire. Burnout: [Usable While Controlled] Explode with thermal energy, knocking enemies away from you. The intense heat heals you for a small amount, and bestows resistance to control effects for a short time. [Tank Role] Provides immunity to control effects and removes control debuffs to you and up to 7 teammates. [Damage Role] Increases all damage by 45% until the hit counter resets. Base Power Cost: 300 62-72 base healing LT's Notes: Burst heal on use. But more importantly, this power provides a breakout for you and your team mates. If they're stunned, trapped or knocked down, they'll instantly recover. And so will you. Many tanks run with two or even 3 breakouts. If you run with only one, choose Burning Determination instead. Burnout knocks foes back but does no damage and does not inflict burning.