Fire Tank Guide
156,245 views | 177 Comments | Fire / Powers / Traits

Fire calls forth fires from within yourself to affect the world around you. This power is available for all players for FREE during Character Creation.

Fire Tank guide is updated to GU73. You can check videos from DCUO Youtubers below to learn more about other loadouts and rotations.

STAT POINTS PRIORITY

Every tank has its own mechanics to survive NPCs attacks. These are the mechanics for Fire Tanking:

  • In Tank role, you gain the following benefits
    • +50% Health
    • +50% Incoming Healing while not blocking
  • Fire Soul – Gain +30% Defense while not blocking. As you directly damage Burning enemies, this bonus increases up to a maximum of +50% Defense wile not blocking

This Loadout is focused on Hybrid Playstyle allowing your character to use a mix of Weapon and Super power attacks. Players must unlock these stat points after unlocking required Weapon Combos , Weapon Mastery Combos and Movement Innates (7 Skill Points)

  • Focus: Hybrid – Use 1 Skill Point
    • Unlock Weapon Mastery Combos, and Movement Abilities before unlocking this Stat
  • Critical Healing Chance – Use only 20 Skill Points
  • Critical Healing Damage – Use only 40 Skill Points
  • Health – Use 175 Skill Points
    • Try to have the same amount of skill points on Dominance Points
  • Dominance – Use 175 Skill Points
    • Try to have the same amount of skill points on Health Points
  • Restoration – Use 175 Skill Points
    • Increase your healing effects after Full Dominance and Health
    • Spend 5 Skill Points before going Full Dominance and Health to gain Restoration percentage increase

FIRE TANK LOADOUT

Click Power Icons to display their Tooltip


1A

2

3

4

5

6
  • Use Engulf [1A] to drag your target and nearby enemies
    • Burns enemies
  • Use Backdraft [2] to heal yourself while damaging and pulling enemies toward you. This is very helpful when multiple NPCs are hitting you and your tank needs a break
    • Burning enemies are knocked down
    • Heals yourself and Restores additional health when used against Burning enemies
  • Stroke Flames [3] heals yourself over time and damage nearby enemies over time
    • Burns enemies
  • Burnout [4] is your Group Breakout ability. It provides immunity to control effects to you and up to seven teammates.
    • Heals yourself and it is Usable while Controlled
    • Great for instance mechanics where group members specially Healers and Controllers are vulnerable to control effects
  • Immolation [5] grants you Shield protecting you from damage for a short time.
    • Nearby enemies that attack you will be Burned taking damage over time.
  • Burning Determination [6] Engulfs yourself in focused flames, healing yourself. Incoming attacks will trigger additional healing up to ten times.

1A

1B
  • Engulf [1A] is the main tank superpower for getting NPCs aggro
  • For some instance mechanics, Fire Tanks will need to use Fireball [1B] to taunt a single target (bosses or sub-bosses). The effect is more powerful and will not be broken by a standard Tank Role taunt
  • If you want to have both superpowers Engulf [1A] and Fireball [1B], you can replace it with Backdraft [2]. However, this is not recommended.

FIRE TANK Tips

  • When engaging battle, start with Engulf [1A] , Stroke Flames [3], or Immolation [5] to inflict Burning to your enemies
  • Backdraft [2] can be a lifesaver when you are being attacked by more NPCs that you can hold. It will knock nearby enemies down giving your healer a few seconds to rapidly heal you.
    • Use it wisely and be careful on making nearby enemies resistant to its knockdown effect
  • For those instance mechanics where 2 tanks are needed. Communicate with your tank partner and coordinate who will be using the Single Taunt ability.
    • Having both tanks with the Single Taunt will let the group vulnerable for NPCs to attack them without the tank being able to drag multiple targets

Tactical MODS

  • WEAPON
    • Absorption Adapter: Weapon attacks have a chance to activate a shield, reducing damage by 75% until damage equal to 30% of your Health is prevented
  • NECK
    • Fortified Assault: Increases your Defense by an additional 10% while not blocking
    • Fortified Blocking: Blocking increases your Defense by an additional 10%
  • BACK
    • Breakout Protection: your Defense and Toughness is increased by 10% for 4 seconds after using the Breakout ability
    • Breakout Regeneration: Gain Health regeneration for 4 seconds after using the Breakout ability
  • FEET
    • Deadly Block: Your Block Counter causes additional damage equal to 5% of your Precision
  • CHEST
    • Quick Healing: Gain an additional 2% bonus to Healing Received
  • HANDS
    • Max Damage: Using super powers increases damage by 2% for a short time

Equipmend MODS

  • RED SOCKET
    • Dominance & Might
    • Health & Might
  • YELLOW SOCKET
    • Dominance & Restoration
    • Health & Restoration
  • BLUE SOCKET
    • Dominance & Health
    • Health
    • Dominance

VIDEO GALLERY

Fire Tank Revamp | DCUO Snap On
Fire Tanking | ColinMF

Post Gallery
  • fire_big1
  • fire_big2
  • fire_big3
177 comments on “Fire Tank Guide
1 14 15
  1. DCUOPlayer
    | Reply

    LOL the video you linked for this guide talks about how dom=aggro and higher dom=your burning dots last longer
    that is the worst possible video you could have linked for a “guide” do you even watch the videos beforehand?
    the video was SO BAD that its even unlisted now

    • DCUO Bloguide Post author

      Hello DCUOPlayer, we just updated our guide and add it new videos. With our new website, it would be more easy to update all our guides which is why having your comments will work as a feedback to improve them. There are new video guides listed. Hope they offer better explanations 🙂

  2. Kira Danvers
    | Reply

    I have been using the old fire tank loadout you used to have up on here before the stats revamp and i swear by it (Mesmerizing Lasso, Enflame, Backdraft, Stoke Flames, Burnout, Burning Determination). I am still using the same loadout now, and not having to waste points buying combos for weapons I never used has made this loadout a BEAST!

    I only have 128SP to my CR of 192 so I used to have to ration my power usage in tough fights to only use healing powers when absolutely needed, but with the new passive power regen ability i can practically spam my powers to keep bosses focused on me, mobs under control and keep my self healing powers active constantly. Practically solo’d Eclipso in a T8 4-man earlier using this Tank spec (mostly because my 3 dps teammates kept dying lol), and I’ve ended up finishing off bosses on my own because I am usually the ‘last man standing’.

    I’d highly recommend this loadout to anyone! I regularly out-last much higher level/stat characters. My stats are focused on Supercharge, with 20sp in each of Crit Healing Chance and Crit Healing Magnitude, Restoration, Health and Dominance, and 5 points each on precision and might/power just for a little extra dps and power reserve

    • DCUO Bloguide Post author

      Thanks Kira for sharing this amazing loadout 🙂

  3. natsu420
    | Reply

    I was loving fire tank all the way up to T6. I felt OP with this load out. Only I use eternal flame instead of burning determination. I had great aggro, some crowd control with knock ups, knock downs, pulls, was constantly healing so healers had little trouble keeping me alive. Now I’ve been playing tanks in MMOs for years, since Ever Quest ( which predates world of Warcraft by many years). I understand the mechanics of a tank better than most.

    Then I hit T7. And suddenly I feel useless. Oh I can hold aggro no problem. For the whole 5 second I’m alive. The moment I stop blocking to use a super power I’m dead. There is too much delay between releasing block, the super power actually being able to start casting, then get block up again. It’s not my speed, but the game mechanics itself. I’m very fast at pushing the buttons. Even still, with 80% damage reduction from white mod I take heavy damage while blocking. If I get knocked down, game over.

    Now perhaps it’s because I’m still low on skill points. 78 ATM. What would be the appropriate skill points to have at 137 CR? Also, how exactly do I allocate them? Dom, def/up, restore stats? Do I need to be modded at this point? And what’s. Cheap way to do so as I still seem to upgrade quickly. Also does modding increase CR? I’ve only been playing this game for under two months. So I have a lot of questions. One last question, what are the current stat soft caps?

    • DCUO Bloguide Post author

      Hello Natsu thanks for your comment and support. It is recommended that your Skill Points always be higher than your CR. For T7 and more it is recommended that you own at least 150 while maximun Skill Points own by veteran players are over 230. You can check our weapon mastery guides where we show how to spend skill points according to your role http://dcuobloguide.com/traits/weapons/.

      MODing doesnt increase CR but it will help your survival with Dominance and Restoration Statistics. About stat soft caps it is hard to tell but if you have low skill points you must know you are also low on statistics

    • Matthew good

      NO WONDER Y U KEEP GETTING KNOCKED OUT, your CR137, your DEFENCE WILL INCREASE AT CR168 (eg from -200 to -20 based on T7 duo wastland)

    • Matthew good

      Wich by the way sorcery or earth is almost a requirement for T8 since u will die extreamly quickly when not blocking

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