Human Torch: Ridiculous Movement Build dps human torch leveling pve pvp
Guide by seanwmcginnis Last update at Feb 14th 2014, 15:32

Points Available: 0
Going Supernova 1
1  60
This is a crazy build I want to try with Johnny -- constant zipping around, never standing still, setting things on fire.

I've made a few adjustments. First, I got rid of Scorching Wall. It doesn't hit enough stuff, and it takes too long to stand still and throw up Pyre and Wall. So, gone. I couldn't think of anything else I wanted to take, so I dumped the leftover points into my attacks.

Okay, this is a stupid build that I am currently having fun with. What we're going for is as much uptime on Flame On as possible, and zipping around like a hyperactive squirrel. It's stupid simple.

For trash, throw down pyre. Take out stragglers with either Burning Volley (which has an AoE component that is handy), or whack them with Blazing Charge.

For Blues, throw down pyre and then whack them with Blazing Charge over and over again. Try to line up in such a way that you hit more than one per charge -- otherwise, it's wasteful.

For Yellows (or multiple yellows, like a chest instance) and bosses, we bring the magic. Throw down a pyre, then Flame On and hit them over and over again with Blazing Charge. If you run out of juice, hit them with Burning Volley -- by that time, they're usually darned close to dead anyway. You can also do this with really huge groups -- the MODOK room just melts with this approach. You clear the spawns around MODOK as a side-effect while you're zipping back and forth killing him.

So, what is the point of this stupidity? One, you are never standing still. It's amazing how much damage mitigation you get in this game out of never, ever standing still. Second, your main attack (charge) has a knockdown. For anything less than a boss, that's pretty sweet. Finally, you are stacking a lot of damage: your charge damage, plus your intensity bonus, plus the Flame On flames, plus the Pyre. And, honestly, try Flaming Wall also -- it's faster to cast. My only beef with this build is how long it takes to throw down Pyre. It's a trade-off between area covered and cast speed.

For gear, try and get as much power duration as possible, to maximize uptime for Flame On. That's why I went with the Doom medallion instead of Elektra -- though I think that's a toss up. The Elektra medallion is pretty darned nice, and helps with the spirit issues that this build suffers from.

Also, Blazing Volley versus searing Arcfire is a toss-up; I chose Volley for the additional range, though Arcfire might be the better choice due to how much time you spend up in people's faces.

I went with Blazing Charge rather than Pyrotechnic Charge because I'm trying to avoid anything that puts the bad guys out. This is the same reason I've been avoiding Fiery Uppercut. I was hoping to use Consume the Flames to fix my spirit issues, but it gives such a shit return on investment that I ditched it; it's just not worth the points in this build.

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