That is not actually required. Assuming an advanced Ogre that is -16 refresh (4 higher than a normal Ogre), we can do interesting stuff that make it a tough opponent without giving it a ridiculously high amount of FP.
Skills:
This ogre is a lot smarter than the rest of its kind. Therefore, we give him full skill points for his refresh level and an appropriate skill cap. The following skills are rather appropriate for a smart Summer warrior and will come handy when we get to "powers";
Fantastic: Endurance, Deceit
Superb: Might, Weapons
Great: Alertness, Fists
Good: Conviction, Discipline, Presence
Fair: (whatever you want)
Average: (whatever you want)
Powers/stunts:
We are going to upgrade the Ogre's powers to have a more tricky as well as an overall tougher opponent. Here is the new power set. The changes are an upgrade to greater veils (this one is a tricky fae) and the change/improvement of his defense trapping via stunts;
Greater Glamours [–4]
Hulking Size [–2]
Inhuman Strength [–2]
Supernatural Toughness [–4]
Inhuman Recovery [–2]
The Catch [+3] is cold iron and the like.
Physical Immunity [–8]
The Catch (Stacked) [+5] only vs magic
Absorb Punishment (stunt) - this ogre is really tough, even for its race. Rather than dodge blows in combat, it can shrug them off with sheer toughness. (defense trapping moved to endurance)
No Pain! (stunt) - unlike lesser beings that would give up in the face of pain, this ogre can ignore lesser wounds as if they had not happened at all. +2 to toughness rolls when used for defense.
Items:
The ogre is wearing ogre-sized full-plate. It might only be brass, not steel, but it's thick. Armor 3. And it is also carrying an ogre-sized warhammer that weighs a quarter ton. Weapon 4. Do note that those items are easy to hide despite their bulk due to the Ogre's greater glamours and that the armor's rating of 3 works just as well against cold iron as against anything else.
Tactics:
The ogre is under a greater veil in the human world. This not only allows it to avoid mortal notice but it also is under a strength 8 block against his opponents' perception. They will most probably not see it before it attacks and it can prepare for them instead of the reverse. In addition, greater glamours can do funny stuff with the opponents if you remain hidden. I.e. the Ogre can conjure an image of himself while it remains invisible and have the PCs spend their lined-up shots and their magic on the illusion. Then it has the illusion "die" and melt away. Then it conjures a second illusion for the PCs to spend even more ammo, FPs and magic on. By this time, one of the PCs might try a FP-enhanced and deliberate perception roll to find what's going on or the party's wizard might open up his Sight. No problem - the illusions wre there to absorb the ambush and the PCs' extra FPs and taggable aspects and they accomplished their goal. Real fight starts now;
The Ogre, when revealed, does not hesitate to wade into melee. Its attacks with its big hammer are weapon 6 total (for inhuman strength) and at superb skill. Not totally overwhelming against even squishy PCs but skilled enough to hit against defenses. On the other hand, its defense is at a whopping Legendary (either from greater glamour or from endurance), it has considerable armor and it is immune to direct magical attacks. Flavor-wise, you can describe it doing mirror image/displacement defense against the Sword of the Cross and the shotguns with cold iron shot since neither the mortal PCs nor the Knight of the Cross have The Sight, and toughs it out with the rest.
So, in the end, no need to just add huge amounts of FP to have a really memorable and tough fight. The right powers combined with the right tactics can get you there.