BigSung

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  1. Few things I notice:
    1. Blazing Aura is end heavy power and Obliteration does not offer good end red. I prefer to use Multi-Strikes which offers good or better numbers, except for -def and +recharge set bonuses.
    2. Punch is not needed. If you really want that 4 kinetics for bonus, then I would 4 slot Brawl, especially since you have it 2 slotted already. This will save you slots that you can use in other places.
    3. You need -KB, at minimum 8pts (2 KB ios), ideally 12pts (3 KB ios). I usually put them on CJ, SJ/SS, and one of the shields usually Fire Shield like you have it slotted
    4. Footstomp is one of the best powers, and slotting with FF +recharge works wonders on that power. I usually slot 5 Obliteration and 1 FF +rech.
    5. Fireball is the another AoE attack that you should slot more into, I would go 6 slots on it, 5 posi and 1 recharge

    Hope that helps.
  2. Got it. Thx for the input.
  3. ultrawatt, I'm also planning to go the reactive route. I was wondering which route you plan to take on reactive though:

    Reactive Core Flawless Interface: 75% -RES, 25% moderate fire DoT
    Reactive Radial Flawless Interface: 25% -RES, 75% moderate fire DoT

    I'm leaning more towards Core, but Radial with 75% moderate fire DoT looks tempting.
  4. DM/FA was my 1st villain when CoV came out. It is definitely a fun build and can do well in post 50 contents. My current build has ~36.5% S/L defense. I can take this up to ~41%, but I haven't had the urgent need to do it yet...it does require that I use the Gladiator's Armor +3 def that I have saved up, and changing 2 slots to different IOs.
  5. BigSung

    Mind/Fire

    Quote:
    Originally Posted by Rent_ View Post
    I'd slot Levitate for damage and use it as the first power in your chain tbh. If your target gets KB'd then great, if not, you've got an extra 100 or so damage which is delayed enough to hit with Dominate/whatever as a "proc".
    What is recommended attack patterns? I usually started up with Dominate, but was debating on opening up with Levitate.

    Levitate > Flares > Fire Blast > Dominate > Flares > Fire Blast...
  6. With Inherent Fitness, what would the build look like...planning to go with Ice Mastery (hibernate, hoarfrost and frozen armor)? Planning to take speed, leaping, and leadership. For the fourth pool, debating between Medicine/Aid Self or Fighting/tough & weave.
  7. Quote:
    Originally Posted by Arbegla View Post
    If you want B_C, i could run the numbers on it for ya.. Mids will show me exactly how it'll affect your numbers.
    I say,

    “Give a man a fish; you have fed him for today. Teach a man to fish; and you have fed him for a lifetime”—Author unknown

    So appropriate in this case.
  8. Welcome back. PvP is not the fast paced game that we were used to, but it's still playable. There's really no longer team matches that valued the team makeup. Basically you have 2 options now. Jump into RV or SC zones. Or try to join some arena matches. Most would agree that they want the old pvp back, but since that's not likely to happen, we can try to live with currrent pvp. I still enjoy logging into the zones. But don't expect the competitive arena ladder matches that we used to have.
  9. The numbers show without accolades. With HP related accolades, you are upto 2515 hp. Your build is very similiar to mine, the power difference being that I skipped RotP and took Super Speed instead. I think it's ok to keep RotP, but slotting 6 slots into RotP, I think you end up sacrificing too much in few key powers and thus leads to end issues as well. I rather max slot the powers that I use all the time vs. a power that I will use once in a while.
  10. BigSung

    Spines...

    Quote:
    Originally Posted by OneWhoBinds View Post
    ...

    You can't use Mocking Beratement in Consume. And I am not going to take Confront for it.

    And I want Rise of the Phoenix. Even with 25% S/L defense and healing flames, I'll probably be faceplanting enough to warrant it.

    I'll look into the other changes...
    Ahh forgot that you don't have taunt features in Consume on scrapper version. I would add then 6 slotted Obliteration set.

    As for RotP, that's upto you. I disagree about faceplanting enough though.
  11. BigSung

    Spines...

    4 slot lunge with Kinetic Combat. Use 1 slot each to Spine Burst and Ripper for that 6th Obliteration slot.
    Shields and Tough should be four slotted with Reactive Armor.
    Remove Rise of the Phoenix and instead take 3 slotted Weave, slot them with 3 LotG.
    Change ios for Consume, put in Mocking Beratement from Taunt...basically you only need recharge on Consume...no need for end mod...as you will be using that in a group and that will fill your end bar.
    I would also take 1 slot from Healing Flames (Heal/End) and move to Fire Shield and add in Steadfast -KB.
    Also take 1 slot from Fiery Embrace, 2 is enough with Hasten, add to Stamina (go with 4 performance shifter: EndMod, EndMod/Rech, EndMod/Acc, +End).
    Change Steadfast Protection -KB from Temperature Protection and instead put in Steadfast Protection Res/+Def.
    For Impale, you can also slot 6 Thunderstrikes instead of Devastation.
  12. Quote:
    Originally Posted by MeleeMadness View Post
    I have to take so many other powers just to come close to the survivability of other scrappers/brutes it is ridiculous. Guess that is why you don't see many /FA running around unless they take SS......for the foot stomp mitigation.
    Hmmm, I don't understand the first part. It is part of building a toon using the choices given via power pools and epic pool. Each powerset has strengths and weakness, and the pool powers gives you option to complete your toon. Those scrappers/brutes you talk about also take pools to enhance them. As for the second part, my first villain when cov came out was Dark Melee/FA brute. I still play it as my main villain on Liberty server. I also have SS/WP and Elec/SD that I play on other servers. Each offers different playstyle and for me I enjoy the variety.
  13. BigSung

    Spines...

    Quote:
    Originally Posted by OneWhoBinds View Post
    I've seen a couple Spines/Dark in action, so I have an idea of what the set is capable of. I just never seem to be able to make one stick out until it gets good.

    ...

    Although... with the recent changed to /Fiery Aura, the combo sounds like a walking wall of destruction in the later levels...

    ...

    Does Fiery Embrace work with Damage Auras? Because if so, Blazing Aura + Quills + Fiery Embrace would be just ridiculous...
    The nice thing about this game is the flexibility in power choices. If you can't seem to be able to make one stick out, just move along. However, you shouldn't judge a set at lvl 10...just saying. I have 27 L50s and tons more at 30s and 40s. I like the variety
  14. BigSung

    Spines...

    Quote:
    Originally Posted by Aquila_NA View Post
    I was addressing a concern of a player who seems to have "issues" with the way the set plays.
    ...upto lvl 10. I wouldn't consider a set defined at that low level. The OP needs to join a farm run run by (preferably) spines/fire and observe the potential of the set Just an idea.
  15. Quote:
    Originally Posted by Rowdy View Post
    With just SOs, yeah, I believe FA is horrible. But with a few IO sets, the set is godlike.
    I totally agree. This set really shines with IOs.
  16. Quote:
    Originally Posted by Toxicology View Post
    Apparently I am horrible at making builds for SS/FA in Mid's. Just how exactly are your IOs set in such a way to get that much resistance in anything but Fire, can you post your Mid's build? I can soft cap my S/L defense with 50% resistance but I can't figure out how to get any of the other resistances any where close to your levels. Heck, I just checked my stone brute and you're rocking more energy resist and an epic ton more in psionic resist (though that's stones weakness)
    Oops, my mistake. I was working on a pvp build, and then forgot to switch the button for it. I had my pvp button still turned on, so the numbers were before DR'd in pvp. Here's the actual pve numbers:

    S/L defense - 32.5%

    S/L resistance - 52.8%
    Fire resistance - 90%
    Cold resistance - 24%
    Energy resistance - 36.5%
    Negative resistance - 38.4%
    Toxic/Psionic resistance - 0%

    I find that on my SS/FA with Footstomp and the S/L defense, the survivality is quite good. Comparing to my elec/sd brute who is in the ~50% defense range, you do have to watch the HP a little more carefully; however, with recent change to FE and Burn, my SS/FA seem to mow down mobs a bit faster than my elec/sd now.
  17. A bit of work is needed on a /fa brute, but once built up the right way, it's one of the most fun brutes especially with recent i18 changes. I have SS/FA and DM/FA, and I love playing both. Building for defense works out quite well. Here's some of my stats for my ss/fa brute which only has 2 purple IOs in the build:

    S/L defense: 32.5%

    S/L resistance: see below
    Fire resistance: see below
    Cold resistance: see below
    Energy resistance: see below
    Negative resistance: see below
    Toxic resistance: see below
    Psionic resistance: see below

    HP: 1888
    Recharge: +48.8% before Hasten

    Healing Flames (heals for 48% of HP): recharges in 16.2sec without Hasten, 12.6sec when Hasten is up

    Damage output with FE and Burn is just awesome now.
  18. Couple of things to keep in mind: 1. with Rad secondary, you don't need assault and tactics especially for pve. RI and EF has that covered. Those powers slots are best used by taking Fighting (tough, and possibly weave). 2. I have been waiting to take corruptor patron powers for my defender especially Leviathan for hibernate for that moment when you need a way out...something to consider. I have had Power Mastery and Psi Mastery. As good as they are, they don't compare to Leviathan as it frees up slots.
  19. Not the way I built mine. I find that having higher defensed based focused build increases the survivality significantly. My build has ~32% S/L defense. And I also focused a bit on HP, not just on recharge.

    By the way, in mids you can uncheck footstomp after putting in FF proc, so that the recharge is not counted.
  20. Quote:
    Originally Posted by Santorican View Post
    To be honest, I'm not sure which would be more beneficial, having Shadow Meld or Web Grenade and Targetting Drone.
    Wondering the same thing. Slightly off topic - not having bought GR, can I still have access to villain patron pool powers when I respec? If yes, is it simply done by respec'ing or do I need to something to access it?
  21. BigSung

    FIRE/SS Tank

    Quote:
    Level 24: Acrobatics -- EndRdx-I(A), KBDist-I(25), KBDist-I(34), KBDist-I(40)
    You can take 3 of the KB-Dist from Acro and put it to Combat Jumping (add BotZ -kb), Stealth (add Karma -kb), and Grant Invisibility (add Karma -kb). Acro gives you 9 pts of KB of which only 2 pts are enhanceable, thus 3 slots that you have is not helping much. Also I find that you don't need 3 slots in FE, 2 slots should be fine.
  22. Quote:
    Originally Posted by TrueDarkLord View Post
    i dont put purps in farmers...im runnin 5/6 obliterations (all but proc) and of course the FF proc...
    Gotcha. thx.
  23. Quote:
    Originally Posted by TrueDarkLord View Post
    thunderstike has a small radius...footstomp+ff rech proc is just that good
    Slightly off-topic, but what are you slotting footstomp with? I am assuming 5 armageddon's with ff rech proc, but I'm a little poor on the red side at the moment
  24. Quote:
    Originally Posted by Kioshi View Post
    Well I'll bite, here's a soft-capped s/l def build that's even good for teaming! Perma-capped HP with Earth's Embrace and all sorts of shenanigans with only one purple set, only buff it's missing is Increase Density but it's not exactly an unskippable power. My current build is at 35% s/l def but it uses maneuvers and tactics instead of tough/weave for better teamage, plus it has ID. And yes I leveled him from 1-50 the regular way, and back when leveling was hard!

    I made this build more than one year ago so I'm not sure I'd plan it the same way nowadays, but here it goes:

    Hero Plan by Mids' Hero Designer 1,621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Yet Another Fire Kin 3: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), G'Wdw-Acc/Rchg(5)
    Level 1: Transfusion -- Acc-I(A), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
    Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob(7), Enf'dOp-EndRdx/Immob(13), Enf'dOp-Acc/EndRdx(13), Enf'dOp-Immob/Rng(15), Enf'dOp-Acc/Immob/Rchg(15)
    Level 4: Siphon Power -- Acc-I(A)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
    Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(19), RechRdx-I(21)
    Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-ToHitDeb%(17), Amaze-Acc/Stun/Rchg(21), Amaze-Acc/Rchg(23), Amaze-EndRdx/Stun(23)
    Level 14: Super Speed -- Zephyr-ResKB(A)
    Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Knock%(27)
    Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(29)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(31), P'Shift-End%(31)
    Level 22: Speed Boost -- EndMod-I(A)
    Level 24: Hot Feet -- M'Strk-Dmg/EndRdx(A), M'Strk-Dmg/EndRdx/Rchg(25), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Acc/Dmg(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(43)
    Level 26: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 28: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(33), LkGmblr-Rchg+(34), LkGmblr-Def/EndRdx/Rchg(34), Ksmt-ToHit+(40)
    Level 30: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(34), BasGaze-Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36), RechRdx-I(46)
    Level 32: Fire Imps -- SvgnRt-Acc/Dmg(A), ExRmnt-Acc/Rchg(36), ExRmnt-Acc/Dmg(37), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg/Rchg(37)
    Level 35: Transference -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(39), Efficacy-Acc/Rchg(39)
    Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(40), RechRdx-I(40)
    Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/EndRdx(43), FrcFbk-Rechg%(43)
    Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), C'ngImp-Acc/Dmg/Rchg(46), Mako-Acc/EndRdx/Rchg(46)
    Level 47: Earth's Embrace -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48), Dct'dW-Rchg(48)
    Level 49: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(50), LkGmblr-Def/EndRdx/Rchg(50), LkGmblr-Rchg+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 0: Ninja Run
    ------------
    Set Bonus Totals:
    • 3% DamageBuff(Smashing)
    • 3% DamageBuff(Lethal)
    • 3% DamageBuff(Fire)
    • 3% DamageBuff(Cold)
    • 3% DamageBuff(Energy)
    • 3% DamageBuff(Negative)
    • 3% DamageBuff(Toxic)
    • 3% DamageBuff(Psionic)
    • 15,5% Defense(Smashing)
    • 15,5% Defense(Lethal)
    • 3,94% Defense(Fire)
    • 3,94% Defense(Cold)
    • 8% Defense(Energy)
    • 8% Defense(Negative)
    • 3% Defense(Psionic)
    • 13% Defense(Melee)
    • 5,5% Defense(Ranged)
    • 4,88% Defense(AoE)
    • 4% Enhancement(Heal)
    • 3% Enhancement(Immobilize)
    • 61,3% Enhancement(RechargeTime)
    • 42% Enhancement(Accuracy)
    • 10% FlySpeed
    • 91,6 HP (9%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2,5%
    • MezResist(Held) 2,5%
    • MezResist(Immobilize) 8%
    • MezResist(Sleep) 4,15%
    • MezResist(Stun) 4,15%
    • MezResist(Terrorized) 6,9%
    • 15,5% (0,26 End/sec) Recovery
    • 20% (0,85 HP/sec) Regeneration
    • 6,3% Resistance(Fire)
    • 6,3% Resistance(Cold)
    • 1,88% Resistance(Negative)
    • 10% RunSpeed




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    My build is almost exactly same as Kioshi's build. The only major difference is that I took Combat Jumping instead of Char, and slotted Fire Cages with Positron's Blast instead of the immob set.