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Posts
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The fire defense is low (15%). I don't want to start picking out individual things, but here's a build that might be good for you. 33% fire defense - cap with one purple inspiration, or just run with 33% and you should be fine in most situations with Healing Flames.
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
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Quote:5 hours 42 min on a ss/fire brute is way too long. Are you built for recharge? Do you have spiritual alpha, reactive radial interface, and ageless destiny? Are you using Mu or Pyre epic pool for the added AOE? Are you continually spamming your AOEs as your attack chain?The total time it takes my elect/sheild to level a 1-50 is 3 hours 42 minutes. I did one run at 3 hours 19 minutes before the rez nerf. Anyway the best I have been able to do on the SS/Fire is 5 hours 42 minutes. So maybe i am doing something wrong? I am stacking rage so possibly i should not? But with rage not being stacked then the buff is less than the buff from claws so claws would be more effective which is what hero stats showed in my runs.
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Hey, that build has my brute's name in it :P (Red Dominion)
Quote:This is what I plan on running, when I get round to revamping my PvE build
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Red Dominion: Level 50 Science Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Soul Mastery
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Looks pretty good to me, can't see anything major I'd change. RoTP is nice to have, but I don't think is 100% necessary, I personally do fine without it on trials (I have 2 builds, one for farms and one for everything else).
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A few changes I'd make if this was my build:
-ATO moved to burn + added fury of the glad -res
-Damage set in fences
-Damage proc added in ball lightning and fences
-Wayyyyy to much accuracy, even for 54/8. Removed the kimset and the 4th LoTG in Manveuvers and Weave
-You won't need 12 points of KB protection in a farm, removed 2, kept one just in case you want to run some outside missions
-Pancea in healing flames for a little more recharge
-Mocking Beratement in consume for more recharge and fire defense
A few other changes that are possible (personal preference)
-take out 3rd LoTG from Manv and Weave, put 5 slot Impervious Skin in tough for +5% recharge
-or take those 2 slots plus 1 from stamina, 5 set aegis in fire and plasma shield for more fire defense
Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
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Here's a build I would run with. It's slightly below the S/L defense cap, but your recharge will be high enough you can just teleport out of there in a hurry. I went ahead and put in the medicine pool since your primary job in a group would be to buff and heal - and don't let anyone tell you otherwise - this is what we TW brutes are built for. You have 23 points of knockback protection, so getting off that Aid Other shouldn't be a problem. Also, with the chance to stun proc in stamina, it'll make it harder for mobs to get in melee range, but again just quickly teleport away.
Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Brute
Primary Power Set: Titan Weapons
Secondary Power Set: Fiery Aura
Power Pool: Medicine
Power Pool: Fighting
Power Pool: Teleportation
Power Pool: Leaping
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Defensive Sweep- (A) HamiO:Golgi Exposure
- (5) HamiO:Golgi Exposure
- (5) HamiO:Golgi Exposure
- (A) Titanium Coating - Endurance
- (3) Aegis - Endurance/Recharge
- (3) Steadfast Protection - Knockback Protection
- (A) HamiO:Microfilament Exposure
- (7) HamiO:Microfilament Exposure
- (7) HamiO:Microfilament Exposure
- (A) Hydra:Electron Particles
- (43) Hydra:Electron Particles
- (45) Hydra:Electron Particles
- (A) Recharge Reduction IO
- (A) Encouraged Accuracy - To Hit Buff
- (9) Encouraged Accuracy - To Hit Buff/Recharge
- (9) Encouraged Accuracy - To Hit Buff/Recharge/Endurance
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
- (34) Recharge Reduction IO
- (37) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Interrupt Reduction IO
- (13) Interrupt Reduction IO
- (13) Interrupt Reduction IO
- (15) Interrupt Reduction IO
- (15) Interrupt Reduction IO
- (34) Interrupt Reduction IO
- (A) Interrupt Reduction IO
- (46) Interrupt Reduction IO
- (A) Annoyance - Taunt
- (17) Annoyance - Taunt/Recharge/Range
- (17) Annoyance - Taunt/Recharge
- (19) Trimuphant Insult - Taunt
- (19) Trimuphant Insult - Taunt/Recharge
- (21) Trimuphant Insult - Chance to Disorient
- (A) Knockback Distance IO
- (A) Hecatomb - Damage
- (21) Hecatomb - Damage/Recharge
- (23) Hecatomb - Accuracy/Damage/Recharge
- (23) Hecatomb - Accuracy/Recharge
- (31) Hecatomb - Damage/Endurance
- (A) Gladiator's Strike - Accuracy/Damage
- (31) Gladiator's Strike - Damage/Recharge
- (33) Gladiator's Strike - Damage/Endurance/Recharge
- (33) Gladiator's Strike - Accuracy/Endurance/Recharge
- (33) Gladiator's Strike - Accuracy/Damage/End/Rech
- (34) Gladiator's Strike - Chance for Smashing Damage
- (A) Time & Space Manipulation - Endurance
- (25) Time & Space Manipulation - Range
- (25) Time & Space Manipulation - +Stealth
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (27) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (27) Blessing of the Zephyr - Knockback Reduction (4 points)
- (29) Jaunt - Range
- (29) Jaunt - Endurance
- (31) Jaunt - Endurance/Range
- (A) Range IO
- (46) Range IO
- (46) Range IO
- (A) Range IO
- (40) Range IO
- (42) Range IO
- (42) Range IO
- (43) Range IO
- (43) Range IO
- (A) Steadfast Protection - Knockback Protection
- (A) Kinetic Crash - Damage/Knockback
- (36) Kinetic Crash - Accuracy/Knockback
- (36) Kinetic Crash - Recharge/Knockback
- (36) Kinetic Crash - Recharge/Endurance
- (37) Kinetic Crash - Damage/Endurance/Knockback
- (37) Kinetic Crash - Accuracy/Damage/Knockback
- (A) Annoyance - Taunt
- (39) Trimuphant Insult - Taunt
- (39) Mocking Beratement - Taunt
- (40) Perfect Zinger - Taunt
- (40) Force Feedback - Chance for +Recharge
- (A) Karma - Knockback Protection
- (42) Kismet - Accuracy +6%
- (50) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Range IO
- (A) Volley of Velocity - Accuracy/Knockback
- (48) Explosive Strike - Accuracy/Knockback
- (48) Kinetic Crash - Accuracy/Knockback
- (48) Knockback Distance IO
- (A) Exploited Vulnerability - Defense Debuff
- (50) Achilles' Heel - Defense Debuff
- (50) Undermined Defenses - Defense Debuff
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 4: Swift- (A) Empty
- (A) Doctored Wounds - Recharge
- (A) Empty
- (A) Performance Shifter - Accuracy/Recharge
- (45) Efficacy Adaptor - Accuracy/Recharge
- (45) Energy Manipulator - Chance to Stun
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I've never played a Dark Melee farmer, but I copied over my SS/Fire build and tried to plug it in. I saw you had Hecatomb in your build, so I kept that, but I took out the other purple sets I use to keep the costs somewhat down. I don't think I would personally use a dark/fire farmer, but if I did, I would probably use a build similar to this one.
I saw you had tough running in your build but a good fire farm will not have smashing/lethal damage so you won't need it. (hint: search for 'reds')
195% recharge, 30.1% fire defense. Get the Spiritual Alpha, ageless destiny, and reactive interface (I still find this the best option), and you are set.
I'm not sure but I imagine the attack chain would be something like:
Ball Lightning-Burn-Shadow Maul-Electrifying Fences-repeat
Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
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And a ss/fire build for farming
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I'm trying to tweak the survivability and damage of my ss/fire brute. I'm open to any suggestions. I've been working on this build for about a week and it does pretty good in trials. It feels pretty strong and it's damage output is pretty good, but I'm wondering if anyone has suggestions about making a tank build.
I've never played other tanks before so I'm not sure what IO's would be considered standard practice (such as using an Aegis: Status Resistance or a Shield Wall +res, are these good choices?). I'm using ageless destiny so I don't run into endurance problems, and allows me to constantly use attacks. My interface is degenerative radial (-max hp, toxic dot), and I have spiritual core for faster recharge. Single target chain is KO blow-gloom-burn-gloom-repeat. I'm S/L softcapped, 12 points KB protection and 172% recharge. S/L resistance at 58.8%.
Thanks.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Red Dominion: Level 50 Science Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7), S'fstPrt-ResDam/Def+(9)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 4: Blazing Aura -- C'ngBlow-Dmg/EndRdx(A), M'Strk-Acc/EndRdx(13)
Level 6: Healing Flames -- Panac-Heal/EndRedux(A), Panac-EndRdx/Rchg(13), Panac-Heal/Rchg(15), Panac-Heal/EndRedux/Rchg(15), Panac-Heal/+End(17)
Level 8: Knockout Blow -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(17), Hectmb-Acc/Rchg(19), Hectmb-Dmg/EndRdx(19), Hectmb-Dam%(21)
Level 10: Temperature Protection -- GA-3defTpProc(A), S'fstPrt-ResKB(21), Aegis-Psi/Status(23)
Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Knock%(25)
Level 14: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29)
Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(31)
Level 18: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), SW-ResDam/Re TP(33)
Level 20: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(34)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 24: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(34), Mocking-Taunt/Rchg/Rng(36), Mocking-Acc/Rchg(36), Mocking-Taunt/Rng(36), Mocking-Rchg(37)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(37), Zephyr-ResKB(37), Winter-ResSlow(39)
Level 28: Burn -- SBrutesF-Acc/Dmg(A), SBrutesF-Dmg/Rchg(39), SBrutesF-Acc/Dmg/Rchg(39), SBrutesF-Acc/EndRdx/Rchg(40), SBrutesF-Acc/Dmg/EndRdx/Rchg(40), SBrutesF-Rech/Fury(40)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(42), Armgdn-Dam%(43), FrcFbk-Rechg%(43)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(43)
Level 38: Rage -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(45)
Level 41: Gloom -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46), Apoc-Dam%(46)
Level 44: Dark Obliteration -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(46), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
Level 50: Spiritual Core Paragon
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Knock%(50)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Stamina -- EndMod-I(A)
Level 1: Fury
Level 4: Ninja Run
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That looks pretty good. Without investing in purple sets and keeping fly/afterburner, I'm sure you'd be happy with that build.
Maybe try taking the slots from boxing (since its not an attack you'd normally use), and put them in rage and 5 slot adjusted targeting for slightly better bonuses. If you have access to incarnate powers, you can also get tier 4 ageless destiny for pretty much unlimited endurance, then you can put a set of obliterations in footstomp for another 5% recharge. Also, maybe take a slot off stealth or fly and put a level 50 recharge IO in Fireball since it's current recharge is kinda low.
Just for comparison, here's the build I'm currently running with.
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You have farm build in the title, so I assume you're going to be running AE fire farms with this build.
If so
-Don't need Impervious Skin: Status Resistance in fire shield. Good fire farms wont have enemies with status effect attacks.
-As a brute, assault is not really worth the endurance it costs. You're better off getting an inspiration combine macro to make Enrage inspirations and use those.
-The third recharge slot in Rage and Fiery Embrace adds only a few seconds. Move those or the 2 from assault and the status resistance from Fire Shield to Char and 4 slot Basilisk's Gaze for an additional 7.5% recharge.
-You have 6 Luck of the Gambler 7.5% recharges, you can only use 5 of them at max (5 max of any specific set bonus)
-Punch is not a great attack to use in fire farms, so I would try to 6 slot Mocking Beratement for more fire defense and recharge. You want high recharge to be able to spam your AOE attacks as fast as possible.
-If you plan constantly having the Vengeance buff, then you're at the fire defense soft cap, if not you should try to get your fire defense up a few more points to make it easier to farm at +4/8.
-The 6th set bonus in Scirocco's Dervish (3.13% Psionic defense) isn't useful to a fire famer. If you can afford it, 5 slot Obliterations in Burn.
Here's a couple of my fire farms if you want to give them a try. They have only fire damage and no status effect attacks.
Red's Fire Cave Farm: 531025
Red's Fire Ambush Farm: 508607
Red's Fire City Carnival Farm: 533223 -
After thinking about it for a few days straight now, I moved some stuff around and took the advice from this thread. I'm not sure it can get better than this :P
165% recharge
musclulature alpha
capped 45% defense
grant cover and one with the shield
over 2k hp with accolades
lots of fun
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire Dominion: Level 50 Science Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Acc/Dmg/EndRdx(5), C'ngImp-Dmg/EndRdx/Rchg(5)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(9), LkGmblr-Def/EndRdx(9)
Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(11), Numna-Heal/EndRdx/Rchg(13), Numna-Heal(13), Numna-Regen/Rcvry+(15)
Level 6: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(17), T'Death-Acc/Dmg/EndRdx(17), T'Death-Dmg/EndRdx/Rchg(19), T'Death-Dam%(19)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Boxing -- Empty(A)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(21), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(23)
Level 16: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(25)
Level 18: Fire Sword Circle -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(29), Armgdn-Dam%(29)
Level 20: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
Level 22: Against All Odds -- EndRdx-I(A)
Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-EndRdx/Rchg(33), Aegis-ResDam/EndRdx/Rchg(34), Aegis-ResDam(34), Aegis-Psi/Status(34)
Level 26: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(36), C'ngImp-Acc/Dmg/EndRdx(36), C'ngImp-Dmg/EndRdx/Rchg(37)
Level 28: Weave -- DefBuff-I(A), DefBuff-I(37)
Level 30: Grant Cover -- LkGmblr-Rchg+(A)
Level 32: Greater Fire Sword -- ScrappersS-Acc/Dmg(A), ScrappersS-Dmg/Rchg(37), ScrappersS-Acc/Dmg/Rchg(39), ScrappersS-Dmg/EndRdx/Rchg(39), ScrappersS-Acc/Dmg/EndRdx/Rchg(39), SScrappersS-Rchg/+Crit(40)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 38: One with the Shield -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(43)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Slow%(45)
Level 44: Fire Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(46), Apoc-Dmg/EndRdx(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50), RechRdx-I(50)
Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Musculature Total Core Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(46), P'Shift-End%(48)
Level 1: Critical Hit
Level 4: Ninja Run
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Quote:Thanks, but I can't figure out what to drop to pick up Grant Cover. Is One with the shield a good power? I like it when i'm facing harder enemies to give me extra res, but is it worth dropping to pick up grant cover?Grant Cover is a source of defense debuff resistance, I wouldn't skip it. I like to double stack Active Defense for the same reason.
I could also try getting villain patron powers (fireball needs 2 previous choices in epic power pool to pick), but I would loose some damage as their AOE attacks seem to have slightly less damage then fireball. -
I'm trying to squeeze as much damage as I can out of my fire/shield. It's pretty good right now, but if anyone has suggestions on how I can tweak it even more, I'd be happy to hear. I run trials & TFs with this build.
I have T4 spiritual and T4 ageless core, soft capped positional defense and my single target attack chain is Incinerate-Cremate-Greater Fire Sword.
Thank you.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Scrapper
Primary Power Set: Fiery Melee
Secondary Power Set: Shield Defense
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Blaze Mastery
Hero Profile:
Level 1: Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/Rchg(3), C'ngImp-Dmg/Rchg(3), C'ngImp-Dmg/EndRdx/Rchg(5), C'ngImp-Dmg/EndRdx(5)
Level 1: Deflection -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(7), S'fstPrt-ResDam/Def+(9)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), DefBuff-I(11)
Level 4: True Grit -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(11), Numna-Heal/Rchg(13), Numna-Heal/EndRdx/Rchg(13), Numna-Heal(15), Numna-Regen/Rcvry+(15)
Level 6: Cremate -- ScrappersS-Acc/Dmg(A), ScrappersS-Dmg/Rchg(17), ScrappersS-Acc/Dmg/Rchg(17), ScrappersS-Dmg/EndRdx/Rchg(19), ScrappersS-Acc/Dmg/EndRdx/Rchg(19), ScrappersS-Rchg/+Crit(21)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 10: Active Defense -- RechRdx-I(A)
Level 12: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), EndRdx-I(23)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Super Jump -- Zephyr-ResKB(A)
Level 18: Fire Sword Circle -- FotG-ResDeb%(A), Sciroc-Dmg/EndRdx(25), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Dmg/EndRdx(27), Sciroc-Acc/Rchg(29), Oblit-Dmg/Rchg(29)
Level 20: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(33), GSFC-Build%(33)
Level 22: Against All Odds -- EndRdx-I(A)
Level 24: Boxing -- Empty(A)
Level 26: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(33), C'ngImp-Dmg/Rchg(34), C'ngImp-Acc/Dmg/Rchg(34), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 28: Tough -- Aegis-ResDam/EndRdx(A), Aegis-Psi/Status(36), Aegis-EndRdx/Rchg(36), Aegis-ResDam/EndRdx/Rchg(36), Aegis-ResDam(37)
Level 30: Weave -- DefBuff-I(A), DefBuff-I(37), EndRdx-I(48)
Level 32: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(39), Mako-Acc/EndRdx/Rchg(40)
Level 35: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 38: One with the Shield -- GA-3defTpProc(A), ResDam-I(43)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-EndRdx/Rchg/Hold(43), BasGaze-Slow%(45)
Level 44: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(50), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(25), P'Shift-EndMod/Rchg(46)
Level 1: Critical Hit
Level 4: Ninja Run
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Well I'm not sure where exactly you're going with your build. I'll post 2 ss/fire builds I have, a trial/tf tank, and a farm build. Hopefully you can get a few ideas.
33% s/l/e/n def tank build:
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ss/fire farm build:
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I have a SS/Fire tank build, 33% s/l/e/n, and I take a purple to get softcapped, but I still feel squishy because a lot of things seem to debuff my defense which I have no protection against.
I currently have Ageless core Epiphany for endurance, but I'm thinking of getting Ageless Radial for the added debuff protection. Is that a good idea? Was also thinking about Clarion for added status protection, so I'm not sure what the best choice for a SS/Fire tank would be.
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
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Here's the build I'm currently using. Exactly 45% S/L defense and 148.8% recharge with hasten. I have the vet thing that lets me take my first power pool choice at level 4, so it appears red in mids.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
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Hi,
What would be the best powerset for soloing doors in the BAF trial? I have a +3 of the toons listed below and they all do very well in that part, but I'm curious what the top build would be just for this one phase.
SS/Fire Brute
Fire/Kin Controller
Plant/Kin Controller
Bots/Traps MM
Thugs/Dark MM
I'm sure there are others I didn't list that could also do very well - please list any that I missed. -
Enemies in most fire farms have fire attacks but should not have fire defense. You can build AE mission enemies like your own toon, choosing a primary and secondary powerset.
On my farm I have the primary powerset as Fiery Melee with either Scorch, Fire Blast, Incinerate and/or Breath of Fire. Secondary powerset of boss creatures is Super Reflexes with Practiced Brawler and Quickness, neither of which increases the mobs defense level to any attacks.
So the fire creatures have fire attacks, but not fire defense. As long as your fire defense is up to par, you should be able to easily take them down.
My map is named 'Red's Cave Map' (#531025). I just made it a couple of days ago. It's like the map you listed but all the enemy groups are static with no patrols. I find this easier because I don't have to go through the map a second time looking for any patrols I missed.
If you are just doing ticket farming, I would suggest my other farm - 'Red's Fire Farm' (#508607). Go until you reach 750 tickets then hit the glowie to end the mission and you'll get another 750 tickets and be at the ticket cap of 1500. Rinse and repeat for as many tickets as you like. -
I currently use the 35-39 Silver Roll recipes and I usually get a decent return. I spent about 8000 tickets just now and these are what I received and the current selling price at WW (crafted):
(delete) You received Dark Watcher's Despair: To Hit Debuff/End Reduction (Recipe).
(35m) You received Obliteration: Dam/Rech (Recipe).
(15m) You received Decimation: Dam/End (Recipe).
(30m) You received Numina's Convalescence: Heal (Recipe).
(delete) You received Trap of the Hunter: Acc/Rech (Recipe).
(delete) You received Perfect Zinger: Taunt/Range (Recipe).
(delete) You received Gaussian's Synchronized Fire-Control: Chance for Build Up (Recipe).
(delete) You received Force Feedback: Knockback/Acc (Recipe).
(delete) You received Entropic Chaos: Dam/Rech (Recipe).
(delete) You received Efficacy Adaptor: End Mod/End Reduction (Recipe).
(18m) You received Aegis: Resistance (Recipe).
So 98mil with about 8-9 mil in materials and the 10% transaction fee for about an 80 mil profit. Granted, this is completely random and market prices fluctuate but I usually pull about 50-60m+ per 9000 tickets, sometimes as much as 150m+. I could have sold the Gaussian's and Efficacy Adapter for 10mil each but I usually delete anything under 12-13mil to save time.
The 35-39 silver rolls have a chance to drop some bigger catches like:
(50m) Luck of the Gambler : Defense (Recipe).
(40m) Luck of the Gambler : Def/End (Recipe).
(90m) Kinetic Combat: Dam/Rech (Recipe).
(80m) Kinetic Combat: Dam/End (Recipe).
There are probably better ways to make inf but to me this is easy, I enjoy it now and then, and it works for me. -
Got the Soulbound Allegiance chance for build up proc, and browsing through the fourms and can't decide which pet to put it on. Bruiser is my highest damage pet but thugs and enforcers seem to have more AOE attacks. Arsonist especially always seems to be doing his fire attack so that should give more chances to proc I'm assuming.
Suggestions? -
Quote:About 1 month before I got it all together. Considering in June I made a forum post asking if Fiery Embrace was worth taking, I've come a long way. A non-purple build can still come very close with about 185% recharge for roughly 1.5bil, but you have to have Ageless Destiny to solve the endurance issues.People run group AE's because their archtypes can't solo farm. I don't think theres a right way.
Influence sellers probably do it better with multiple computers.
And factor in how long it took your character to get that much recharge 6 months? over a year? 7 years?
Non-purple build:
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So on Freedom server I usually see people advertising ticket farms. I've run with some of them and I don't think some people do it the right way. They get 6-8 people in the group, run AE maps at 54/8 and kill all the mobs even after reaching 750 ticket or even 1500 tickets. I feel if I'm going to get tickets, I'm going to try to get it as fast as possible, and that usually means solo on my SS/Fire Brute.
I personally like using the FIRE! arc (#423253) on 51/8 as it's a 5 mission arc so you can just talk to the contact and re-enter without selecting the mission again from the AE console. I kill until I get 750 tickets, click the glowie for another 750 tickets, rinse and repeat. Roughly 9000 tickets in 9 minutes, sometimes a little quicker, sometimes a little slower.
http://www.youtube.com/watch?v=MWayYE9aFL4
The 9 minutes is overall, from selecting the mission, to load in and load out times, etc. There's probably room for improvement but so far I'm satisfied with this time.
I did mess up at the end worrying about my time and clicked the glowie too quick so overall it was 8974 tickets in 9 minutes 20 second. -
What would be the highest damage mastermind set?
I've read plenty of threads about how bots or thugs / dark or traps is good at soloing things in the game, but I'm always grouping and was wondering what set would provide the most damage output. This is assuming the pets have no aggro and would be free to blast away. Also wondering if this set would also be best for the escapee phase in the BAFs.