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Posts
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Joined
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I would start here:
Code:This build is relatively cheap(probably around 1.5-2 billion), with only the most affordable purples, softcapped slash/lethal/energy defense, excellent recharge, and still retains the ability to be an excellent team player.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1366;664;1328;HEX;| |78DA6593C95213511486EF4D82014280900001C20C0102B450BA1665AA428D8560B| |94D457213DA8ADDA9A6B164E7C617708343392E7C01151C4A5FC1E9391CF68AF1F4| |F92F89559D4AF2DDFC673EE99BBDB5DC22C4ED05215B97CAF99D9DDCB22A2AABA09| |CC6ECAE9B774DDB12612144CFB19C5BDC2D168D55DBD952B95553950BA99A65236F| |9554C158B19453DACB2D523637B6666D2B4759AE717C88ACDB76D9582D9BA56D378| |AB37734AD5233FFDAAC285588F171CDBA69EE98D7CCB2E9EEF5AD54CC2D63C9769C| |DD8A6B3BB96C9EEA67A98272F692D45F9A3EC580D0AF6A40744A21E6452001B4330| |EEA0E0D629F302142F780FB8C130F80878C9617C28B3AA428A9A3E423961A1F034F| |18CD4F81678C96E78C371415D451C1972CB5BE025E33DA0F804346C73472D0AE1B1| |0251AAAF412DB9427AC870A639A0ECC96C0506FC9A149176AC250090CD585A1BA30| |5412432531D4758A8A48A48D206D2FD2F622ADA4A251DD49943B0992D28690605B3| |71DFA452AC91898E19C1A11F28BC14FC48E38D97BAA16473219C7A443C03BB274C2| |12EAFC04CB67C6F017E02BF08D11A2DCDDBAEDEE019646D1F628862853BE1EBD8D1| |EAC7D0C6B1FC3DAC7B0F634D69EBE13F0304269FB74DA3E349606260015F0E6C44C| |FDA87B83A4413DD3E0309C810F6419D13D8CA08709149F422B53E8610A3D6450E22| |3458DEB4D8CFFE6B6327F8023C6CC5FA0CAA8D0C335A95B9EC4ECB3F8E766E30C9B| |1CA675BEE9758E99BDCC38B9016C0257180EB91B700F1A67589A5F00CE02E718515| |AD59CDEC41C36910AD5AE15BDBD4725E353E67CCABC4F39E5534EFB948B3EE592A7| |6011D5F550EDAA0AC9D6A6F6DA35AC7E6F26ABFCDFFAB3AE48795E7AF763E62A6FE| |F87CFF7575D09C87DDE45EA2E637488D77021EE7DA3D43FE5C4F358| |-------------------------------------------------------------------|
Your 3 power attack chain would eat through an single target, but the AE damage is and always will be somewhat lacking with ff/nrg. Despite this the AE abilities you do have available are slotted and can reliably take out groups, just not quite as fast as something like archery or DP.
If I do win I would like my winnings to go towards a CC with a theme of your choice. -
The best combo for this is DP/MM, Or, if your brave, DP/Fire
MM has the obvious advantage of DP, but fire you get a much needed boost to PBAE damage. You can survive with heavy inspiration use coupled with strong defensive IO'ing and possibly vengeance if your running a farm with lowbies, Although a 54 farm would be pushing it. -
Quote:i cant imagine not running cardiac. the recharge must be nice but, eugh.. either your attacks are all slotted for less damage and more end redux, or you have to use blues. i doubt its worth it overall.
When I can walk into an AE farm, with high recharge, double stacked rage, spiritual alpha and conduct my farming business without END being a bottleneck to performance then nothing in your argument appears to be reflected in reality. You can go back and see my build, there is end reduction in my attacks, but only the little that came with my chosen IO sets, there is no sacrifice to damage, much unlike the sacrifice in damage that results it cardiac versus spiritual.
Can I run out of end? Absolutely. Do I? Yep. But this is only when I am not paying close attention and get hit by an ill-timed rage crash and wasn't thinking about consume timing. I do sometimes pop a blue, but it is rare. Also, even if blue use was relatively heavy,which it is not, the recharge granted by spiritual far outweighs the loss of a few blues, I am frequently damage capped for the majority of the run, meaning there is a proportion of inspirations that are wasted entirely.
As far as the gapless attack chain, I'm not sure what's wrong or who, I just know if I am standing around and spamming my 4 attacks, there doesn't seem to be a gap. After rereading Arcanville's animation time game mechanics post, it is possible that I may have not been been as vigilant as I could have been making sure there is always a attack queued, the lag arcanaville discovered from not queue, could mask a gap in my chain. I will make it a point to make the video tonight, as well as make it a run where all attacks a properly queued, if there is a gap, we will all get to see how much impact it makes, it should also clear up any misconceptions regarding endurance usage.
For reference, this is my current build, it has changed a little since me last posting it.
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You might want to start out by defining what exactly you want the build to do. There is no one size fits all for IO builds.
Taking a quick look at the build in mid leaves me feeling it has much to be improved. It doesn't have particularly good recharge nor defenses, yet still employs some of the most expensive sets in the game. It also has some questionable slotting such as the proc in blazing aura(auras can only pop a proc every 10 sec, making them poor homes for procs) and also 4 slots in stamina is more than is necessary.
I would come up with a counter proposal build, but once again, I would need to know what the general aim of the build is. -
Quote:claws is /Spin/EF/Shockwave/Burn/BL, with some holes here and there and I do sometimes fill with FU.Not too supprised by the results, if you are using follow up that is.
What attack chains are you using for elec and claws?
I've tried out many different chains, but that is the chain that I naturally settled into, right or wrong. FU does feel like a total waste and I have pretty much abandoned putting it in the main attack chain. Shockwave with EF does well, and is the only way for claws to get a consistent forcefeedback proc.
elec is Fireball(not mu yet)/Thunderstrike/Chain Induction/Jacobs Ladder/Thunderstrike/Chain Induction
Or something really similar to that. Obviously Fiery embrace + lighting rod whenever it is up. Hero stats seems to have a problem recording lightning rod's damage but by looking at "unknown" damage type, it looks like it contributes a huge amount of damage, equal to blazing aura, which directly counters the idea that it only a burst damage mechanism and adds little damage over time. -
Quote:Wrong.You can't run a seamless FS Burn EF BL attack chain, so more recharge can always help.
Even with my purple-less budget build posted earlier in this thread, I achieve a uninterrupted chain with FS/EF/BL/Burn attack sequence. I could post a video if need be. Perhaps you are not calculating the very significant effects of the force feedback proc? Also, I use tier 2 spiritual, endurance is not a problem if carefully managed even with a taunt set in consume.
Also, preliminary results on the comparison of claws/fa with elec/brute shows claws lacking GREATLY vs elec. I went ahead and pl'ed an elec/fa, even without mu he doubles the inf/sec of my claws(which is currently at 36 mil/hour) clocking in at 74 mil/hour. I will have more detailed numbers once I get them both with an IO set comparable to my SS/FA/Mu brute and I get the elec/fa mu. -
You do have some hope with this.
It is true that the mobs that come out of the ambush will attack you no matter what, but only as the ambush is triggered.
If the main farmer runs in and triggers all ambush triggers and you run in after or res after, then you just have large piles of mobs to deal with. Still not easy to survive but it is possible at that point. Cold/thermal domination is a good place to start with this. Both can help the primary farmer survive much easier with their shields and help them dish out more damage. Your going to have to rely heavily on inspirations. You'll need 50% def and 75%(capped, pretty much) resistance to survive. Use of vengeance and abilities such arctic fog can greatly reduce the pace of inspiration burn. Make sure you fill your inspiration with a good ratio of purp/orange inspirations beforehand.
I haven't experimented with this too much, but I can see some possibilities. -
Quote:I've been doing 4/8 for pling mostly. I never farm solo, because I don't want inf/drops that bad. I generally play with an alt I'm testing out, or one that's been stuck a while. So the 30 seconds or whatever that +4 adds to the timer is totally worth it for the extra xp - the less times I have to click the AE machine the better! This is also why I generally run FIRE! - because you go 5 missions before you have to reset.
I think the 4/8 also gives us kind of a "MAX POWER!" metric.
If we were testing pure ticket farming, we'd run -1/8/(no bosses solo/or teamed) right?
It looks like the leading builds are really pretty close. Close enough that:
a) Someone's playstyle might allow them to do better on one of the close builds (elec/fire/* say than ss/fire/*, or vice versa)
b) Maybe the stomp or the port boom is just more fun for them? It never hurts to have a little extra fun when you are doing the same thing over and over again.
c) Someone who doesn't care that much about having the absolute fastest time in the world has a little leeway in build choice
I've seen claws/fire/* mentioned a few times - does anyone have any times for a solid one?
I have a 50 claws/fa/mu. I'm in the process of IO'ing him up and I'll have hard numbers in a few days -
Quote:At no time did I actually refute the claim that a claw/fa brute is the 2nd best brute farmer.Regardless, Claws/Fire is better than Elec/SD for ambush farming. Next...
Also, while 2.7/min is good, you should really calculate that at the end of the run rather than only 1 minute in as it usually fluctuates a bit throughout. Looking at that screenshot made me laugh thinking about when you said attack radius didn't matter.
imidget had made a claim regarding a fire/fire scrapper and I was refuting that point and making that statement that an elec/SD scrapper is the scrapper that would come close to the effectiveness of a ss/fa brute. Scrappers do have an large and significant advantage over brutes with both elec/SD due to pet based nukes (LR and SC) being damaged capped at 400%, to the brutes detriment, with their higher damage cap bonus and need to be at it to compete with scrapper damage. Thus by virtue of their higher base damage, scrapper LR and SC both do significantly more damage. Many people, of course, know this already and if you are one of them, good for you.
I do agree that any posting of numbers should have a set start/end time. With the best example so far being: beginning with the opening of the door and ending with the click of a glowie, the total number of tickets gained from the run should also be disclosed. A build such as elec/ can get massive spikes which would cause significant distortion of numbers if not averaged over the entire run. I have a sinking feeling that any disclosure of numbers in this forum will also have to be released with the full video showing the run with hero stats running in order to be credible.
There also seems to be a misconception about what "quantify" means.
A quote from a recent post:
"I would quantify the Elec/SD vs Claws/FA though. While I don't know how they'd perform on a conventional farm map, on an AE farm the Claws/FA will blow away the Elec/SD. This is because Elec/SD has awesome burst damage, but once they're blown SC/LR they've just got patron AoEs and lolThunder Strike to do damage. On an AE farm where you're constantly target saturated, the less damaging but far faster recharging AoEs of Claws are much better."
At first they go off and say they are going to "quantify" something, then they give a statement with absolutely no numbers in it. -
Quote:Since we're in the Brute forum, I would assume with a given combo we're talking about Brutes and not something else unless otherwise specified.
From the post Nihilii was responding too:
"The only scrapper that comes close to ss/fa/mu is a elec/SD with an extremely expensive recharge intensive build." -
Quote:I actually have a lvl 50 claw/fa brute, and know that they come up very much short of ss/fa(not io'ed yet but my best run is 7 min 23 sec) , if you are saying a claws/fa SCRAPPER is going to be 2nd, you are incorrect.There is no need to kill stuff fast as to not give them time to run on an ELM/SD, because stuff doesn't run against such a scrapper. Shield comes with AaO, which is a strong enough aggro aura to keep things glued to you (and indeed, more often than not strips aggro from lazy tankers or brutes).
Regardless and despite that, ELM/SD isn't anywhere near the second spot. Nowhere near enough sustained damage, and burst damage is essentially pointless on a farm.
Claws/Fire arguably is - and that answer was already given on post #38.
You claim that mobs running is NOT a problem with scrappers? A good number of people from thus very thread have already said that this is indeed a problem. If it just shields that doesn't have a problem, then your point is still invalid as per my point in that it does not matter about elec/shield, they just insta pop the spawn, even without the taunt aura elec/shield will do fine. It is even MORE invalid in that a claws/fa scrapper does NOT have a taunt aura. -
To be honest, I have farmed with iMidget before and his elec/fire wasn't exactly a slouch. My (ss/fa/mu)'s name is Inflamaty on freedom.
However, I think all sides here are a bit off. I probably could not clear crey fire cyborgs in 3 minutes, 4-5 minutes seems closer to reality and at that rate I am above 100 mil per hour and well above 10000 tix/hour as well. And imidgit's claim of a fire/fire scapper being the farming king is just wrong. The only scrapper that comes close to ss/fa/mu is a elec/SD with an extremely expensive recharge intensive build. The autotaunt is a HUGE factor, I have already given up on my spines/fa scrapper because of it, the elec/SD scrapper would fair better since they work differently(ie instantly kill thus not given them time to run) Although they still have to find a way to actually live in a ambush style farm, which for a SD scrapper is not exactly easy, a problem made worse by the extreme need for recharge placing a significant strain on the IO build as far as any defense goes, its pretty much totally dependent on inspirations for survival. The lack of a heal also gives this build problems. Finally the 90% vs 75% resistance cap gives brutes a nearly insurmountable lead in ambush style farms, it is a different from being able to go afk for a minute and come back with 80% health remain(my brute) to constantly being on the edge of death(my 50 spines/fa)
I will run it tonight(crey fire cyborg completion time w and w/o bosses) with my solid ss/fa/mu brute and provide real numbers so we don't have to go around guess.
I would like to STRONGLY suggest that you guys that are throwing these mainly unquantified statements around to get hero stats. Without even doing on math on the data it gives you it calculates inf/min and tickets/min which are surely linearly related to farming ability.
Its easy to setup, and gives very detail information. It would make discussions like this tend to provide information, rather than degenerate into the murky anti-reality that always accompanies large amounts unquantified statements.
Edit, after making a couple runs, both solo and duo(basically w or w/o bosses) lvl 54/8 crey fire cyborg
My hero stats numbers :
Duo, average over two runs(rounded down):
13k tix/hour
86 mil inf/hour
ave run time 5 minutes and 28 seconds
Solo(no bosses), over two runs
18k tix/hour
132 mil inf/hour
ave run time 4 minutes and 2 seconds -
So as per the title I am seeking advice on a cold/sonic build but I also would like to confirm my assumptions on cold/sonic.
After a long journey, I have decided to commit to a main: Cold/Sonic Defender. With the coming "End Game" I wanted a character that will add significantly to any TF style team he find's himself in, with at least a modicum solo ability.
The following are my assumptions on cold/sonic as I haven't played the combination yet, I invite any to correct/comment or add to anything of the follow assumptions:
On paper at least, cold/sonic looks to give tremendous debuffs, with the possibility of stacking 90% resistance debuff, with only /sonic or /TA giving more possible -resist but at the cost of -regen. It also has unique debuffs such as benumb that can be used to good effect against the arch-villain and above level encounters likely in end game content.
Cold also has excellent buffs, which should nearly erase any team members endurance problems, and give something 30% defense to all and 20-30% resists with ice shields and arctic fog.
The combination of strong damage resist debuffs, good single target damage from sonic and perhaps some shenanigans with siren's song cold/sonic should be able to pass through most solo'able content with relative ease.
My very rough draft build:
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I took the medicine tree over finishing off leadership, medicine just seems more useful to me being that cold has no other heals, I could be talked out of this but it made sense to me. Also I don't know much about sonic or cold so my general approach to power selection and slotting might be a bit off, advice and criticism welcome.
The build might be somewhat expensive, but to me it is on the extreme lower end of the IO build expense spectrum for me, so I'm open to any ideas as far as "pimping it out". I would say "unlimited budget" but I've afraid of a build just trying to max inf cost rather than effectiveness, like the purple filled 210% recharge perma-PA builds, except on powersets that have no conceivable need for that recharge and would benefit more from increased defenses..
Also,
Many would probably consider this a more personal topic but I would also invite ideas for character story development(power source,mechanics/physics behind a sonic/cold powerset, implications of wielding cold/sonic in the fight for justice, likely nemesis, etc)
I thank all who take the time to respond with constructive criticism and advice and I will be reporting back with my character's progress as I progress with this character. -
Quote:The best farmer in the game is a Fire/Fire/Fire Scapper with 120% recharge with Veng. AoE of FCS up every 5 seconds burn 7 seconds and Fireball 9 seconds. FCS doesn't do more then FS on a brute with dmg cap but it crits and DMG cap on a scrapper is alot easier to get, almost does the same dmg.
No. -
Quote:
And you still haven’t addressed that you don't want to combine insp outside of AE, unbinding every time you go use your alt build and rebinding when you change back is just a *****.
It's not a pain at all, I have a keybinds file that had the binds I use for normal mission content, I just have two keybinds to load either my farming binds or normal binds.
"Well, it sounds like they use their Brute just for farming so that shouldn't be a problem. Personally, I use keybinds that are only used to combine and use red inspirations and nothing else. "
I have actually found myself doing a lot of normal content stuff between switching sides and back again for mu and working on my alpha slot. I've found my build surprisingly effective IF I have a support on my team, as the build just can't survive without help. With shields, it remains the AE buzzsaw in normal content that it is in farms. As such I normally build my own TF teams and make sure I pick up a combination of enough support/debuff/control that can overcome my lack of defense and allow us to buzz through TF's. -
Quote:I found this to be suboptimal, it messes with your attack order. You never want to use another attack before footstomp if it is up, mu before burn, or fences before ball lightning, but by spamming your attack buttons in order to make sure you are not wasting inspirations you get a random attack order. There are also times when your on the move to either herd up some stragglers or break the next item that you want to continue to autocombine inspiration but not been rooted by an attack. These are just a few things I remember right of the top of my head that I remember from my testing, there are more and I would definitely not recommend putting insp combine macro into attacks only, perhaps putting them in both is the right answer if you insist in having them in attacks?I personally recommend using macro's "attached" to an attack rather than movement binds for a couple of reasons.
1. I recommend a macro because in a normal TF setting purples, oranges, blues etc. are still very useful.
2. And i recommend using them as an attack because in an ambush farm you wont even be moving at all, unless you suck at farming somehow. :P
As far as the "not moving" thing in farm I don't get this at all. You don't have to actually move to combine, you just quickly hit the movement keys in a circular motion and character basically stands still. -
"Deevian why did you take mu lightning instead of static discharge for more aoe(cone)?"
My attack chain is saturated with my current recharge, meaning I always have one of my four main AE's up, having another would not add any damage whatsoever, especially a cone with a long activation time and substandard damage. The other two MU AE's don't have the best damage either, but they have extremely fast cast times and are worthwhile.
"Do you use mu lightning in your rotation or is it just a mule?"
Just a mule, or for when I want to feel like a sith.
"Also Deevian, are you using Spiritual core paragon? I hit 50 after the maintenence."
Yes. Endurance is not a problem with consume and popping a blue now and then. I guess some people really want thought-free farming and don't like that if they don't watch what is going on(ie not seeing a rage crash coming while they have low end, not refreshing hasten before it crashes, wasting end by attacking while crashed, etc) you can run out of end with my build. But with proper management, you get the most damage and most benefit from spiritual. To get away from the primarily anecdotal evidence people are using for input think about this: I run damaged capped the entire mission, I manage my end without every having to stop my attack chain, I can survive easily, SO, what possible other benefit does any other alpha have to offer?
"Is there any reason why when I try and load the damage bind the game says it is unable to read bind: damage.txt?"
I can only assume that you do not have damage.txt in the proper directory. do a /bind_save, this will save a file call keybinds.txt(then do a search for keybinds.txt) to a location that is the correct place to put your damage.txt file that you created.
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No changes to build so far, or planned. I have got my level shift since then, I haven't run that new numbers with hero stats yet, its on the list. Hero stats doesn't exactly do what I want it to do as far as provide a wow style dps/damage meter, so I'm working with it's open source api and that's taking up most of my spare coh time
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One thing you should consider is that kin is a very melee oriented set. In order to receive the endurance, heals and damage bonus for your own kinetic abilities, you will be required to constantly be in melee range.
Ice has a few good abilities for close up fighting, namely the rain and breath spells, and it also has a few tricks with it's -recharge debuffs that may help keep you alive. Over all, however, ice is somewhat under performing, it has good single target damage, but it's AE is weak.
Rad on the other hand gives no edge to survivability, but has an excellent point blank ae effect which goes hand in hand with the melee range idea. It is also a somewhat under-performing set in general, as the -def often nets no appreciable increase in damage output for you or you team: most of you should be at hit cap before any rad debuffs, and the very hard mobs that you really need these types of debuffs for A, are very hard to hit in the first place and B) greatly resist such debuffs.
Other sets:
Dual pistol is something of a odd duckling, but has a excellent melee range crashess nuke that addes to defense and works very well with both your kin abilities and scourge(it's a pbae dot). Animatation times for most of dual pistols abilities are horrendously slow and often goofy looking however.
Fire:
You can not go wrong with fire, it has single target damage that surpasses even ice but far far better ae damage as well. It is also, like ice, rarely resisted.
Sonic:
Debuffs that mean something, it is not hard to stack -45 damage resist on a single target with sonic, greatly increasing your entire teams damage output, but also completely stacking with your kin abilities as well. It has good single target but only mediocre ae abilities.
Archery:
This is a jewel of set, a great crashless nuke, small fast attacks that work well with scourge, and a decent mix of AE and ST damage. Has some issues with redraw however.
Dark:
An under rated and under played set. The only blast that has an AE root in it and full of -tohit debuffs that can absolutely assist you in your kinetic exploits, more about utility that damage but well worth the price of admission. The combination of the -damage from kin and -hit from dark can truly turn this combination into a pseudo controller. -
Quote:Ah, what?you do know that doing +4/8 on that farm in completly unecessary...
I run that farm with my Brute on +0/8 (no bosses/no av's) and i kill everything on the map in in a blistering time, and still get the 1500 tickets cap...
you all know Fiery Embrace is broken right?? it only shows effects in PVP...
Tix per min is far from the most important metric in farming. Also if you see my damage log it reported fiery embrace damage so I am not sure what you are saying..
I also suggest you download hero stats and run it on your 0/8 missions and get some hard data. I will tonight as well. -
Hey guys, I have some information that may help with this discussion.
I was recently doing some number crunching with my brute in firefarms, that may not be very interesting but I did a break down for each power and it's percent of my damage:
54/8 without bosses power % of damage:
Ball lightning: 28,015...........................................17.3%
Blazing Aura: 32,226...........................................19.9%
Bonus Fire(fiery embrace) 21,643.........................13.3%
Burn: 14,368.................................................. ...8.8%
Electrifying fences: 16,931..................................10.47%
Footstomp: 43,607............................................26.9%
other 3.43%
total damage: 156789
An interesting point here is that the bonus fire damage from fiery embrace increased my TOTAL damage by 16%! -
Quote:Why guess? Load up Herostats with your blaster and get some hard data.Not only is it possible, but it's quite possibly faster and better than any other farmer I've used or come across. Everything dies before they even know you are there.
My level shifted, Spiritual-slotted, purled Arch/MM destroys 8 man level 53 spawns in basically one shot (minus bosses which take a few more hits). I have Aim, BU and RoA up for every spawn (about 20 seconds or so for all to recharge). The key to survivability? Kill everything before they even know you're there. I run in stealthed, hit aim, bu and roa...cue up psw...roa and psw hit at virtually the same time, anything left standing gets explosive arrow and single target attacks until dead. It's pretty ridiculous.
When I do get hit, i hit my Aid Self (up every 5s or so) and fill up 500+ points of HP.
I usually run a Dreck/Boomtown map full of Battle Maiden Warriors and clean it up quite quickly in AE, and do the BM map for drops. I never slow down, never die and rack up the rewards. I can do S/L ambush maps as well running Tough, Temporary Inv. and Force of Nature (plus a handful of lucks) I can keep churning out the kills and not worry about safety.
The other great part is this 'farm toon' is also great for TFs and other game activities.
Here are some results with my brute:
A ambush firefarm, started recording when I opened the first door, stopping when I hit glowie, you time frame doesn't have the been the same, just make sure it's long enough to average out spikes, a good 5 minutes or so.
54/8 With Bosses:
Tickets:
1500 total
163.46 per minute
9807.71 per hour
Inf:
12,693,288 Total
1,383,246.03/min
82,994,761.59/hour
54/8 Without bosses
Tickets:
1500 total
270.6/min
16,235.96/hour
Inf:
8,086,514.00 total
1,459,803.77/min
87,528,226.22/hour -
As I earlier promised, here are some hard numbers generated from HeroStats.
I ran the standard crey firefarm, starting recording when I clicked the first double door and stopped when I clicked glowie. I do not have level shift yet.
54/8 With Bosses:
Tickets:
1500 total
163.46 per minute
9807.71 per hour
Inf:
12,693,288 Total
1,383,246.03/min
82,994,761.59/hour
54/8 Without bosses
Tickets:
1500 total
270.6/min
16,235.96/hour
Inf:
8,086,514.00 total
1,459,803.77/min
87,528,226.22/hour
And here are some other numbers for fun
54/8 without bosses power % of damage:
Ball lightning: 28,015............................................ ..17.3%
Blazing Aura: 32,226............................................ ..19.9%
Bonus Fire(fiery embrace I'm guessing): 21,643.....13.3%
Burn: 14,368.................................................. .........8.8%
Electrifying fences:16,931.......................................10.47%
Footstomp: 43.607............................................ .....26.9%
other 3.43%
total damage: 156789 -
Quote:Popmenus require additional keystrokes and choices, the macros I listed automatically combine as you move around with movement keys. You don't have to remember to do anything. I also find that I naturally hit both mouse buttons(at the same time, which fires off my red inspirations in the above binding) while moving round by habit, so all my inspiration combining/using happens without any diversion of attention.Just reds? Why stop there? Might I recommend the power of Popmenus.
You can use one particular set up to easily combine all tiers of reds and any other inspiration with just a few key strokes.
I do have pop menus setup for creating and popping specific inspirations that I use during normal mission content however.