Wall farming-
Herding the wall in cimerora. Wall spawns have 10 enemy cimerorans in them. One healer, one firebomb-chucker, 2 luts with shout of command, and 6 grunts.
The wall spawns are unusual in that Cimeroran AI is unique. With the exception of luts which use typical 'melee-preferred' ai, the cimerorans use what appears to be a specialty AI that does NOT appear to have a 'hang back and use ranged occasionaly' quirk to 'make things interesting' like most other 'melee preferred mobs' possess.
What this means is that the ai is highly predictable. a /devices blaster throwing caltrops between herself and the spawn can virtually guarantee that the entire spawn save for the 'fireball chucker' is going to run across them, and they do not seem to have a 'differing path' AI either... they run directly towards you and very seldom attempt to negotiate different paths unless you are in an unusual position which forces them to take a different path to avoid bounding-box issues.(such as standing at the very edge of the wall... many of them will 'fall off' and take a different path to reach you)
But, cimerorans possess two tools which makes their ai strategy make total sense. the first, 'shout of command' allows all cimerorans inside of a certain radius of the lieutenants to gain rather effective (Mag 4 I believe) protection against status effects such as holds, sleeps, immobs, disorients, and confuse. This makes the 'herd 'em and confuse 'em' strategy less effective. It also provides a defense component, and it stacks with multiple luts. As far as I know this shout of command is either melee defense or s/l defense, as it does not seem to affect defense to things such as aoe's and fire/dark damage, but it may be 'all defense' so i will admit my unfamiliarity in the matter.. One would have to ask a bane spider or blaster to determine the exact effects of shout of command or look it up in city of data.
The second complicating factor is the fact that all cimeroran melee attacks contain a hefty -defense component, and when fighting ten at a time, that defense modification can play a serious role in the survivability of melee sets. It is one of the factors which make traditionally 'overperforming' sets, such as willpower, regen, and defense-capped non-native-defense builds such as defense-capped fire/kins far less effective.
In essence this gives two alternate spawn strategies. The first strategy is to ignore aggro limits (allowing aggro-capped enemies to engage you after you have defeated the ones that follow you immediately) by aggroing two spawns at the same time. This is especially effective for sets that contain defense that scales based on the number of mobs present AND resist defense debuffing (ice armor, invulnerability) as well as sets that simply have high enough defense and defense debuff protection to safely engage large groups of defense debuffers at once (Energy aura, super reflexes) also sets which have debuff/mez dynamics that are not overtly influenced strongly by shout of command (radiation, bubbles/storm repel, slows)
In general, the first strategy allows sets which are not as strong on 'traditional' farms to gain ascendance, such as ice armor, super reflexes, invulnerability, and energy aura, due to their ability to virtually guarantee a 'herd' that clumps around them for their melee aoe's and defense saturation (or lack of vulnerability to debuffing) This also brings to ascendance 'attack' sets which are not as strong in traditional mitigation, such as knockback, and strengthens sets which provide more raw damage output or mitigation forms to which the cimerorans are vulnerable (fire melee, dark melee, and electric melee are obvious candidates).
Obviously tankers, scrappers, brutes, and stalkers prefer the first form of farming, and while tankers tend to herd two spawns together, brutes, scrappers, and stalkers tend to prefer to the second due to lower overall mitigation and higher damage for their aoe cones... why waste time herding 2 spawns together, defeat 1 spawn and allow aggro-capped enemies to trickle into range over time, when you can just as quickly defeat two spawns in a row with a greater margin of safety and potentially better damage output? (in the case of brutes, moving to succeeeding spawns at nearly full fury)
the alternative is sets which possess strong abilities to damage 'lines' of enemies, generally those that possess heavy cone damage for catching the initial spawn before it has a chance to move, and generally involves quickly taking out a single spawn of enemies at a time so quickly that they have very little opportunity to respond... and the responses that they DO have are often limited to the much weaker and non-defense-debuffing ranged attacks.
Slows are valuable for the second type of farming due to their ability to 'clump' the enemies together, and cones do double duty as a traditional aoe AND an ability to quickly thin the ranks while the spawn is in it's original 'line' configuration. And because of the fact that each spawn is EXACTLY ten minions and luts, which is the aoe cap for ranged cone attacks, this makes cone sets such as assault rifle and to a lesser extent archery, fire, and cold, extremely valuable, since cones tend to have slightly higher damage and faster recharges than similar 17-capped aoe's.
Once again, there are several advantages to make up for the fact that cimerorans are harder for 'traditional' farmers-
self-clumping AI
no fills required
10 minions and luts every single time
quick ability to move between fights without losing fury
no 'mission resetting'
full experience/drops/cash rewards
The 'best' farmers I have found for cimeroran wall spawns are actually a surprising pair of sets:
ice tankers with a strong damage primary, due to slows(which cims have no protection against), resistance to defense debuffs, and aoe in the secondary which adds exceptional aoe damage over time. ice/fire is my preferred farmer. Ice/fire is my preferred farmer for type 1 wall farming.
'post upgrade' ea brutes with a strong damage primary, such as ea/fire, and ea/electric, due to the aoe potential and having their heal scaled by the number of mobs present, as well as a strong resistance to defense debuffs. EA/electric is recommended because of the 'non traditional' mitigation of electrical attack endurance drain and endurance drain in their secondary, which, after a few moments, allows you to maintain enemy endurance below the threshold neccessary for the cimerorans to use their most damaging sword attacks.... right about the time your healing drops off due to mob numbers depleting, your fury has been capped for far greater damage and most mobs are wheezing.
sr brutes post-softcap, due to their scaling resistance and strong resistance to defense debuffs, such as sr/fire and sr/electric. Their secondary mitigation of scaling resistance kicks in extremely strongly due to the low-burst, high-dps nature of fighting against a 10 enemy spawn. They might wind up the fight at 10% health, but they almost always will win, and the number of inspiration drops assures that they are immediately ready to fight the next group in moments.
sr/nin/ea stalkers with a strongly aoe damaging primary, such as electric or spines. the top performers are electric/ea (for the same reason as ea/electric brutes, above) ninja blade/ea (due to extreme saturation of lethal defense) ninja blade/ninjutsu (due to strong saturation of melee defense as well as slows and an aoe placate power that allows them to take a breather if things start to turn sour) and sr, although sr will most likely require a stronger set of IO slotting. This is primarily due to stalker's lower hit points.. often scaling resistance buffs are not enough to save a stalker when things start going south, although this can certainly be compensated for by ninja blade's saturated melee defense. spines stalkers also due well due to the inherent mitigation of spines -recharge, of all three sets. having TIME to click aid self or pop a green can often make the difference between success and faceplanting.
Scrappers that excel against cim spawns are katana/broadsword/super reflexes, due to saturated melee defense, strong defense debuff resistance, and strong scaling resistance. scrappers greater hit points as well as access to both a melee-defense enhancing primary and a strong defense secondary make cimerorans very little threat. Unfortunately, katana/broadsword fare less favorably with secondaries that do NOT have defense debuff resistance, although this can certainly be compensated for by proper IO slotting.
So in order (based on my experience and the experiences of others) I would set the viability of sets for farming the wall in cimerora in the following order: (based on expense of io slotting options, survivability, and speed of dishing out damage)
Ice/fire tanker
invuln/fire tanker
fire/sr brute
electric/ea brute
ninja blade/ninjutsu stalker
ninja blade/ea stalker
ninja blade/sr stalker
spines/ninjiitsu stalker
spines/sr scrapper
katana/sr scrapper
so the top of each category for 'type 1' wall farming would be:
tanker- Ice/fire
Brute- fire/sr
scrapper- spines/sr
stalker- ninjutsu/ninja blade stalker
Type 2 wall farming involves overwhelming a single spawn with damage far too quickly for them to respond effectively. Ironically, the unmitigated best farmer for type two wall farming is assault rifle, due to the preponderance of cones for catching all ten members of a spawn at once. This is one of the few situations where the traps and devices secondary actually strongly complements the assault rifle primary, due to caltrops and trip mines, although as usual it's not the strongest complementary pair.
Blasters:
AR/ice is a strong contender for taking out single wall spawns, due to it's cone nature, shiver being an unresisted debuff, and ice patch allowing a high amount of clumping if the aoe string is not enough. AR/Mental is also a strong contender, since, with the assault rifle changes, there is now a rather large hole in ar's cone attack chain without extensive recharge slotting, which psi scream fills rather nicely. Both of these sets have an advantage in the form of buildup, since, barring lots of misses, the cone attack chain alone is enough to kill everything including luts.. although a few misses on a lut or two might leave one standing, which gives ice the edge. AR/devices is actually strong in this case as well, since cloaking device allows cones to be lined up well and, while you will not likely kill the luts when you trash the spawn, caltrops and a trip mine or two during the 'setup' phase can easily make these enemies fall before your onslaught as well. but this costs time, and while ar/devices is more able to survive a bad set of rolls, it also has longer setup time which costs it overall speed.
sonic blast is also a good candidate for farming. Siren's song can be deployed prior to any shouts of command being activated, and thus will have full effect. Sonic shockve loses utility as a mitigation power, but can easily be slotted for damage instead, which, couple with sonic's resistance debuffs, can actually enable speedy defeat of a wall spawn. when coupled with something like mental manipulation for it's extra cone, you can quickly destroy a spawn. The siren/drain psyche/nuke combo is not terrifically useful, however, due to the spread-out line nature of the spawn (Yes, I did my research)
fire and ice, with a slowing/damaging rain, will also go a long way towards defeating a spawn easily, as will archery.
Archery, like fire and ice, only has a single cone, but that cone is a GOODY. while it is not as good as ar or even sonic, archery as a wall farmer is unlikely to let you down in any significant fashion, especially when coupled with the traditional farmer secondary, mental manipulation.
Energy blast is just as bad of a wall farmer as it is a traditional farmer.. sorry.
psi blast also is a ticket to phail as a wall farmer. cims don't have enough lethal/smashing resistance to bring psi's damage type into play strongly, and it is far too strongly st-oriented to make a good wall farmer.
Electric blast also suffers under the same disability, qand allowing that many cims into melee range to use elec/elec's end drain to affect them and maximize your aoe damage meaningfully is a sure ticket to the hospital, especially since ball lightning's aoe is too small to affect the majority of the cim's 'default' position.
For blasters, I would arrange the utility of farming as follows:
ar/ice
ar/mind
archery/mind
ar/devices
fire/mind
cold/mind
AR/energy
Corrupters:
Once again, assault rifle takes the lead due to cone positioning. However, it has a twist.. corrupters do considerably less damage than blasters, and so the cims ARE going to have 'move time' before they are subdued. This makes the secondaries of dark, storm, and traps the obvious secondaries of choice for clumping them together and keeping them out of melee, due to their 'patch slows'. Cold would be a contender, but has little ability to clump mobs due to the wide-open stretch of the majority of the wall... it IS possible, however, to corner pull on the guardhouse and front gate, so cold needs to be at least mentioned for snow storm pulling. fire and ice primaries are actually closer to ar performance for corrupters than blasters due to aim's damage buff, and the negative effects of accidentally knocking enemies out of tar patch and freezing rain's resistance debuffs. However, freezing rain's debuff persists even after the enemies have left freezing rain, and in many cases storm can actually stack two of them, making ar/storm, in my opinion, the strongest corrupter wall soloer.
So in general, I would rate corrupters for type 2 wall farming as follows:
AR/storm
Fire/dark
fire/storm
ar/dark
ice/dark
sonic/storm
sonic/dark
ar/fire/cold/sonic/ice
ar/fire/cold/sonic/traps
Unfortunately, due to the way spawns tend to be spread out, kinetics tends to be far less effective than it would be on traditional farms.
So for type 2 cimerora wall spawn farming I would rate them as follows:
AR/Ice blaster
AR/Storm corrupters
Obviously, you can see the similarities to the way the two combinations would play.
Dominators and controllers-
Of dominators, I would lean heavily towards earth/thorns, due to it's aoe, defense debuffs, and reliance on slows which affect cims regardless of shout of command. The same holds true of controllers... for dominator secondaries, the traditional thorns/fire tends to offer the most of what you need, although my lack of experience with high-level dominator farming requires that I point out that my opinions on any sets OTHER than earth/thorns and fire/fire is limited, at best, and mostly gleaned from watching the other sets working on ITF's. Controllers other than earth also tend to have similar downfalls as dominators due to shout of command.
Other sets, defenders, masterminds, and epics tend to perform more-or-less as they would on a traditional farm, as long as you pay particular attention to the special foibles of cimerorans. They are not top-tier farmers, but specialty builds CAN make them quite acceptable.
-edited to break up text.