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Posts
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I'm confused as to why this build doesn't get shredded on +3/+8 or whatever fire farms? Or are you farming something different?
I've even brought soft-caped FM/SD scraps into fire farms and they get destroyed pretty quick ... they just don't have the RES to stand up to the fire dmg that gets through.
I guess the other plus here is the PBAOEs -- bullet rain, HOB (32 secs timer), Psy Shckwave, Replusion Bomb. Is that the key? I have a Fire/MM blaster (softcapped to S/L) but he obviously would lack HOB and Repulsion Bomb. -
I'd like to see a reasonably servicable build that can survive ITFs .. w/o outside buffs ... "on the cheap." I'm serious as I'd like to use mine for more than AE farms but I have trouble coming up with a reasonably cheap build that doesn't have to go for 45+ S/L def.
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Quote:Isn't there some feeling on the beta board that StJ has pretty crappy AOE?Steet Justice/SD.
Combo level 3+Crushing Uppercut = Easily the highest base damage ST attack in the game. If you pop Combat Readiness(StJ's version of BU) and jump into a mob which fully saturates your AAO, you're looking at about 950 damage(crit chance included), which could be enhanced further with IO's and Musculature. -
Just go beat on a pylon for 10 minutes. Or however long it takes you. See scrapper forum for details.
I'd be impressed if brute fire melee was hitting 205dps with that chain, that's for sure. -
Quote:I really don't think it's worth solo-building to iTrial soft-cap. Usually you are on teams and getting +def buffs that will put you there. Other times you can just carry a supply of purples, if you really must reach it solo.I think MA best fits my concept so have to stick with that. The other thing I am not sure is if it is worth getting my defence to 59 which I heard is the Itrials softcap. This mean I would have to slot for touch of death and makos bite instead of crushing impact which will reduce my overall recharge quite a bit. I do have 1 gladiator +3 def which I can slot to him as well.
I am also in two minds whether to have crane kick as I love the look and knockback but it is surplus to requirement for this build. -
Briefly, creepers slotting is wrong -- do a search here and in controller forum for Carrion Creepers -- needs different slotting to be optimized.
Also, Roots should probably get a damage proc (trap of hunter or Grav anchor) in addition to the Posi Blast set. Looks like he has one blank slot left so can add it here. Roots is great AOE dmg for an immob and should be part of the AOE attack chain. -
Quote:I will reiterate that PUGs screw up BAF and Lam still all the time, especially if you have a bunch of n00b 50s without level shifts. The least that happens is you get 1-19 escaped prisoners (vs. outright failure) on BAF -- other times, teams fail to take out the 9CUs or keep Siege and Nightstar too far apart, and fail the trial.PUGs on Freedom (from PD) generally screw up the escapee phase of the trials. Especially if you are doing 16man and trying to get people to use chokes. There are always at least 1 escapee. It boggles my mind. But it happens ALL the time, esepcially on teams with few level shifted toons.
LAM still borks PUGs on the warehouse phases.
If you are with a group of people who know how to play, no issues. But PUGs make trials hard.
On Lam, n00b 50 teams fail the warehouse/lab section or at least fail to get the right # of temps.
Don't underestimate the bad-playertude of the majority of the PUG populace on FREEM. -
PUGs on Freedom (from PD) generally screw up the escapee phase of the trials. Especially if you are doing 16man and trying to get people to use chokes. There are always at least 1 escapee. It boggles my mind. But it happens ALL the time, esepcially on teams with few level shifted toons.
LAM still borks PUGs on the warehouse phases.
If you are with a group of people who know how to play, no issues. But PUGs make trials hard. -
On my Mac so can't see your build. But did you slot Terrify for damage? It's a reasonable AOE cone.
I was using Fire Breath + Terrify on my Mind/Fire dom before APPs. I am going to retire her though because even with APPs she can't come close to the AOE dmg of my Plant/Fire/Fire (Roots + proc'd Creepers).
I like Ice APP for sleet like you say but sleet + ice storm seems to do a lot less dmg than Firey Embrace + Roots + Rain of Fire? -
His Plant slotting is completely borked in both builds. Read some of the recent Plant/Fire posts here for guidance. Even the Fire side would be instructive for thorns (and APPs).
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1) Wait for Street Justice to be released.
2) If you insist on MA, you'll want to be able to chain SK-CS-SK-CAK as the highest DPS chain. You can search for the recharge etc required. Generally you'll also want Body pool for conserve power and physical perfection -
Thanks Local Man! That's some pretty spot on advice!
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How does this build look? Soft-capped to S/L. Has perma Earth's Embrace for ~1600hp with accolades. Avoids expensive purple sets.
Considering the following -- thoughts?
1) replace LOTG in Combat Jumping with either Kismet +ToHit or Winter's Gift slow resist.
2) does siphon speed really need 2 acc, 2 recharge IOs? or could I save slot or two?
Going Nerve alpha for +acc and other useful bonuses. Presumably would go Pyronic, Reactive, and Clarion.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Rock Garden: Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), Dmg-I(5), Dmg-I(27)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(9), Nictus-Acc/EndRdx/Rchg(9)
Level 2: Roots -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dam%(13), Posi-Acc/Dmg/EndRdx(13), GravAnch-Hold%(15)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(19), CoPers-Acc/Rchg(19), CoPers-Conf/EndRdx(21)
Level 10: Super Speed -- Clrty-Stlth(A)
Level 12: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Siphon Speed -- Acc-I(A), Acc-I(21), RechRdx-I(36), RechRdx-I(40)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-Rchg/Hold(23), BasGaze-EndRdx/Rchg/Hold(25), EoCur-Acc/Hold/Rchg(25)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(27)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 26: Carrion Creepers -- ExStrk-Dam%(A), ImpSwft-Dam%(33), HO:Nucle(33), HO:Nucle(33), RechRdx-I(34), RechRdx-I(34)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(36)
Level 30: Increase Density -- ResDam-I(A)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(36), C'Arms-Acc/Dmg(39), C'Arms-Dmg/EndRdx(39), HO:Nucle(39), Achilles-ResDeb%(43)
Level 35: Transference -- P'Shift-EndMod/Acc(A), P'Shift-EndMod/Rchg(40), P'Shift-EndMod/Acc/Rchg(40), Efficacy-EndMod/Acc/Rchg(42)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(42), RechRdx-I(43)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(45), Posi-Dam%(46), FrcFbk-Rechg%(46)
Level 44: Seismic Smash -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(45), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(46), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Earth's Embrace -- Numna-Heal/EndRdx/Rchg(A), Numna-Heal/Rchg(50), Numna-Heal(50)
Level 50: Nerve Radial Paragon
Level 50: Pyronic Partial Core Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Clarion Core Epiphany
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(31)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(29), P'Shift-EndMod/Acc(29)
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I want a Stone/Time dominator so I can run around shouting "Stop! Hammer time!"
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I built an AR/EM to focus on rifle attacks. Soft-capped to S/L and with some pets for added dps when someone else is pulling aggro (to keep it off the pets). It's OK but lacks a certain oomph.
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Quote:The eviscerate chain was numbercrunched in the Scrapper pylon thread and found to be still slightly worse than FU-Fcus-SlashYes, it didn't work. But I don't recall if that was scrapper or brute claws. However, I don't think that particular answer will vary between the two ATs.
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Musculature T4 Core ... my quick "guestimate" says you lose 5, add 9, multiply by 1.06 to 1.075 instead of 1.08 and ... 200 to 203 instead of 199.7. Probably not worth running up 2 spreadsheets to check it. It's the whole +damage surplus thing again. On a scrapper, it might be worth it, but not a brute. -
Quote:Given a basic attack chain can land 4 attacks in 10 secs (or less), isn't the chance of NOT landing the -RES only like 30% with Radial (25% chance of debuff = 75% chance of no debuff ^4 = 31% chance of no debuff). So that's a 69% chance of -RES in 4 attacks, vs. a tiny chance of no fire dmg .... vs the opposite, a 69% chance of no fire dmg. Probabilities are not my strong point.The higher numbers were probably pre-nerf. I personally haven't tested anything since the nerf. I may need to change the numbers I use and do some more testing myself.
Also, if the numbers are that much lower now, it may well pay to switch from radial to core ?
On a 200 dps build, each core stack will be adding 5 dps. How much does each Dot stack add ?
I think I see something I definitely need to go back and test again.
I thought consensus was with Radial the -RES chance is high enough and you want to bank on the Fire DOT (not sure if Fury buffs Reactive DOT on a Brute). -
Quote:Yeh, I think I have 203% global recharge (193% plus 10% Time Lord accolade) plus 96.7% in FU that gets upped to 122.57% with the Spiritual Core (T3 45% recharge).N
To remove Strike you'd have to have very high recharge, 314% on FU.
I've never actually had the brainpower to figure out if running FU-Focus-Slash (procc'd) would out DPS running FU-Focus-Slash-Strike using Musculature T3 in place of Spiritual ... but on a Brute, Musculature might perform worse with the longer chain given the Fury mechanic and the buff from FU already being in place. Thoughts?
My goal is to get the T4 Spiritual which includes a 33% heal boost alongside the 45% recharge (I have aid self). And then I've gone Rebirth for my Destiny slot.
Claws is one of the few primaries that can handle that kind f crazy recharge w/o burning the blue bar like mad.
Here's the current build:
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You saw my post in the scrapper forums / pylon thread, I think.
My best run so far on my Claws/SR Brute has been about 196dps.
That's with a procced-out seamless chain of FU-Focus-Slash (Heca proc in FU, lethal proc and Achilles in Slash, and Apoc proc and Explosive Strike proc in Focus). With double-FU stacked on at least Focus.
So the fact that you are pushing 180 with Claws/FA with a less optimized chain says a lot about Burn and maybe Blazing Aura.
Are you sure Gloom increases dps even with redraw? The redraw would annoy the pants off me. -
I get it double-stacked on my Clws/SR running FU-Focus-Slash. Seems to be worth it.
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Quote:T4 reactive increased my FM/INV brute's dps from ~190 to ~218 so roughly 30dps.I'm not seeing 60-90 DPS, not even on the DB/Ela.
I've gotten, I think, around 20-30 DPS across all of my characters.
I'll take my Fire/Rad Corr for a few pylons with and without Reactive to test as that character has one of the faster attack chains available to me.
That's with a gapless chain of Gloom, Incin, Crem, Scorch.