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Posts
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Joined
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Alright, this is me running my AE farm, FIRE! (other) Im on +2/x8 with bosses, that seems to be the highest for me.
Its set up so I can end it right when/right after i get my rage crash, some times i can cap some times its as low as 800 tickets.
I ran it 7 times, whole arc and then another 2 mishs, until i had to go spend my tickets basically.
Here are the numbers.
Total time
ticket gain: 9739
Ticket/min: 440.64
inf/min: 589,068.01 (in SG mode)
I did use insp, as well as rage.
I would love to hear other times and what not,
Sorry i dont have the print screen thing for hero stats, i dont know how to post that >.<
Oh, i forgot im on SS/fire/mu.
Another thing i just remembered is that the bosses at least have a 7.5% res to lethal/toxic, sorry Bill >.<
Edit...again: ID is 460877 -
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You guys are making my head spin with all this math. (yes im that bad at math) @.@
Anyway, whats a good program to record yourself playing this game and keep the windows and what not (as demo recording seems to get rid of those)? As that seems to be one of the ways to go about this debate. -
I dont have any claws/ toons but i do have a Night Widow and even in AE ambush mobs evicerate almost never hits the max targets, but maybe cones just hate me >.<
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Quote:I completely agree with everything in this statement.Clearly you have no idea what you are talking about. It was touched on before but I will expand a little. If you somehow managed to get to the recharge cap it would still take 40 seconds to recharge. But lets pretend for just a moment you were able to get that much recharge. You would only have a 10 second down time for FE so most of the time footstomp would be pounding out around 500 damage on its own every 5.4 seconds, counting animation time. Throw out burn in between and those 10 seconds of down time every 40 seconds are pretty meaningless because just about everything is already dead. More damage = faster killing. Over time, there is no ammount of recharge you can put on rage that makes it do less damage overall.
But dont forget you would be in fiery embrace about 2/3 of the time (i think) and i believe that buff is applied AFTER your dmg buffs. -
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Just like everyone else here says, if you didnt take rage on an SS toon you really ****** up.
If you are a shield toon you wanna shoot for the soft cap for melee, ranged, and AoE def. (when/if you ever get the cash)
You dont need a lot of +rech, rage will actually be perma with 3 50 Rech IOs and 5% bonus from sets, or 3 rech IOs in hasten.
Now to answer your questions i mostly recommend 4 slots in stamina, performance shifter +end, end mod, end mod/rech, and end redux/rech.
Those LotGs would work fine in weave, deflection, or battle agility as long as you got the def one so you dont get crappy numbers.
The oblits would work fine in shield charge. -
Quote:Fiery embrace no longer buffs fire dmg attacks longer than other attacks, i think. Now it adds about 50% dmg as fire to any attack, thats after dmg buffs tooElec Melee, Fire Aura, Pyre Mastery brute does fan-damn-tastic.
yay Hexadecimate!
I'm raising a SS/FA/Pyre brute for fun. I don't see the point in taking mu mastery when you have that firey embrace going, it just makes sense to pick up the pyre for that.
Burn is your friend.
I originally took mu on my elec because at the time burn had that fear effect. It doesn't anymore <THANK YOU SO VERY VERY MUCH> so there's no point in keeping an immob.
edit:
Quote:Just looking at the build posted at the start, although it has nice recharge it lacks defense by quite a bit... do you find it's better for High recharge instead of taking defense??
I am runnin a SS/Fire/Mu atm, 30%Rech from sets, +70% Hasten means 100% + 100% from Forcefeedback in FS.
I'm running about 25% Melee def which lets me farm +4x8 no prob, I would like to get more recharge but im reluctant to drop my defense as it makes a huge diff to staying upright.....
thoughts ? -
I see it more as working with, not around, the rage crash. There is just soo much stuff you can still do, specially on a /fire. 1st off in fire you have consume and your click heal, then you got insp to use. Not to mention vet powers are affected by the crash so you can still use those, if you have them. Infact sands of mu is still an AoE.
But i personally find build up powers to be a *****, like i wanna spend 1.17s for only 10s of dmg buff. -
I farm all the time on my SS/fire/mu brute in AE, he caps tickets in 3-2.5min or so. I've gotten down to almost capping before i get my 1st rage crash, if i stop after my 1st rage crash mostly ill end up with 1200 tickets from the mish.
And you really dont need any more AoE than just that one attack, with FS, burn, fences, and ball. I literally ALWAYS have AoE up.
Edit: also, everything fiery-enforcer just said -
Whats with all the imp armors? You kinda never wanna more than 4 slot those and reactive would be way better on /fire.
Also FotG really kind of sucks in PvE and is a waste of money.
Focused accuracy also really sucks in PvE, not to mention the +tohit you gain is really crappy so slotting for that is useless.
Imo consume is way under slotted.
I highly recommend you try and get fighting in there, tough is sweet on a /fire even with high dmg mit sets like stone.
I also recommend dropping stealth for CJ. -
You're fury is a bit too high in mids prolly. The thing about elec/SD is that your too big hitters will be used mostly at fury's low point, running right into a mob, or sometimes even right at the start of a mish where you have 0 fury.
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I actually got into an agrument once with someone who said that elec/stone was the best farming brute.
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Generally a mix of both is often best. But if you want a more "specialized" brute you could opt for hp/def to make a tougher brute or go for rech so you have lots of "SMASH!!!!!!!!!!!!" (thats kind of what you wanna do on a main farmer, imo) It also depends on your powersets for example, A /WP brute wouldn't benefit from +rech as much as a /fire brute would.
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I dont think it is possible to get 100% fury without using frenzy.
And am i the only one that actually doesnt see new fury as much of a buff? I dont know about you but ive been having a harder time keep about 75-80 fury since the changes. Not that its really slowed me down at all anyway
Edit:
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>.<
I cant believe i didnt notice that it had Static Discharge and not ball lighting, but yeah... i would be getting ball.
I thank you all for the help and also the build Doom. -
I would love to join, not sure what to bring though.
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I've been lvling up a DM/SR and this is the build I've put together. Not really sure it will be any good, tried to mainly shoot for soft cap and perma hasten (two things im not too great at). Anyway, biggest thing im worried about i guess is end and since i like to run ITFs a lot will only having a little over 45% def be enough?
Thanks in advance.
Edit: that panacea proc in siphon life is supposed to be doc wounds heal/end/rech
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Smite- (A) Touch of Death - Chance of Damage(Negative)
- (3) Touch of Death - Damage/Endurance/Recharge
- (7) Touch of Death - Accuracy/Damage/Endurance
- (13) Touch of Death - Damage/Recharge
- (36) Touch of Death - Damage/Endurance
- (50) Touch of Death - Accuracy/Damage
- (A) Red Fortune - Endurance
- (3) Red Fortune - Defense
- (11) Red Fortune - Defense/Endurance/Recharge
- (17) Red Fortune - Endurance/Recharge
- (25) Red Fortune - Defense/Recharge
- (43) Red Fortune - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (5) Luck of the Gambler - Defense
- (25) Luck of the Gambler - Defense/Endurance
- (42) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Armageddon - Chance for Fire Damage
- (5) Armageddon - Damage/Endurance
- (7) Armageddon - Accuracy/Recharge
- (13) Armageddon - Accuracy/Damage/Recharge
- (36) Armageddon - Damage/Recharge
- (A) Defense Buff IO
- (43) Defense Buff IO
- (A) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (9) Touch of the Nictus - Healing
- (9) Panacea - +Hit Points/Endurance
- (11) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (17) Mako's Bite - Damage/Endurance
- (36) Mako's Bite - Damage/Recharge
- (A) Recharge Reduction IO
- (A) Jumping IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (15) Regenerative Tissue - +Regeneration
- (15) Miracle - +Recovery
- (34) Numina's Convalescence - Heal
- (34) Numina's Convalescence - Heal/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (A) Efficacy Adaptor - EndMod/Endurance
- (19) Efficacy Adaptor - EndMod/Accuracy
- (19) Efficacy Adaptor - Accuracy/Recharge
- (23) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (40) Efficacy Adaptor - EndMod/Recharge
- (40) Efficacy Adaptor - EndMod
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod/Accuracy
- (21) Performance Shifter - EndMod
- (31) Performance Shifter - EndMod/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense
- (27) Luck of the Gambler - Defense/Endurance
- (A) Empty
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (39) Gaussian's Synchronized Fire-Control - To Hit Buff
- (A) Aegis - Resistance
- (29) Aegis - Resistance/Endurance
- (29) Aegis - Resistance/Endurance/Recharge
- (43) Steadfast Protection - Resistance/+Def 3%
- (A) Defense Buff IO
- (31) Defense Buff IO
- (37) Luck of the Gambler - Recharge Speed
- (A) Hecatomb - Chance of Damage(Negative)
- (33) Hecatomb - Damage/Endurance
- (33) Hecatomb - Accuracy/Recharge
- (33) Hecatomb - Accuracy/Damage/Recharge
- (34) Hecatomb - Damage/Recharge
- (40) Endurance Reduction IO
- (A) Run Speed IO
- (A) Luck of the Gambler - Recharge Speed
- (39) Luck of the Gambler - Defense
- (39) Luck of the Gambler - Defense/Endurance
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (42) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Positron's Blast - Chance of Damage(Energy)
- (45) Positron's Blast - Accuracy/Damage/Endurance
- (45) Positron's Blast - Accuracy/Damage
- (45) Positron's Blast - Damage/Recharge
- (46) Positron's Blast - Damage/Endurance
- (46) Endurance Reduction IO
- (A) Ragnarok - Chance for Knockdown
- (48) Ragnarok - Damage/Endurance
- (48) Ragnarok - Accuracy/Recharge
- (48) Ragnarok - Accuracy/Damage/Recharge
- (50) Ragnarok - Damage/Recharge
- (50) Endurance Reduction IO
- (A) Defense Buff IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
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Quote:http://paragonwiki.com/wiki/Limits#Defense.2FToHitOkay, now that is more confusing than ever.
The damage resistance says max 90%, straightforward, real number, and I think I saw it in here somewhere.
The max defense says 225% Huh. the numbers I see people talking about in here I thought were around 30% def, and I have seen builds people seem proud of having 22% - 25% def set bonuses. So, what gives? what number am I shooting for?
"This section is largely academic. No attack can have less than a 5% or more than a 95% chance of hitting. So although there are limits to how far a player's or critter's ToHit and Defense can be adjusted, these adjustments almost always drive the final chance of hitting to one of its own limits before the cap on total buffs/debuffs is reached."
Anyway, critters have a 50% tohit chance that means anymore def than 45% is useless unless you are going to be up against something with a lot of def debuffs.
225% might be the max but there is basically no way you can ever reach that without A LOT of purple insp and outside buffs, it would be useless anyway. -
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Chill of the night is a power the Dark Servant has always had, base value is like -30% tohit i think. SOs i like to do 3rech then 3 tohit debuff in Dark Servant. Having 3 rech, 2 tohit debuff and 1 heal works good too.
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Seems like you are right, I tried it out (had to get the mutation temp and the SG power). It was only for just a couple of seconds but looks like it does work.