SS/Fire Farming Brute - Check my build! :)


Chaos Creator

 

Posted

Anyone got any decent ss/fire brute builds? This is purely for the intention of farming.

I managed to throw this together. With the FF Proc in footstomp I have 200% recharge, perma hasten, and perma double rage. I'm not too happy with it though. Would probably want to take the slot from health and put it in CJ for another zephyr -KB. I don't think one would be enough if I'm farming.

I'm not new to the sets. I have a 50 inv/ss tank and 50 EM/FA brute. So I know how to work them. I'm just looking for an optimised build.

How's this look?

Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Devilform: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(15), T'Death-Dmg/Rchg(15), T'Death-Dmg/EndRdx/Rchg(17), T'Death-Dam%(17), T'Death-Acc/Dmg/EndRdx(36)
Level 1: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(7), TtmC'tng-ResDam/EndRdx/Rchg(7), TtmC'tng-ResDam(9), TtmC'tng-EndRdx(9), TtmC'tng-EndRdx/Rchg(37)
Level 2: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-%Dam(5), Oblit-Acc/Dmg/Rchg(11)
Level 4: Healing Flames -- Heal-I(A), Heal-I(13)
Level 6: Boxing -- Empty(A)
Level 8: Swift -- Run-I(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Taunt -- Mocking-Taunt(A), Mocking-Acc/Rchg(13), Mocking-Taunt/Rchg(19), Mocking-Taunt/Rng(34)
Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
Level 16: Plasma Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(19), TtmC'tng-EndRdx/Rchg(36), TtmC'tng-ResDam/EndRdx/Rchg(36), TtmC'tng-ResDam(43), TtmC'tng-EndRdx(46)
Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(21), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(27), GSFC-Build%(27)
Level 20: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23)
Level 24: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(39), TtmC'tng-EndRdx/Rchg(39), TtmC'tng-ResDam/EndRdx/Rchg(46), TtmC'tng-ResDam(48), TtmC'tng-EndRdx(48)
Level 26: Combat Jumping -- DefBuff-I(A)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 30: Super Jump -- Zephyr-ResKB(A)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), FrcFbk-Rechg%(34)
Level 35: Fiery Embrace -- RechRdx-I(A)
Level 38: Knockout Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(40), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(50)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Weave -- DefBuff-I(A), DefBuff-I(48)
Level 49: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury


 

Posted

It looks like you aimed for more survivablilty with softcapped melee defense and that's fine, but as a farming Brute your offense is lacking a bit IMO. My SS/Fire has almost no defense and is great for farming.

Perma Hasten, Perma Double Rage? No, it's not even close with having only 30% global recharge. The FF proc is nice, but it's only a 10% chance for +100% recharge for 5 seconds, so you can't actually account for that as actual recharge. Also, Healing Flames is severely underslotted, it needs some recharge.

Here's my build. I built it to be an offensive monster which it is. Before AE I soloed 8 man Liberate with minimal problems, but now I farm the Nemesis Platform or LT/Boss AE missions. My defense is a very strong offense (which for farming isn't a bad thing). I mainly slotted for recharge, recovery and HP.

Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Fiery-Enforcer: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Punch -- Hectmb-Dmg(A), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(37), Hectmb-Dam%(43)
Level 1: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(3), S'fstPrt-ResDam/EndRdx(3), TtmC'tng-ResDam/EndRdx/Rchg(5), S'fstPrt-ResKB(7)
Level 2: Haymaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(23), C'ngImp-Dmg/EndRdx/Rchg(25)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(15), Dct'dW-Rchg(17)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Knockout Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11), C'ngImp-Dmg/EndRdx/Rchg(11)
Level 10: Hurdle -- Jump-I(A)
Level 12: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(25), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Dmg/EndRdx(43)
Level 14: Super Jump -- HO:Micro(A)
Level 16: Plasma Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(17), Aegis-ResDam/EndRdx(19), S'fstPrt-ResDam/EndRdx(19), S'fstPrt-ResKB(36)
Level 18: Health -- Mrcl-Heal(A), Mrcl-Heal/EndRdx(23), Mrcl-Rcvry+(37), Numna-Regen/Rcvry+(48)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(46)
Level 22: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(34)
Level 24: Consume -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Acc(27), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc/Rchg(29)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(40)
Level 28: Boxing -- Amaze-Stun(A), Amaze-Acc/Rchg(50)
Level 30: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(31), S'fstPrt-ResDam/EndRdx(31), TtmC'tng-ResDam/EndRdx/Rchg(31), S'fstPrt-ResKB(46)
Level 32: Foot Stomp -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34), FrcFbk-Rechg%(34)
Level 35: Fiery Embrace -- RechRdx-I(A)
Level 38: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 41: Electrifying Fences -- GravAnch-Immob(A), GravAnch-Immob/Rchg(42), GravAnch-Acc/Immob/Rchg(42), GravAnch-Acc/Rchg(42), GravAnch-Immob/EndRdx(43)
Level 44: Ball Lightning -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(46)
Level 47: Hurl -- Apoc-Dmg(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(50), Apoc-Dmg/EndRdx(50)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
Set Bonus Totals:

  • 7% DamageBuff(Smashing)
  • 7% DamageBuff(Lethal)
  • 7% DamageBuff(Fire)
  • 7% DamageBuff(Cold)
  • 7% DamageBuff(Energy)
  • 7% DamageBuff(Negative)
  • 7% DamageBuff(Toxic)
  • 7% DamageBuff(Psionic)
  • 77.5% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 92% Enhancement(Accuracy)
  • 15% FlySpeed
  • 236.1 HP (15.8%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Immobilize) 4.4%
  • MezResist(Sleep) 4.4%
  • MezResist(Stun) 2.2%
  • MezResist(Terrorized) 2.2%
  • 34.5% (0.58 End/sec) Recovery
  • 26% (1.63 HP/sec) Regeneration
  • 11.3% Resistance(Fire)
  • 11.3% Resistance(Cold)
  • 3.13% Resistance(Negative)
  • 1.26% Resistance(Toxic)
  • 1.26% Resistance(Psionic)
  • 15% RunSpeed



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Posted

FF + Recharge actually has suppression on it. To get the most out of it you would have to use FS less. After the inital proc it doesn't proc again at 5 seconds (2 seconds instead) until the next group of mobs.

Not sure if I explained that correct so lemmie give a example.

1)You run into a group of 10 mobs (so it should proc every FS) and use FS, +Recharge procs.
2) You use FS again but it doesn't proc. (It should proc, but it's suppressed)
3)You use FS again, +Recharge procs but only for 2 seconds vs. 5 seconds.

Repeat steps 2-3 until group is dead.

IMHO It's not worth it at all. In order to use FF + Recharge correct it needs to proc about once every minute (or else it falls into the rules of suppression)


 

Posted

First, I like to say the FF proc is great in FS.

I don't understand what you're trying to say. You can only use FS every minute to get the full time of the proc? That's not true, the proc usually goes off every 2-3 times I use FS and I get +100% recharge for the whole 5 seconds. Sometimes it even procs twice in a row resulting in 10 seconds of +100% recharge instead of 5.

Using it on a mob of 10 isn't equal to a 100% chance. I forget what the chance is depending on how many targets, somebody posted it a while back.


 

Posted

Sorry if it sounded like I was flaming, just stating my in game experience with the proc.


 

Posted

You weren't. I just know the way that some of these posts go.

Still a little tidbit of information about +Recharge. I honestly didn't even notice it before I looked it up. Once I did I began to notice that it didn't proc. for as long or as often as it should have.


 

Posted

Quote:
Originally Posted by Prez1 View Post
FF + Recharge actually has suppression on it. To get the most out of it you would have to use FS less. After the inital proc it doesn't proc again at 5 seconds (2 seconds instead) until the next group of mobs.

Not sure if I explained that correct so lemmie give a example.

1)You run into a group of 10 mobs (so it should proc every FS) and use FS, +Recharge procs.
2) You use FS again but it doesn't proc. (It should proc, but it's suppressed)
3)You use FS again, +Recharge procs but only for 2 seconds vs. 5 seconds.

Repeat steps 2-3 until group is dead.

IMHO It's not worth it at all. In order to use FF + Recharge correct it needs to proc about once every minute (or else it falls into the rules of suppression)
Maybe I am just not reading your post right, but that isn't really how it works. If you use FS the first time and it procs, you get the +recharge for 5 seconds, but then it is supressed for 10 seconds. Any time you use FS in this 10 seconds it might proc, but it will not have any effect on you. If you use it toward the end of the 10 seconds (i.e. in that wiki example he used it at 7 seconds), you will not get the recharge for the first 3 seconds, or until the supression ends, but once it does end you get the rest of the +recharge (2 seconds in this case). After it ends the supression cycle starts again.

So, you don't have to wait a minute to maximize the +recharge. You would have to just make sure that the proc never fires at end of the supression so that none of the effect goes over the supression. In the example in the wiki, if he wanted to maximize the +recharge effect he should wait 3 seconds to use the Footstomp at the end of the supression every time. Personally, I don't think it is really worth waiting and I would rather just use FS to kill the group faster.


 

Posted

Quote:
Originally Posted by TwinBlades_01 View Post
Maybe I am just not reading your post right, but that isn't really how it works. If you use FS the first time and it procs, you get the +recharge for 5 seconds, but then it is supressed for 10 seconds. Any time you use FS in this 10 seconds it might proc, but it will not have any effect on you. If you use it toward the end of the 10 seconds (i.e. in that wiki example he used it at 7 seconds), you will not get the recharge for the first 3 seconds, or until the supression ends, but once it does end you get the rest of the +recharge (2 seconds in this case). After it ends the supression cycle starts again.

So, you don't have to wait a minute to maximize the +recharge. You would have to just make sure that the proc never fires at end of the supression so that none of the effect goes over the supression. In the example in the wiki, if he wanted to maximize the +recharge effect he should wait 3 seconds to use the Footstomp at the end of the supression every time. Personally, I don't think it is really worth waiting and I would rather just use FS to kill the group faster.
That's not how it works either, well at least my in game experience contradicts that. The proc just can't stack, like if you put it in a power that recharges in less than 5 seconds, you can't get 200% recharge. I've had the proc go off 3 or 4 times in a row, using Foot Stomp and I've gotten the recharge bonus for the full 5 seconds each time. I have a fraps video I can upload to prove it.


 

Posted

I didn't say you can get 200% recharge.

Edit: All I said is that you won't get the +recharge for 10 seconds after the proc goes off. You might see the icon pop up, but you shouldn't be getting any +recharge until that 10 seconds is up.


 

Posted

I know you didn't. I'm just saying that's the only suppression it has. You still get the bonus from the proc for the full time, you don't have to wait 10 seconds.


 

Posted

When the proc first came out you didn't have to wait 10 seconds, but then it was like a constant +100% recharge (which is just a little overpowered). The devs changed it so it has a 10 second cooldown/supression.


 

Posted

Quote:
Originally Posted by OblivionX View Post
That's not how it works either, well at least my in game experience contradicts that. The proc just can't stack, like if you put it in a power that recharges in less than 5 seconds, you can't get 200% recharge. I've had the proc go off 3 or 4 times in a row, using Foot Stomp and I've gotten the recharge bonus for the full 5 seconds each time. I have a fraps video I can upload to prove it.
Same here just tested. 5 times in a row but never stacked.


 

Posted

If you wanted some Defense, try my current build out. It is for farming only. Both Punch and Haymaker were used as set mules. It comes with solid Recharge, HP, Defense and Damage. Recovery is manageable but could be better. With Foot Stomp you can slot a 6th Obliteration for the defense bonus or throw that awesome FF Proc in. If you go the FF route, consider slotting an Arma set later on.

Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Black Flare: Level 50 Mutation Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Punch -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(3), Mocking-Acc/Rchg(3), Mocking-Taunt/Rng(5), Mocking-Rchg(5), Mocking-Taunt(13)
Level 1: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(29), TtmC'tng-ResDam(34)
Level 2: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-%Dam(11)
Level 4: Healing Flames -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(15), Mrcl-Heal(15), Dct'dW-Heal/Rchg(36)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 10: Knockout Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(13), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(33)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- Run-I(A)
Level 16: Plasma Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(34), S'fstPrt-ResKB(50)
Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(40), GSFC-Build%(43)
Level 20: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(31), P'Shift-End%(33)
Level 24: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(29)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(33), TtmC'tng-ResDam(37)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(34)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(46)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(46)
Level 38: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Haymaker -- Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(48), Mocking-Taunt/Rng(50), Mocking-Rchg(50)
Level 49: Super Jump -- Jump-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
------------
Set Bonus Totals:

  • 17% DamageBuff(Smashing)
  • 17% DamageBuff(Lethal)
  • 17% DamageBuff(Fire)
  • 17% DamageBuff(Cold)
  • 17% DamageBuff(Energy)
  • 17% DamageBuff(Negative)
  • 17% DamageBuff(Toxic)
  • 17% DamageBuff(Psionic)
  • 22.7% Defense(Smashing)
  • 22.7% Defense(Lethal)
  • 10.5% Defense(Fire)
  • 10.5% Defense(Cold)
  • 4.25% Defense(Energy)
  • 4.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 31.1% Defense(Melee)
  • 5.5% Defense(Ranged)
  • 8.63% Defense(AoE)
  • 3.6% Max End
  • 3% Enhancement(Immobilize)
  • 45% Enhancement(Accuracy)
  • 60% Enhancement(RechargeTime)
  • 10% FlySpeed
  • 191.2 HP (12.8%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 8.25%
  • MezResist(Immobilize) 2.75%
  • MezResist(Sleep) 4.4%
  • MezResist(Stun) 8.8%
  • 11.5% (0.19 End/sec) Recovery
  • 10% (0.63 HP/sec) Regeneration
  • 1.58% Resistance(Fire)
  • 1.58% Resistance(Cold)
  • 1.88% Resistance(Negative)
  • 10% RunSpeed


 

Posted

**EDIT** Put the right build in

This is the build I came up with. Though I'm liking SkylineGTR's much more than my own. God damn it. You do more damage and have better defense.

Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Black Flare: Level 50 Mutation Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Punch -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(3), Mocking-Acc/Rchg(3), Mocking-Taunt/Rng(5), Mocking-Rchg(5), Mocking-Taunt(13)
Level 1: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(29), TtmC'tng-ResDam(34)
Level 2: Blazing Aura -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(9), Oblit-Acc/Dmg/EndRdx/Rchg(9), Oblit-%Dam(11)
Level 4: Healing Flames -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(15), Mrcl-Heal(15), Dct'dW-Heal/Rchg(36)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 10: Knockout Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(13), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(33)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- Run-I(A)
Level 16: Plasma Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(34), S'fstPrt-ResKB(50)
Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(40), GSFC-Build%(43)
Level 20: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(31), P'Shift-End%(33)
Level 24: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(29)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(33), TtmC'tng-ResDam(37)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(34)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(46)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(46)
Level 38: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Haymaker -- Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(48), Mocking-Taunt/Rng(50), Mocking-Rchg(50)
Level 49: Super Jump -- Jump-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury



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Posted

Is that the build I posted or did you change a few things around?


 

Posted

No it was the one I came up with. Was just putting it up for comparison's sake. I think I'm going to go with yours but will put a Glad Armour PVP IO in it somewhere. 42% melee defense sounds good


 

Posted

Ah, well if you're not worried about KB protection then lose the Steadfast in Plasma and throw it there. You'll lose a little HP but it won't really matter.

Edit: You also have the option to lose SJ, pick up Temp Protection and slot it there while retaining KB protection and HP.


 

Posted

I was thinking of taking one of the recharge slots from Fiery Embrace and putting it in one of the defensive powers. Good idea?


 

Posted

It depends what you're farming. My build above was originally built to mostly farm Liberate Television, before AE came out. That's why I have 3 -KB IO's in, Fake Nemesis can knock you back if you have any less. Also, that's why I didn't build towards defense because it becomes useless when vengeance is stacked.


 

Posted

Okay here's the updated version:

As i'm going to be doing AE farms I can set my enemies to have just fire attacks. So I don't need to toggle tough. Plus I changed the slotting of Blazing Aura so that it's more endurance friendly. This leaves me with 1.03 enddrain/second rather than 1.45 that Black Flare was using.

I also changed the slotting of Healing Flames to make up for the -5% recharge I lost & improve the overall affectiveness of the power. I also added a Ragnarok +Chance for Knockdown into Ball Lightning to provide some mitigation.

What do you guys think?

Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Devilform 2.0: Level 50 Mutation Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Punch -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(3), Mocking-Acc/Rchg(3), Mocking-Taunt/Rng(5), Mocking-Rchg(5), Mocking-Taunt(13)
Level 1: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(9), TtmC'tng-ResDam/EndRdx/Rchg(11)
Level 2: Blazing Aura -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(7), M'Strk-Dmg/EndRdx(7), M'Strk-Acc/Dmg/EndRdx(9)
Level 4: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal/EndRdx(36), Dct'dW-Rchg(37)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 10: Knockout Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx/Rchg(11), T'Death-Dam%(13), T'Death-Dmg/EndRdx(23), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(33)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Plasma Shield -- S'fstPrt-ResKB(A)
Level 18: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(21), GSFC-ToHit/EndRdx(40), GSFC-Build%(43)
Level 20: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21)
Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(23), P'Shift-EndMod/Acc(31), P'Shift-End%(33)
Level 24: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(29)
Level 26: Boxing -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(29), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(50)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(34)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-%Dam(33), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37)
Level 35: Fiery Embrace -- RechRdx-I(A)
Level 38: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 41: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Immob/Rng(42), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), Ragnrk-Knock%(46)
Level 47: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(48), Mocking-Taunt/Rchg/Rng(48), Mocking-Acc/Rchg(48), Mocking-Taunt/Rng(50), Mocking-Rchg(50)
Level 49: Temperature Protection -- ResDam-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury


 

Posted

Quote:
Originally Posted by Xanatos_NA View Post
Okay here's the updated version:

As i'm going to be doing AE farms I can set my enemies to have just fire attacks.

Why? There are cheaper builds which can softcap and still pump out a lot of damage for AE and purple farming is better anyways.


 

Posted

Silas, Chaos_Creator, do either of you have better builds or know where I can find one? I've looked but they all seem to have similar/lower numbers than this one.

This is just a build for farming though (both fire enemies and smashing/lethal enemies.), my "run-regular-content" build is a lot cheaper and is able to tank most AVS. (Even soloed Back Alley Brawler with him by accident!)

As an aside, how much do you make per hour purple farming? I've never tried it.


 

Posted

Quote:
Originally Posted by Silas View Post
I think that while it could work for pure fire AE enemies, everything else is going to tear that build to shreds.
I think you missed the part about melee defense.