Farming Brute


Achilles6

 

Posted

Quote:
Originally Posted by Silas View Post
What you can also do is put Brawl on auto until your build is more fleshed out. It costs no endurance and will ensure you're constantly attacking to generate Fury.

Thanks Silas this works like a charm. DPS is MUCH higher, and my Fury bar stays around 70-80 whereas before it was 20-30 or so at the max. Damage is waaaay higher.


 

Posted

how would a claws/wp fair in farming? spin is up in half the time that foot stomp is, you have at least one extra attack and it seems very fast?


 

Posted

Quote:
Originally Posted by Sayeth View Post
Thanks Silas this works like a charm. DPS is MUCH higher, and my Fury bar stays around 70-80 whereas before it was 20-30 or so at the max. Damage is waaaay higher.
Glad it helped

Another classic Brute tip I forgot to mention is early power slotting. Since Fury gives you plenty of damage enhancement, the best thing you can do early on is to slot acc/end rdx/recharge (more or less in that order, depending on the power). Fury takes care of the damage, what's important is endurance management. Attacks not whiffing and therefore being a total waste of end, costing a lot of end are bad.

Once you've got Rage you can even pare it down to only moderate acc slotting with a heavy focus on the end redux and recharge. You'll save far more end/sec by getting your attacks well enhanced for end reduction than your toggles. You'll also be in a better situation to keep swinging if you're left particularly low on blue following a Rage/Hasten crash.


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Posted

Quote:
Originally Posted by Ethical View Post
how would a claws/wp fair in farming? spin is up in half the time that foot stomp is, you have at least one extra attack and it seems very fast?
While Claws is able to theoretically put out more AoE damage than SS, those calculations assume you're hitting quite a few targets each time you use Eviscerate and Spin. While that's easy to do on some maps where the mobs are tightly-packed, most of the time SS will do more for you.


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Posted

Claws is decent for farming, but SS is better like mac said. Even on those maps where the mobs are packed together, I find SS to be better.


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Posted

the survivability is relatively the same, damage aside? I know you do not have the AOE knockdown from footstomp but you still have the same secondary powers. I have just been toying with a claws/wp build and a ss/wp and just want to roll one, you see claws less often is why i am leaning towards it. (i used to be a one toon guy, recently i have become an altaholic)


 

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Originally Posted by Fiery-Enforcer View Post
Claws is decent for farming, but SS is better like mac said. Even on those maps where the mobs are packed together, I find SS to be better.
One of the advantages Claws has over SS in this particular case is that there is no "Rage crash" with Claws. With Scrapper Claws (and assuming SS is ported unchanged but Rage gets the Scrapper damage modifier at +100% dam instead of +80% dam) you can actually put out roughly equivalent AoE damage to SS assuming double-stacked Rage, and that's before factoring in the Rage crash. Like I said, though, it requires a bit more finagling to always hit multiple targets with Eviscerate, and the mobs have to be tightly packed to fit lots of them into Spin's smaller radius. The Brute version of Claws is slightly different than the Scrapper version, but the same general idea holds true. When you're looking at really tightly packed mobs (such as a herd, or a large ambush), Claws will come out ahead if you're good at positioning Eviscerate.

I'm actually working on leveling a Claws/Fire right now. When it's done it'll be throwing together a relatively inexpensive IO build similar to what my two SS/Fires use (basically, some +hp, +recovery, and +recharge) and will run HeroStats just to check inf earnings between the two. I know my SS/Fire/Mu builds can clock upwards of 500k inf/minute just from defeats, and I'm reasonably sure the Claws/Fire/Mu could do the same under equal conditions.


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"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Alright, I went ahead and rolled a claws/wp so we will see how it shapes up. Thanks for the tips/advice.

One last question, i didn't take shockwave in my build. Is the a typical claws build?


 

Posted

Ethical:

I am by no means an expert on Brute claws (although my claws/wp brute is 29). My Claws/DA scrapper found that shockwave+caltrops (from the hero weapons mastery APP) was key in buying her enough time for her heal to recharge when fighting big packs. With willpower, you don't have to wait for a heal to come back, but anything you do to slow down the incoming damage gives your regeneration time to catch back up. My advice: when it comes time to decide whether or not shockwave goes into your build- copy to test and play around with it. Shockwave is knockback. It takes some practice to use it without spreading mobs all over the place and some time to line up properly even with practice.

The main advantages of Claws/WP over SS/WP is that it blooms MUCH earlier. You can get spin at level 6, IIRC. Footstomp has to wait to 32. Also, no rage crash on Claws . I played a SS/WP and ultimately deleted it at 26ish to make my claws WP. I have a lot more fun on my Claws/WP. Your mileage, of course, may vary. I'm an altoholic. I swap around between alts and try to keep everyone from maxing out on patrol xp. Consequently, having to slog through a build until I hit 32 is annoying to me.


 

Posted

Quote:
Originally Posted by macskull View Post
I'm actually working on leveling a Claws/Fire right now. When it's done it'll be throwing together a relatively inexpensive IO build similar to what my two SS/Fires use (basically, some +hp, +recovery, and +recharge) and will run HeroStats just to check inf earnings between the two. I know my SS/Fire/Mu builds can clock upwards of 500k inf/minute just from defeats, and I'm reasonably sure the Claws/Fire/Mu could do the same under equal conditions.
Looks like your comparison will be a little more fair than mine. I ran herostats with my SS/Fire and Claws/Dark Brutes on the same ambush farm and the SS/Fire made about 100k inf/minute more than the Claws. I'm using Soul Mastery on each Brute so I didn't even maximize the defeats on that particular farm.


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Posted

Fiery Embrace and Burn do a lot to push /Fire ahead, assuming you can leverage Burn effectively (i.e. Elec Fences + Burn while mobs are immobilized).


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"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

On maps where the enemy groups are spread out, the individuals in each group are spread out, and where the aren't ambushers I have been unable to leverage Burn in a manner that would make it efficient to use. Liberate and other "standard spawn maps" all fit into that category. On these types of maps I have been more efficient with my SS/Fire by NOT using Burn. Burn has been extremely effective on maps where the enemies were already very tightly packed or the enemies ambushed me and become very closely packed on their own.

I would be greatly interested in someone demonstrating to me what, if anything, I am doing wrong on standard style maps like Liberate. Burn's small area of effect made it difficult for me to use for anything besides finishing off a boss I immobilized. I'd fence, burn, and leave him to his fate. This strategy did not generate much, if any, increased efficiency. If you can generate better #s using your SS/FA and Burn on Liberate than the #s I provided a few posts up and are willing to show me what I'm doing wrong please send me a tell, PM, post here, share a video or somehow enlighten me. I can bribe you if necessary I want to learn.


 

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I wasn't referring to spread-out mobs when I was talking about Burn.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Are there any maps that have the potential to drop purple recipes that are efficient to run and where Burn is effective? The only potential candidate I can think of is the Snake map in Mercy with the eggs and oodles of bosses. That one is uh... difficult... but do-able... sometimes.


 

Posted

Probably that, or a really big Nemesis/Family/whatever herd.


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"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Well, Family wouldn't be that efficient since their rewards are nerfed, but maybe the Nemesis Search map?

The one from Black Scorpion. Do a big herd, go nuts. No bosses except for the one Fake on the upper level so for the most part you're only spamming AoEs anyway so you'd be leveraging Fences.

Even if you can utilise Burn because of immob'd enemies, it's still not really worth it because its pure DoT and only hits 5 enemies.

Now, if Burn were to be changed in an upcoming expansion, I would have already been planning to swap it back into my build


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Posted

1. Not efficient in terms of inf/XP gain, but they have the same drop rates as any other mob. If you're only hunting drops, that's fine, but the only time you'll find Family redside is in TV's arc and most people dropped that mission for Liberate when they nerfed Family rewards.

2. That one's nice, almost forgot about it. There's a contact in RWZ that offers a similar mission with smaller spawns. Only issue with either of those missions is that the spawn size is fixed regardless of the number of real or virtual teammates. That made the map nice to farm quickly before I16's updated difficulty settings but it's lost some appeal when you can set any map to 8-man spawns without finding 7 fillers.

3. Each tick of Burn's damage makes a separate hit check, so in reality you'll probably be hitting more than five enemies, sort of how Rain of Arrows or Rain of Fire or Blizzard can technically hit more than their target cap's worth of targets.

4. Heh.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

1: very true. But since the fix to the inf earning power of a 50, I'd recommend someone farms something that gives full rewards.

2: Yeah, the difference is quite pronounced though. The RWZ mission has 3 spawns, the BS Nerva one has way more, (enough that I don't know the number )

3: That is true, good point.

4:


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Posted

I used Burn when I farmed the Nemesis platform and found it effective because of herding, but I no longer have Burn. Now, I haven't used that mission since before i16, it consists of 12 spawns with 20 enemies in each. Was my go to mission for purple farming.


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Posted

Quote:
Originally Posted by Fiery-Enforcer View Post
12 spawns with 20 enemies in each
When at +0/x8 no bosses, Liberate has many spawns of 20. It's random but I'd say maybe a third of the spawns are like that. Then there's many more with 15+ as well. I often skip the groups of a dozen or less, or if they look kinda spread out, just varies


 

Posted

Right, but the platform mission has the same amount of enemies regardless of team size, and they're always in the same spots.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Never tried it before, just sounds like a lot frequent mission resetting. I yield about 47 kills per minute, so I'd have to reset every 5 minutes or so. Might giver it a whirl and see how it goes. I just have to factor in the reset times into my clearing rate. Shall see...


 

Posted

Quote:
Originally Posted by Smurphy View Post
On maps where the enemy groups are spread out, the individuals in each group are spread out, and where the aren't ambushers I have been unable to leverage Burn in a manner that would make it efficient to use. Liberate and other "standard spawn maps" all fit into that category. On these types of maps I have been more efficient with my SS/Fire by NOT using Burn. Burn has been extremely effective on maps where the enemies were already very tightly packed or the enemies ambushed me and become very closely packed on their own.

I would be greatly interested in someone demonstrating to me what, if anything, I am doing wrong on standard style maps like Liberate. Burn's small area of effect made it difficult for me to use for anything besides finishing off a boss I immobilized. I'd fence, burn, and leave him to his fate. This strategy did not generate much, if any, increased efficiency. If you can generate better #s using your SS/FA and Burn on Liberate than the #s I provided a few posts up and are willing to show me what I'm doing wrong please send me a tell, PM, post here, share a video or somehow enlighten me. I can bribe you if necessary I want to learn.
Smurphy, when your spawns are spread out you need to make them come to you by herding. If you have the fire aura on your brute, just run by a few groups and then break line of sight by going into a container or around a corner. When they all come to you, Firey embrace, immobile, burn, cackle with glee, repeat.

If you don't have the aura you can use taunt or any attack to generate some aggro.


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Posted

Yea I haven't really farmed it at all since the difficulty options. Although, while you're on the map it should yield you better rewards due to the mobs being so close together, but the resets would kill it. I ran it all the time with my Fire/Psi before the difficulty options because it was so convenient, used to get me around 60 kills per minute.


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Posted

Not to speak for Smurphy, but I think his main point is that anything other than running from group to group is inefficient, if you have to herd mobs the time you spend isn't made up for by burn or anything else. If there's a map with a nice corner every 30 feet and the mobs at close, regular intervals that'd be a different story, but Lib certainly isn't it.