Spines / Fiery Aura Farm build attempt. lf help


Brenzo

 

Posted

I have a few toons, that are really good, and are my own build, but i used MULTIPLE builds off forums to get a good idea as to how to make my own and used them as like a springboard.

this is the first toon where ive completely make it myself. the entire thing.

the goal is to be a fire farmer. a speed fire farmer, not so much for PL'ing but for ticket farming. Creys Fire Cyborgs.

can this build work? well? im not looking for purples, because im poor as is and this already is expensive as all hell with javelins and the gamblers recharge speeds.

any input helps, good or bad, and all help would be extremely appreciated.

P.S. - even though its not for PL'ing and is not a necessity for it, Could it be done? with a full group of lowbies at +3x8?


Hero Plan by Mids' Hero Designer 1.91
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Level 50 Mutation Scrapper
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Lunge

  • (A) Damage Increase IO
Level 1: Fire Shield
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (5) Steadfast Protection - Knockback Protection
Level 2: Blazing Aura
  • (A) Multi Strike - Accuracy/Damage
  • (7) Multi Strike - Damage/Endurance
  • (7) Multi Strike - Damage/Recharge
  • (9) Multi Strike - Accuracy/Endurance
  • (9) Multi Strike - Accuracy/Damage/Endurance
  • (11) Multi Strike - Damage/Endurance/Recharge
Level 4: Healing Flames
  • (A) Numina's Convalescence - Heal/Recharge
  • (11) Numina's Convalescence - Heal/Endurance/Recharge
  • (13) Numina's Convalescence - Heal
  • (13) Miracle - Heal/Recharge
  • (15) Miracle - Heal/Endurance/Recharge
  • (15) Miracle - Heal
Level 6: Spine Burst
  • (A) Multi Strike - Accuracy/Damage
  • (17) Multi Strike - Damage/Endurance
  • (17) Multi Strike - Damage/Recharge
  • (19) Multi Strike - Accuracy/Endurance
  • (19) Multi Strike - Accuracy/Damage/Endurance
  • (21) Multi Strike - Damage/Endurance/Recharge
Level 8: Hasten
  • (A) Recharge Reduction IO
  • (21) Recharge Reduction IO
  • (23) Recharge Reduction IO
Level 10: Boxing
  • (A) Damage Increase IO
Level 12: Temperature Protection
  • (A) Steadfast Protection - Knockback Protection
Level 14: Combat Jumping
  • (A) Defense Buff IO
Level 16: Plasma Shield
  • (A) Resist Damage IO
Level 18: Quills
  • (A) Multi Strike - Accuracy/Damage
  • (23) Multi Strike - Damage/Endurance
  • (25) Multi Strike - Damage/Recharge
  • (25) Multi Strike - Accuracy/Endurance
  • (27) Multi Strike - Accuracy/Damage/Endurance
  • (27) Multi Strike - Damage/Endurance/Recharge
Level 20: Consume
  • (A) Performance Shifter - EndMod
  • (29) Performance Shifter - EndMod/Recharge
  • (29) Performance Shifter - EndMod/Accuracy/Recharge
  • (31) Performance Shifter - Accuracy/Recharge
  • (31) Performance Shifter - EndMod/Accuracy
  • (31) Performance Shifter - Chance for +End
Level 22: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (33) Reactive Armor - Endurance/Recharge
  • (33) Reactive Armor - Resistance/Endurance/Recharge
  • (33) Reactive Armor - Resistance
  • (34) Reactive Armor - Endurance
Level 24: Weave
  • (A) Luck of the Gambler - Defense/Endurance
  • (34) Luck of the Gambler - Defense
  • (34) Luck of the Gambler - Recharge Speed
Level 26: Ripper
  • (A) Multi Strike - Accuracy/Damage
  • (36) Multi Strike - Damage/Endurance
  • (36) Multi Strike - Damage/Recharge
  • (36) Multi Strike - Accuracy/Endurance
  • (37) Multi Strike - Accuracy/Damage/Endurance
  • (37) Multi Strike - Damage/Endurance/Recharge
Level 28: Burn
  • (A) Multi Strike - Accuracy/Damage
  • (37) Multi Strike - Damage/Endurance
  • (39) Multi Strike - Damage/Recharge
  • (39) Multi Strike - Accuracy/Endurance
  • (39) Multi Strike - Accuracy/Damage/Endurance
  • (40) Multi Strike - Damage/Endurance/Recharge
Level 30: Maneuvers
  • (A) Luck of the Gambler - Defense/Endurance
  • (40) Luck of the Gambler - Defense
  • (40) Luck of the Gambler - Recharge Speed
Level 32: Throw Spines
  • (A) Javelin Volley - Chance of Damage(Lethal)
  • (42) Javelin Volley - Accuracy/Damage
  • (42) Javelin Volley - Damage/Recharge
  • (42) Javelin Volley - Damage/Endurance/Recharge
  • (43) Javelin Volley - Accuracy/Endurance/Recharge
  • (43) Javelin Volley - Accuracy/Damage/End/Rech
Level 35: Fiery Embrace
  • (A) Recharge Reduction IO
Level 38: Rise of the Phoenix
  • (A) Numina's Convalescence - Heal/Endurance
  • (43) Numina's Convalescence - Heal/Recharge
  • (45) Numina's Convalescence - Heal/Endurance/Recharge
  • (45) Numina's Convalescence - Heal
Level 41: Ring of Fire
  • (A) Damage Increase IO
Level 44: Melt Armor
  • (A) Undermined Defenses - Defense Debuff
  • (45) Undermined Defenses - Defense Debuff/Recharge
  • (46) Undermined Defenses - Defense Debuff/Recharge/Endurance
  • (46) Undermined Defenses - Defense Debuff/Endurance
  • (46) Achilles' Heel - Defense Debuff
  • (48) Achilles' Heel - Chance for Res Debuff
Level 47: Fire Ball
  • (A) Javelin Volley - Chance of Damage(Lethal)
  • (48) Javelin Volley - Accuracy/Damage
  • (48) Javelin Volley - Damage/Recharge
  • (50) Javelin Volley - Damage/Endurance/Recharge
  • (50) Javelin Volley - Accuracy/Endurance/Recharge
  • (50) Javelin Volley - Accuracy/Damage/End/Rech
Level 49: Build Up
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Damage Increase IO
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Numina's Convalescence - Heal
  • (3) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (3) Performance Shifter - EndMod/Accuracy
  • (5) Performance Shifter - Chance for +End



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Posted

Generally the average spines/fire scrapper has 4 attacks, Lunge,Barb swipe, Ripper and Burn..along with the two aoe auto attacks Quills and blazing aura. You might find the other attacks you've taken to be unnecessary especially throw spines as the animation time is longer than most and the slots taken up in those powers would be better spent on other options.

This will raise your cost ceiling a bit but I would suggest replacing the multi strikes with obliterations. I've checked the options and your numbers stay close in either case but the oblits have better set bonuses.

To answer the basic questions..can it work..sure. will it work well..remains to be seen.

My build for this AT has lunge and barb swipe six slotted with Mako's and the other 4 powers six slotted with oblits and while the end drain is an issue with the oblits the new incarnate cardiac option does help with that.

If you are truly looking for a speed farmer I think those extra attack powers will only slow you down but I'll defer to those more knowledgeable then myself.

Good Luck!


 

Posted

The attacks taken were fine. Those were the main AoE attacks.

Multi Strike is good for powers that need capped endurance reduction AND when you need the defensive set bonuses. You may as well use something else, like Obliteration with a regular end reduction in the 6th slot for your damage auras.

Consume is over-slotted. You should have 2-4 slots max in that.

Tough is slotted better than Fire Shield, but Fire Shield gives better base bonuses. This should be reversed at least.

The PvP sets in Throw Spines and Fire Ball are useless. Positron's Blast would be much better for the recharge bonus.

Healing Flames should be slotted with 5 Doctored Wounds unless you reach the rule of 5's on 5% recharge bonuses first.

Rise of The Phoenix should not be slotted for healing. I wouldn't even slot it at all.

Melt Armor need something else in it. Are you really slotting for Accuracy bonuses?



If you want a farming build, you need to focus on two things: perma-Hasten and as much mitigation to your chosen damage type as you can afford. Get more global recharge in the build to get perma-Hasten. If you come close with the tier 4 Spiritual Alpha, that's good enough. Focus on FIRE DEFENSE, since you stated that is what you will be farming. In AE, you can customize your critters so they only use pure fire damage attacks. Get at least 32.5% so you can soft cap with a small purple inspiration. I don't think 45% would be worth getting since you would give up a lot of recharge.


 

Posted

Quote:
Originally Posted by DragonShadow View Post
Generally the average spines/fire scrapper has 4 attacks, Lunge,Barb swipe, Ripper and Burn..along with the two aoe auto attacks Quills and blazing aura. You might find the other attacks you've taken to be unnecessary especially throw spines as the animation time is longer than most and the slots taken up in those powers would be better spent on other options.

This will raise your cost ceiling a bit but I would suggest replacing the multi strikes with obliterations. I've checked the options and your numbers stay close in either case but the oblits have better set bonuses.

To answer the basic questions..can it work..sure. will it work well..remains to be seen.

My build for this AT has lunge and barb swipe six slotted with Mako's and the other 4 powers six slotted with oblits and while the end drain is an issue with the oblits the new incarnate cardiac option does help with that.

If you are truly looking for a speed farmer I think those extra attack powers will only slow you down but I'll defer to those more knowledgeable then myself.

Good Luck!
I would never recommend Lunge and Barb Swipe over Throw Spines.


 

Posted

I would never recommend Barb Swipe, period.


 

Posted

Personally, I'd always suggest body for a spines/fire as the epic. The main reason is you're farming strategy, and safety. Because of its knockdown, the combo for taking out a mob is BU > TS > ET > SB > TS. It should kill all but bosses, if it doesn't, leave the lts with barely anything left depending what you're fighting. With ET, it also lets you go in for SB without threat of retaliation cause the mobs will be knocked down, and you are already set up to use it when you have your TS cone set up too.

With the strategy also, you really don't need to do much to try for defense. They should be on their butts, or dead, or weakened enough that your /fire armor will serve you well enough for survival. Best thing about this build too, is you're farming, IF you die, RoTP is the best aid you could have to get you right back into the cut of it. You're 50, and farming for tickets, who cares about death and dying. Not that i'd hardly ever expect it with the build I'm posting and playstyle I mentioned.

Also, build up is WAAAAAAY too late on your build. Definitely get it way before Fiery Embrace. And Javelin Volley, is way not the go for TS. You're going to spend billions, and the bonuses aren't even that necessary that you get from it, especially compared to the 5 Positrons blast and a 50 recharge IO. You should be going for the +recharge incarnate, which will put you near the same recharge for the portion that is affected by ED as well. Same for fireball or ET, Positrons plus a recharge, you'll save billions and get more out of it, especially for the additional 12.5% recharge, and you get more recovery and accuracy with the Positron's Blast.

With healing flames on a high recharge build, any +regen you put in you'll hardly ever notice. Don't go for +regen on a /fire armor, it doesn't work, always go for +recharge first, +defense 2nd. On this build, the answer is definitely +recharge. +max HP will also serve you well.

Consume, yeah, only needs 4 slotted. Only time I'd bother to 6 slot it is if you're putting in efficacy adaptors for the +5% recharge bonus.

Burn, it's nice since they removed the fear effect, however, still with the playstyle I mentioned, you won't have time to much bother with it personally. It's good on teams to kill when there are either holds/immobilizes/consistent knockdown, but since your main goal is farming solo, you'll likely find it unnecessary. TS is hands down your biggest/fastest damage for farming, so working around that is best, even over burn + FE boosted fireball + more time with the damage auras. It's also much safer.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

You'll have 1.62 end/sec with this build. With consume up about every 54 seconds, especially with the +recovery per enemy it grants now, Which I saw as an icon but need to just reconfirm that. But even if not, you should be good. Otherwise it's not hard to reallocate slotting for better endurance.

KBwise, the single one in TP should be good enough for most things in the game. If not that you notice, you could switch some of the IOs in the resistance toggles for steadfasts. (IE swap for a steadfast kb, and res/end and res + res/end aegis in the fire toggles, and the same steadfasts in tough, and impervium armor res + res/end in tough. 3 should be good enough for almost everything unless an outlier, the tough slotting would grant some better endurance aside from leaving the way it is.)

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Spines Fire Inherent Fitness: Level 50 Mutation Scrapper
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Lunge -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(34)
Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam(43)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), M'Strk-Dmg/EndRdx/Rchg(40)
Level 4: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(23), Dct'dW-Rchg(43)
Level 6: Blazing Aura -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(11), Erad-%Dam(21), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg/EndRdx(39)
Level 8: Impale -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(25), Decim-Acc/Dmg/Rchg(43)
Level 10: Build Up -- RechRdx-I(A), RechRdx-I(45)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(17), RctvArm-ResDam(45)
Level 18: Quills -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(19), Erad-Acc/Dmg/EndRdx/Rchg(19), Erad-%Dam(39), Sciroc-Dmg/EndRdx(40), Sciroc-Acc/Dmg/EndRdx(46)
Level 20: Consume -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc(36)
Level 22: Temperature Protection -- S'fstPrt-ResKB(A)
Level 24: Kick -- Acc-I(A)
Level 26: Ripper -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(34), M'Strk-Dmg/EndRdx/Rchg(40)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42)
Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31), RctvArm-ResDam(45)
Level 32: Throw Spines -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(42)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(46)
Level 38: Rise of the Phoenix -- RechRdx-I(A)
Level 41: Focused Accuracy -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(46)
Level 44: Physical Perfection -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(50)
Level 47: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Assault -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(37)



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Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Nihilii View Post
I would never recommend Barb Swipe, period.
There is that. I always giggle a bit when I see Paragon Protectors pull it out. No wonder why they are so gimpy.


 

Posted

Quote:
Originally Posted by DragonShadow View Post
You might find the other attacks you've taken to be unnecessary especially throw spines as the animation time is longer than most and the slots taken up in those powers would be better spent on other options.
What are you talking about? Throw Spines shouldn't be skipped. It has the fastest animation time out of all your AoE's from your primary/secondary.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

Posted

Quote:
Originally Posted by Windenergy21 View Post
Personally, I'd always suggest body for a spines/fire as the epic. The main reason is you're farming strategy, and safety. Because of its knockdown, the combo for taking out a mob is BU > TS > ET > SB > TS. It should kill all but bosses, if it doesn't, leave the lts with barely anything left depending what you're fighting. With ET, it also lets you go in for SB without threat of retaliation cause the mobs will be knocked down, and you are already set up to use it when you have your TS cone set up too.

Burn, it's nice since they removed the fear effect, however, still with the playstyle I mentioned, you won't have time to much bother with it personally. It's good on teams to kill when there are either holds/immobilizes/consistent knockdown, but since your main goal is farming solo, you'll likely find it unnecessary. TS is hands down your biggest/fastest damage for farming, so working around that is best, even over burn + FE boosted fireball + more time with the damage auras. It's also much safer.
The rest of your post I'd agree with, and the first replier must not play spines/ or /fire.

Fire IS the epic you use for a farming spines/fire, I've got a few good reasons for saying this.
1.) Fireball recharges ridiculously quickly, requires no positioning pressure, does incredibly high damage, animates almost instantaneously, is improved with the bonus on firey embrace, and can be slotted with the ragnarok chance for KD Proc (which will save your *** over and over) much the same as your use of Etorrent, which causes some annoying mob displacement and hits 6 fewer targets if you're lucky enough to fit your max in the cone.

2.) Fire Blast, is flat out better than your other single target attacks. It's ranged, it's fire damage (both for resistances and FE's sake), it's fast on the recharge, and the animation is under a second. replace any slots in lunge with this.

The sacrifice in end recovery must be made because you can't pass these up, luckily, since you want recharge your consume is going to get plenty fast enough to cover you when you need it (which will be rarely). Make up for this space also with the Atlas Medallion +10 end accolade, very easy to pick up.

As for burn, this is going to sound really wierd, because of how burn has so drastically changed THIS and Ripper are your heavy hitters, and burn just requires you stand near your target (no targeting involved) I use this to kill any pesky boss or LT pokin on me. About the same speed as ripper, 360ยบ PBAoE, and comparable (if not better) damage than ripper just up front (I'll have to check on that... that's how it seems in play) it is your boss killer and your tight spawn melter.

And like the guy I quoted said, don't skip Throw Spines, if you must I'd skip spine burst first, it does less damage in about 6 times the animation and root time than TS, and is overshadowed by Fire Ball in PBAoE Tastiness. And SB is still a great power, those are just 2 amazing powers.

For Crey's Fire Cyborgs farming, just take in purples to cover your defenses, I've farmed it plenty without trouble because insps flow like water in that mission, and usually by the time your feeling strain the mission will be almost over and you'll only be dealing with a measily 10 or so enemies hitting your res capped self.


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

Posted

32 second base recharge is not "ridiculously quickly". ET is on a 20 second base. Also mob displacement-wise, you do realize it's KD, not KB in the scrapper version right? As to FE, yes FB would benefit from it, but I don't count that increase for the long recharge on it to make that much of a difference. You're constantly backing out to use throw spines, there is no additional re-placement to use ET, just a 1-2 punch combo when it's ready. ET also has just as fast of an animation as FB.

As to fire blast, yeah it's nice to have, definitely don't drop slots out of lunge though, if anything drop them out of impale in the build I presented. Lunge is very good DPS especially with the toxic ticks adding up. I still managed to fit in burn into my build if you look as well.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Fireball is 32s base recharge, 1.188s activation, and 142.33 base damage.

Energy Torrent is 24s base recharge, 1.32s activation, and 69.35 base damage.

Fireball has a base 4.3 damage per second, and Energy Torrent has a base 2.7

Fireball gets more from both recharge slotting and damage slotting.

Fireball 3 slot recharge: 16.42 for 8.1 damage per second. 3 slot for damage brings it to 277.44 for a damage per second of 8.4. Slotting for both gives a damage per second of 15.8.

Energy Torrent with 3 slot recharge has a recharge 12.31 for a damage per second of 5.1. 3 Slot damage for 135.18 and a 5.3 damage per second. Both slotted gives a 9.9 damage per second.

Basically, with the same slots and bonuses, Fireball with have a 1.3x longer recharge, and do 2x more damage. The actual difference between recharge times will get smaller, with bonuses, as the recharge times themselves get smaller. While the difference in damage will get larger, with bonuses, as the damage values themselves get larger.

For killing Fireball is the better power.

Energy Torrent would be better for a build that's looking for more survival. Personally I'd rather fireball, but I can see why people might want the Knockdown.

On a different note, don't back up to use Throw Spines, if you can. When space allows, you'll get more benifit for the absolutely huge area if you leverage combat jumping and activate it above the group.


Murphys Military Law

#23. Teamwork is essential; it gives the enemy other people to shoot at.

#46. If you can't remember, the Claymore is pointed towards you.

#54. Killing for peace is like screwing for virginity.

 

Posted

Sorry, I stopped reading most if it when you said that fireball has 142.33 BASE damage.

Averaging the DoT% it is 71.324 damage.

ET is 60.06, though oops on the 20s for ET, 24 is correct was thinking something else, but still, rework the numbers.

Last I checked, the values for them on Tomax were still accurate, and seem to hold true in play. I never right clicked them recently for the info, but the activation times still seem proper, and I can't imagine FB having a base damage that high.

I'm not saying even with those values, FB wouldn't still technically be more damage. But i'm saying the difference overall, damage-wise is pretty negligible for the benefits of ET to the build.


Plasmic's Guide to Sonic/Mental

Plasmic's Guide to Regeneration

Plasmic Fire - 50 Fire/Rad Victory Server

 

Posted

Quote:
Originally Posted by Windenergy21 View Post
Sorry, I stopped reading most if it when you said that fireball has 142.33 BASE damage.

Averaging the DoT% it is 71.324 damage.
Heh, my bad for not double checking mids. Blaze mastery powers have an extra 62.56 fire damage in there for some reason. Just shows, even the best tools need to be verified.

So double checking, and your right about the 71.324. And unless both tomax and mids are wrong, energy torrent is 18.77+41.29+(61.94*.05)= 63.157.

So fireball has 1.3x Energy Torrent's recharge, and 1.13x damage.

Body mastery might be getting another shot from me. I chose Blaze because of mid's numbers. Well, that and the character's calle BLAZing Boneshot.


Murphys Military Law

#23. Teamwork is essential; it gives the enemy other people to shoot at.

#46. If you can't remember, the Claymore is pointed towards you.

#54. Killing for peace is like screwing for virginity.

 

Posted

My thanks to the experts for providing their opinions. It proves my point on these things..the easiest way to shake the experts out of their trees is to respond to a post and give them something to bash.

Whatever design you end up taking on this project just remember that with the three build option you aren't set in stone. Play style matters as much as build ingame so tweak it to your satisfaction.

Have fun

Dragon