SS/Electric vs. SS/Fire
Talk about the pro's and con's of these builds and your experience.
I was thinking about making either a SS/electric brute or electric/SS tank any advice on this? I know everyone says ss/fire is a the best on offense for melee but what about ss/electric helping so much on end. you can just keep going opposed to fire which has some end. help but not like compared to electric right? How much better on defense would electric for a tank be compared to a brute be? Is there a big survivability difference between the two in electric armour? Is there a big offense difference with tankers and brutes, I know brutes have fury but is it a substantial difference? |
Put shortly, SS/Fire is a GREAT farm build and SS/Elec a very good farm build and a very good all other content build.
Electric Armor on a tank will certainly be more durable. All armor sets will be. Elec/ Tanks do extremely well in a lot of content. They also tend to do better in lower levels since defense can take time to bloom in most sets. Add in around 30% to defense by way of IO's, and you're talking Granite Armor Lite. My Elec/Stone tank is soft-capped to S/L and mostly uses Energize for the end discount.
@Rylas
Kill 'em all. Let XP sort 'em out.
Disclaimer: This considers a very heavily invested end-game character. Without that YMMV, but the OP didn't state what part of the game he/she was talking about.
Both are fantastic. I don't really agree with what was written above and am going to say that it is most likely that he/she invested far more into the SS/ElA than the SS/Fire hence why they feel the SS/ElA is so much more survivable. The difference with heavy IO investment is minimal.
SS/ElA will have somewhat higher resistances but the heal has three times the recharge. With SS/Fire you actually don't 'use' your resistances a whole lot because having high defence means you aren't getting hit, and having double stacked rage means Footstomp+Fireball+Burn = 95% dead with them sitting on their butt before they even get to attack. If they aren't dead, you probably have Footstomp up again in 1 or 2 seconds again so the active mitigation of killing everything in 3 seconds + constant knockdown means you just aren't getting hurt a whole lot.
There's a big misconception about what SS/Fire does. As illustrated in the post above, apparently it's for farming and not optimal for normal content. That's totally untrue. Take a look on the current topics and you'll see 2 SS/Fire brutes soloing the ITF. One did it as a Master of ITF run and the other could have with just a bit more luck or patience with cooldowns on their side. SS/Fire can do *everything*.
Consume + correct slotting pretty much solves SS/Fire's endurance issues for me. And I am nearly at permahaste so Rage crashes pretty often. However having said that, Consume is up pretty often too, so those two issues solve each other.
An IO'd out SS Fire Brute really has very few weaknesses. Here's what kinds of exotic damage/debuffs typically causes problems for people for different builds:
Toxic Damage - stack Healing Flames with high recharge.
Endurance Drain - Consume gives immunity to this. Carnival drains? Malta? Meaningless to you.
Psychic Damage - nothing against this. Heal through it or rely on defence.
Knockbacks - IOs long ago solved this, or take Acrobatics if you are poor.
Recharge debuffs - IO for defence. Temperature Protection provides 20% resistance and Winter's Gift another 20%. With high defence and 40% resistance this isn't an issue.
-to hit - IO for defence. Rage double stacked gives a staggering amount of +tohit along with all your IOs you should have. You won't be hit much anyway with an expensive build.
Endurance Drain - Consume gives immunity
Summary: For all my SS/Fire love ( ), both SS/Fire and SS/ElA are very very powerful and both will serve you well in just about any content.
How much better on defense would electric for a tank be compared to a brute be? Is there a big survivability difference between the two in electric armour?
Is there a big offense difference with tankers and brutes, I know brutes have fury but is it a substantial difference? |
With heavy investment, the gap between Tank and Brute becomes a lot smaller. Once you start getting 30% or highest defence on top of decent resistances plus a heal, it's very rare to faceplant even against Incarnate content. You'll comfortably solo entire spawns on Incarnate trials in fact. For bosses where the survivability may be more of an issue, there's a whole team there to buff and debuff and once more, that dramatically narrrows the gap between Tank and Brute.
Brute will simply do a lot more damage than Tanks, however. Not much else to say - they do heaps more.
Without heavy investment in IOs, Tanks will generally be a lot tougher than Brute. Depending on the enemy, their sets and the team, a Brute may be hesitant to be jumping into a group without the team behind them. Tanks can probably wade into most fights without that concern. Again, when you IO them out, that difference fades.
Heya, coming back on an SS/Electric Armor brute that I already got to 50. Currently have him using Soul Mastery, mainly for darkest night, now wondering if Mu mastery would work better. Here's my current build, please help me update it?
Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(39)
Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(37), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(39)
Level 2: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-Acc/Dmg/Rchg(37), Oblit-%Dam(50)
Level 4: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/EndRdx/Rchg(19), Mako-Acc/Dmg/EndRdx/Rchg(25)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Mako-Acc/Dmg/EndRdx/Rchg(15)
Level 10: Static Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(11)
Level 12: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(13), Mocking-Taunt/Rchg/Rng(13), Mocking-Taunt/Rng(15)
Level 14: Super Speed -- Run-I(A)
Level 16: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(17)
Level 18: Boxing -- Empty(A)
Level 20: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(21), RctvArm-ResDam/EndRdx/Rchg(21)
Level 22: Grounded -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(23), S'fstPrt-ResKB(23)
Level 24: Lightning Reflexes -- Run-I(A)
Level 26: Rage -- RechRdx-I(A), RechRdx-I(27)
Level 28: Energize -- Dct'dW-Heal/Rchg(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Rchg(29), Dct'dW-Heal(31), Dct'dW-Heal/EndRdx/Rchg(46)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(31)
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), Oblit-%Dam(34)
Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc/Rchg(36)
Level 38: Power Surge -- RechRdx-I(A), RechRdx-I(39)
Level 41: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), Ruin-Acc/EndRdx/Rchg(43)
Level 44: Darkest Night -- DisWord-ToHitDeb(A), DisWord-ToHitDeb/Rchg(45), DisWord-ToHitDeb/Rchg/EndRdx(45), EndRdx-I(45)
Level 47: Dark Obliteration -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(48), SipInsght-Acc/Rchg(48), SipInsght-ToHitDeb/EndRdx/Rchg(48), SipInsght-Acc/EndRdx/Rchg(50)
Level 49: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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If you have rage perma do you ever get the crash of -end and -dmg?
I was thinking about also rolling a TW/electric brute over a TW/fire brute due to the fact that i hear that TW will use's a little more end. than normal so electric armour will be huge in fixing that.
TW is suppost to be big on AOE's so you would think fire would be a great pair to go with it, maybe i dont know yet but I would think that with energize plus power sink you would have really no end. problems at all and you would be more durable and you would be too focused on your other AOE's from the set and probably wouldn't need burn. The animation time to get burn out then TW might be kinda long maybe.
Anyone play TW/Electric and a TW/fire brute yet on beta?
Can someone post their powers for TW to see what they are?
I'd be tempted to say go TT/Elec over TT/Fire.
Not because the endurance issues. Those are usually comfortably solved by just using endurance reductions. /Fire does have good energy management in Consume which with a bit of recharge is just a godsend. /Elec surely has better but there are sets out there with absolutely no endurance management whatsoever and people get by fine on that.
I'd consider taking /Elec over /Fire simply because a good part of /Fire's survivability is the fast charging heal and I'm not sure if you want to be putting your weapons away frequently for that. I tried /Fire on a Dual Blades Brute and found that it was a frustrating experience to level her up. It'd probably change a lot once IOs pushed her defence up high but I ended up with SS/Fire after giving up on her.
Lastly your comment about Burn isn't very accurate. Burn is one of the best attacks you can get, single target OR multi target. Fully buffed Burn for my mid's character (not too far away from it now!) is 788.9 damage for a 2.03 second cast. It'll do that as an AOE too. It's just really that good and should be part of an attack chain. Put that as another reason to maybe consider /Elec Armour because of the redraw.
Both are fantastic. I don't really agree with what was written above and am going to say that it is most likely that he/she invested far more into the SS/ElA than the SS/Fire hence why they feel the SS/ElA is so much more survivable. The difference with heavy IO investment is minimal.
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Both of my Brutes are heavily invested in IOs, and both are concentrated on recharge. Neither one or the other has defense worth bragging about. So their footing on embellishment is the same.
At perma-hasten levels of recharge, the heals are both up in significant time. Don't be so hasty to disregard the regen factor of Energize. Also, l didn't claim that it SS/Fire was a "farm only build." Just that it's superior at farming. I never claimed it couldn't handle other content, only that SS/Elec will be much more survivable against more groups. For instance, seeing as Smash, Lethal and Energy are the most common damage types, /Elec has a better resistance than /Fire. For example, take them both into incarnate trials, and tell me who survives better.
Take a look on the current topics and you'll see 2 SS/Fire brutes soloing the ITF. One did it as a Master of ITF run and the other could have with just a bit more luck or patience with cooldowns on their side. SS/Fire can do *everything*. |
Endurance Drain - Consume gives immunity to this. Carnival drains? Malta? Meaningless to you. Psychic Damage - nothing against this. Heal through it or rely on defence. |
Also, Psi Resist on /Elec will give the set more advantage in those situations.
These two things are part of why I'm informing the OP that SS/Elec will see more durability in more content. If we're going to just start assuming that SS/Fire has extreme recharge and soft-cap defense, then we need to make those assumptions about every build out there.
Again, I'm not dissing SS/Fire. It's a strong combo, with ridokulous damage potential. But SS/Elec is better suited for a wider range of content, period. Of course you can build either set to be good for all content, but the same can be said for anyone if you're just going to make IO investment limitless for everyone.
@Rylas
Kill 'em all. Let XP sort 'em out.
Opinions vary on whether you want stacking Rage or just hitting Rage to refresh right before the crash to avoid the -def debuff is the best choice.
I personally have perma dbl rage on my SS/FA now and just live with the 50 seconds of smash followed by 10 seconds of taunt/combine insp/fire a vet attack that comes from having a Rage stack expire every 60 seconds. I wouldn't advocate this unless you have the end tools to deal with it. For me it took until tier 3 Ageless to be able to handle the Rage and Hasten crashes on top of the already high EPS AOE attack chain that most like to run on a SS/FA
Global: @Kelig
Like Bunny, I am considering a high-end, heavy investment build:
For me, it boils down to the fact that /Fire gets Burn, and /ElA does not.
Burn is win.
There may be a gap between the two in terms of Endurance management, but Consume works reasonably well and any shortcomings can be shored up with an inspiration or two.
ElA CANNOT overcome the damage gap that /Fire creates with Burn.
My 2 inf.
edit: And just to respond to the OP (and again this solely my personal opinion):
Don't make a tank. Unless you're one of those PvP masochists. As far as I'm concerned for 99.9% of PvE content, a Brute, or sometimes even a Scrapper, is preferable to a Tank.
Open the pod bay doors, Hal.
Consume, while nice, isn't going to be enough all of the time. You make the assumption that it will be available. At 180 seconds for recharge, the fastest you'll ever get it is 45 secs. Ever. And that's not something you'll get without outside help. Now, if you're tearing through Carnies or Malta, I doubt you're getting hit less often than every 45 seconds with end drain. Claim what you want, but Consume is not going to be enough to compare to /Elec end drain resist and end recovery. Also, Consume doesn't offer near as much end drain to claim "immunity."
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On my build I have it to a 50 second recharge.
Consume returns endurance and applies endurance drain protection which lasts 120 seconds. If I hit even just 2 people (50% per target) with it my endurance protection is capped and a malta won't even budge my blue bar. An army of Carnies can be around me and my bar is happily immune to it. 50 second recharge, duration 120 seconds, simple.
As for the rest, I've stated my case and there's people doing solo MoITFs with SS/Fire. It's capable of not only doing everything but excelling.
I think you need to look up Consume again.
On my build I have it to a 50 second recharge. Consume returns endurance and applies endurance drain protection which lasts 120 seconds. If I hit even just 2 people (50% per target) with it my endurance protection is capped and a malta won't even budge my blue bar. An army of Carnies can be around me and my bar is happily immune to it. 50 second recharge, duration 120 seconds, simple. As for the rest, I've stated my case and there's people doing solo MoITFs with SS/Fire. It's capable of not only doing everything but excelling. |
I was trying to find the buff in realnumbers but when you hit consume it doesn't add to the listing for recovery resistance under the debuff resistance tab where you would expect to find it.
With all that being said I have found the times that Consume doesn't offer enough end drain resistance in game to be few and far between. The combination of a end bar fill coupled with end drain resist and a recovery buff that scales with the number of foes hit for 15 seconds takes the teeth out of end drain foes.
Global: @Kelig
I think if you watch your buff bar your going to notice that all but one of the Consume buffs fall off after 15 seconds and that after that time one buff persists that grants 120 seconds of 50% resist to end drain.
I was trying to find the buff in realnumbers but when you hit consume it doesn't add to the listing for recovery resistance under the debuff resistance tab where you would expect to find it. With all that being said I have found the times that Consume doesn't offer enough end drain resistance in game to be few and far between. The combination of a end bar fill coupled with end drain resist and a recovery buff that scales with the number of foes hit for 15 seconds takes the teeth out of end drain foes. |
Then you get 2 minutes of endurance protection. The lingering buff is the endurance drain protection. Consume won't stack with itself from multiple casts (it just refreshes it), but the 50% is per target.
Tested countless times against armies of Malta and Carnies.
When it comes to titan weapons, wouldnt you agree that electric armour would be better than fire or am I wrong?
Im thinking TW/electric because if it has alot of AOE's like they say, then you will be too busy dishing out your TW AOE's and will need good endurance management and electric armour gives you energize which you can make close to perma i believe and then put that in with power sink and you should have no endurance problems and you can keep pushing onto the next mob which is great for a brute cause he can then keep his fury bar up and have the endurance to be able to do that, im not saying a fire armour can't do this, but electric I would imagine can do it far better on being able to move to the next group of baddies and have the endurance to keep going.
Do you think that a TW/fire would be better than SS/fire?
Like Bunny, I am considering a high-end, heavy investment build:
For me, it boils down to the fact that /Fire gets Burn, and /ElA does not. Burn is win. There may be a gap between the two in terms of Endurance management, but Consume works reasonably well and any shortcomings can be shored up with an inspiration or two. ElA CANNOT overcome the damage gap that /Fire creates with Burn. My 2 inf. |
It's not burn thats awesome. Its FE
Burn IS great but FE is (imo) the single best power in the game.
It actually allows you pass the dmg cap, yes...PASS the dmg cap. By what roughly equals 300% extra dmg.
Of course, during a good chunk of the game it adds only 50% or so more dmg than BU, i think.
"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal
@Caucasiafro
So you're telling me that on your build, you have 260% constant global recharge on an ED capped Consume? Impressive. Can I see that build!?
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Villain Plan by Mids' Villain Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Pyre Mastery
Villain Profile:
Level 1: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Fire Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/Rchg(27), RctvArm-ResDam/EndRdx/Rchg(27)
Level 2: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 4: Healing Flames -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(31), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36)
Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(29)
Level 8: Knockout Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(50)
Level 12: Hover -- LkGmblr-Rchg+(A)
Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam(15), RctvArm-ResDam/EndRdx/Rchg(17)
Level 16: Plasma Shield -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/Rchg(19), RctvArm-ResDam/EndRdx/Rchg(19)
Level 18: Rage -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(21), RechRdx-I(29)
Level 20: Consume -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(43)
Level 22: Weave -- LkGmblr-Rchg+(A), HO:Enzym(23), HO:Enzym(23)
Level 24: Blazing Aura -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(36), Armgdn-Acc/Rchg(37), Armgdn-Dmg/EndRdx(39), Armgdn-Dam%(46)
Level 26: Fly -- Winter-ResSlow(A)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(40)
Level 30: Temperature Protection -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31), GA-3defTpProc(40)
Level 32: Foot Stomp -- Oblit-Acc/Dmg/EndRdx/Rchg(A), M'Strk-Dmg/EndRdx/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Dmg/Rchg(34), FrcFbk-Rechg%(34)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(43)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
Level 44: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dam%(46)
Level 47: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48), Ragnrk-Knock%(50), EndRdx-I(50)
Level 49: Rise of the Phoenix -- HO:Perox(A)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Marshal
Level 50: Spiritual Core Paragon
Level 50: Reactive Radial Flawless Interface
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(21)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 2: Stamina -- EndMod-I(A), EndMod-I(43)
Yeah, I see the problem now. You've left FS clicked "ON." The Feedback proc is messing with your Mids numbers. There's no way you're getting consistent 50 second recharge on that build in-game without outside buff. Are you timing it in-game and seeing that?
@Rylas
Kill 'em all. Let XP sort 'em out.
Yeah, I see the problem now. You've left FS clicked "ON." The Feedback proc is messing with your Mids numbers. There's no way you're getting consistent 50 second recharge on that build in-game without outside buff. Are you timing it in-game and seeing that?
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With Alpha, Consume has 117.28% recharge from enhancements.
140+117.28 = 257.28% recharge.
Base Recharge = 180
Calculated Recharge = 180 / (1 + 2.5728) = 50.38 seconds, which is exactly what Mid's calculates too.
If you put on the FF proc, then the recharge drops to 39.36 seconds, which is easily visible by simply applying Footstomp in Mid's.
Anyone want to answer my statement listed above?
Its a weapon set, so it would suffer from redraw. The things that make /fire so strong would cause redraw, making them not as strong. Not to mention gloom is awesome, but redraw makes it...not awesome.
"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal
@Caucasiafro
Global +Recharge = 140% (without FF proc)
With Alpha, Consume has 117.28% recharge from enhancements. 140+117.28 = 257.28% recharge. Base Recharge = 180 Calculated Recharge = 180 / (1 + 2.5728) = 50.38 seconds, which is exactly what Mid's calculates too. If you put on the FF proc, then the recharge drops to 39.36 seconds, which is easily visible by simply applying Footstomp in Mid's. |
Still, the build only goes to stress my point that you're talking about very high end builds here. For average players, the survival margin is going to be much wider. So I'm still going to stand by my assessment of the two sets.
@Rylas
Kill 'em all. Let XP sort 'em out.
I haven't gotten my hands on TW yet. But my gut feeling is...no.
Its a weapon set, so it would suffer from redraw. The things that make /fire so strong would cause redraw, making them not as strong. Not to mention gloom is awesome, but redraw makes it...not awesome. |
Burn IS great but FE is (imo) the single best power in the game.
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in light of the builds being posted and ss/fire elec/fire being the main 2 talking bout, i have played ss/fa, its nice, definitly a must for anyone, but i made a build for my elec/fa not long ago and its pretty sturdy in itself.
heres the build.
http://www.cohplanner.com/mids/downl...70F00F0D3FEF4E
Talk about the pro's and con's of these builds and your experience.
I was thinking about making either a SS/electric brute or electric/SS tank any advice on this?
I know everyone says ss/fire is a the best on offense for melee but what about ss/electric helping so much on end. you can just keep going opposed to fire which has some end. help but not like compared to electric right?
How much better on defense would electric for a tank be compared to a brute be? Is there a big survivability difference between the two in electric armour?
Is there a big offense difference with tankers and brutes, I know brutes have fury but is it a substantial difference?