SS/Fire Brute for AE fire missions


Blue_Centurion

 

Posted

Hi ,i want a good build for AE fire missions ,but im not very good at that ,and so many discution about defense,recharge time ,resistense,etc,i get confuse... anyway i made a build on Mids and would like to have some advise,and maybe if you can ,copy and modify my build and repost ,thanks ~:-)


http://www.cohplanner.com/mids/downl...C4FF01B4F7ECE4


 

Posted

A fire armor brutes with SOs can farm AE fire missions. Monitor def and fire res and pop insp as needed. GL.


 

Posted

Now i see why that reply ,i posted by mistake one build that i find on this forum ,but not my build ,since evryone defend there are the good ones ,i dont adopt none,prefer by the advise given get mine better and learn why of the changes,here is my build.

http://www.cohplanner.com/mids/downl...32CDBFAE1BC8F3


 

Posted

First, this really would have gotten more help in the Brute forum. But I'll give my response here anyway;

  • I see a lot of sets that look like they were chosen for Fire Resistance. On a fire brute with the powers you chose (Fire Shield, Plasma Shield, Temperature Protection) your resistance to fire is capped as soon as you have all 3 of those powers with basic SOs. So you could pick alternate sets for the powers using the GotAs, unless your primary motive for the set was the recovery.
  • Acrobatics on an AE Fire Farmer is worthless, especially since you slotted the steadfast KB IO already. Fire gets Mag10 Hold/Stun/Sleep protection from Fire&Plasma Shield. This also means you can remove both Status Protection IOs in your build and use the slots for other things.
  • I have a fire farming Scrapper, and have made a Brute instead. My favorite difference is the AoE Taunt Brutes get. You can farm without it, but it's slower and harder to keep them in melee range.
  • Temperature Protection only needs 1 slot to put you at the Fire Resistance cap. Unless you took the power just for the set bonuses those 5 slots would serve a purpose elsewhere.
  • Combat Jumping uses very little endurance to begin with. If you change the GotA Def/End/Rech to just Def/Rech you will get .04 more defense from it without it's endurance going up at all.
  • Consume only does 30 damage. With the 3 damage IOs you gave it it's only doing 37. It's main purpose is endurance, and even with your setbonuses and procs/globalIOs you will need more, especially with the Fighting and Leadership pools, slotting it for endurancemodification is a much better choice.
  • I have no experience with Super Strength, so I can't say much there, but Haymaker and Hurl should at least be 4slotted, I'd say 5 if you are going to slot sets under lv40.
  • I also see you don't have Hasten or any Luck of the Gambler IOs slotted(even with so many defense powers offering you the possibility). Foot Stomp is your only AoE I see, farming successfully with it would require very high recharge, so I'd say you should have Hasten AND Luck of the Gamblers. Recharge is also important on a farmer for Rage and Fiery Embrace. Rage seems to have hardly any enhanced recharge at all I just noticed.
Hopefully those ideas help you some .



10 50's To Date! Check out Titan Sentinel; it got my CoH presence synced online

 

Posted

Quote:
Originally Posted by Psychic Guardian View Post
First, this really would have gotten more help in the Brute forum. But I'll give my response here anyway;
  • I see a lot of sets that look like they were chosen for Fire Resistance. On a fire brute with the powers you chose (Fire Shield, Plasma Shield, Temperature Protection) your resistance to fire is capped as soon as you have all 3 of those powers with basic SOs. So you could pick alternate sets for the powers using the GotAs, unless your primary motive for the set was the recovery.
  • Acrobatics on an AE Fire Farmer is worthless, especially since you slotted the steadfast KB IO already. Fire gets Mag10 Hold/Stun/Sleep protection from Fire&Plasma Shield. This also means you can remove both Status Protection IOs in your build and use the slots for other things.
  • I have a fire farming Scrapper, and have made a Brute instead. My favorite difference is the AoE Taunt Brutes get. You can farm without it, but it's slower and harder to keep them in melee range.
  • Temperature Protection only needs 1 slot to put you at the Fire Resistance cap. Unless you took the power just for the set bonuses those 5 slots would serve a purpose elsewhere.
  • Combat Jumping uses very little endurance to begin with. If you change the GotA Def/End/Rech to just Def/Rech you will get .04 more defense from it without it's endurance going up at all.
  • Consume only does 30 damage. With the 3 damage IOs you gave it it's only doing 37. It's main purpose is endurance, and even with your setbonuses and procs/globalIOs you will need more, especially with the Fighting and Leadership pools, slotting it for endurancemodification is a much better choice.
  • I have no experience with Super Strength, so I can't say much there, but Haymaker and Hurl should at least be 4slotted, I'd say 5 if you are going to slot sets under lv40.
  • I also see you don't have Hasten or any Luck of the Gambler IOs slotted(even with so many defense powers offering you the possibility). Foot Stomp is your only AoE I see, farming successfully with it would require very high recharge, so I'd say you should have Hasten AND Luck of the Gamblers. Recharge is also important on a farmer for Rage and Fiery Embrace. Rage seems to have hardly any enhanced recharge at all I just noticed.
Hopefully those ideas help you some .
Fantastique answer ,thank you very much ,i can see this way what can i change,at same time give me other ideias , and did learn something more ,once again ,thank you very much


 

Posted

I use a build similar to this (actually mine has taunt and is well slotted on other powers but I'm considering respeccing to this since he lives on AE now).

27% fire def with weave and CJ (I actually only use CJ when farming so I pop 2 lucks and I'm good). The st attacks are set mules because I don't use them even for 54 bosses, no need, they aren't even on my farming tray, I always have the AoEs up more often than I can click them.

For an AE-only build this is cheap and effective (and permahasten with spiritual, I also have ageless).

Villain Plan by Mids' Villain Designer 1.953
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: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Punch -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(3), KinCrsh-Rchg/KB(3), KinCrsh-Rechg/EndRdx(5), KinCrsh-Dmg/EndRdx/KB(5), KinCrsh-Acc/Dmg/KB(7)
Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(7), Aegis-ResDam(9)
Level 2: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(9), Sciroc-Dmg/EndRdx(11), Sciroc-Dmg/Rchg(11), Sciroc-Acc/Rchg(40)
Level 4: Healing Flames -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13), Dct'dW-Heal(15), Dct'dW-Rchg(15)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 8: Knockout Blow -- Mocking-Taunt(A), Mocking-Taunt/Rchg(19), Mocking-Taunt/Rchg/Rng(19), Mocking-Acc/Rchg(21), Mocking-Taunt/Rng(21), Mocking-Rchg(23)
Level 10: Kick -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(40), KinCrsh-Rchg/KB(40), KinCrsh-Rechg/EndRdx(43), KinCrsh-Dmg/EndRdx/KB(43), KinCrsh-Acc/Dmg/KB(46)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(23), Aegis-ResDam(25)
Level 16: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(25), Aegis-ResDam(27)
Level 18: Rage -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(39), AdjTgt-Rchg(39), AdjTgt-ToHit(39)
Level 20: Consume -- Mocking-Taunt(A), Mocking-Taunt/Rchg(27), Mocking-Taunt/Rchg/Rng(29), Mocking-Acc/Rchg(29), Mocking-Taunt/Rng(31), Mocking-Rchg(31)
Level 22: Super Jump -- Zephyr-ResKB(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A)
Level 26: Tactics -- Empty(A)
Level 28: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Foot Stomp -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), FrcFbk-Rechg%(37)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(37)
Level 38: Rise of the Phoenix -- Stpfy-Acc/Rchg(A), Stpfy-Stun/Rng(48), Stpfy-Acc/EndRdx(48), Stpfy-Acc/Stun/Rchg(48), Stpfy-KB%(50)
Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), RechRdx-I(46)
Level 47: Weave -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(50), GftotA-Def/EndRdx/Rchg(50)
Level 49: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(33)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:

  • 8% DamageBuff(Smashing)
  • 8% DamageBuff(Lethal)
  • 8% DamageBuff(Fire)
  • 8% DamageBuff(Cold)
  • 8% DamageBuff(Energy)
  • 8% DamageBuff(Negative)
  • 8% DamageBuff(Toxic)
  • 8% DamageBuff(Psionic)
  • 8% Defense(Smashing)
  • 8% Defense(Lethal)
  • 20.19% Defense(Fire)
  • 20.19% Defense(Cold)
  • 3% Defense(Energy)
  • 3% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 3% Defense(Ranged)
  • 13.94% Defense(AoE)
  • 3.6% Max End
  • 98.75% Enhancement(RechargeTime)
  • 3% Enhancement(Stun)
  • 45% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 28.11 HP (1.88%) HitPoints
  • Knockback (Mag -10)
  • Knockup (Mag -10)
  • MezResist(Held) 5.5%
  • MezResist(Stun) 4.4%
  • MezResist(Terrorized) 2.2%
  • 9.5% (0.16 End/sec) Recovery
  • 22% (1.37 HP/sec) Regeneration
  • 5% Resistance(Smashing)
  • 4.41% Resistance(Fire)
  • 4.41% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 4.39% Resistance(Negative)
  • 21% RunSpeed



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