Yet another SS/FA build post...


Black_Assassin

 

Posted

Hey all, after coming back to the game and seeing all of the new toys available, I decided to do the creative thing (Hah) and create my first farming character, after avoiding one for the two years I'd been subscribed previously. After "Painstakingly," getting my shiny new Brute to 50 (in just about a week, the hardes phase was getting to burn and getting access to more inspiration slots, and this was only about 2-3 hours a day max average in AE after making my own exclusive Firefarm as most weren't friendly for a leveling SS/Fire), equipping him with various kinds of low-mid level set enhancements after coming into a bit of cash in-game (yay random purple drop I got to sell for half a billion influence), I just finally unlocked the patron pools.

I have enough money to finish off the rest of my current planned enhancement setup (I have about 60% of the enhancements I need, including 4 LoTG recharge proc slotted from morality missions on my actual main and sending the recipes over to my newly leveled farmer), but now a whole load of questions I've been avoiding must finally be answered. I also unlocked access to the Alpha slot, but I am unsure as to which Alpha Ability I should slot in it. Spiritual seems to be standard, but after scouring the forums, I can't seem to get a straight answer on any other solid choice if you're running a poor-man's build like mine.

To make things clear: This is primarily intended to be a farming toon, with semi-limited resources. I do plan on doing some exemplaring with some friends and trying to take on some of the harder enemies when I do so, primarily going to end up helping them level while playing content from levels 20+, so I'll eventually also be very good actual damage in addition to being a pretty good tank (two of the friends have great defense/resistance shields), and I've noticed that I don't actually need taunt anyway, so that works out. I also decided to take Mu Mastery, as according to what I've read so far, it's the superior choice for hardcore farming, while Dark is king for an actual SS/fire non-farmer.

Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

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

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

  • 2.5% (0.04 End/sec) Recovery
  • 28.11 HP (1.88%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
Aegis
(Fire Shield)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 2.5% XPDebtProtection
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Obliteration
(Blazing Aura)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Doctored Wounds
(Healing Flames)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)
Steadfast Protection
(Temperature Protection)
  • 1.5% (0.03 End/sec) Recovery
  • 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
  • Knockback (Mag -4), Knockup (Mag -4)
Aegis
(Tough)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 2.5% XPDebtProtection
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Aegis
(Plasma Shield)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 2.5% XPDebtProtection
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Mocking Beratement
(Consume)
  • 1.8% Max End
  • MezResist(Held) 2.75%
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 7.5% Enhancement(RechargeTime)
Mocking Beratement
(Haymaker)
  • 1.8% Max End
  • MezResist(Held) 2.75%
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Weave)
  • 10% (0.62 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Stealth)
  • 10% (0.62 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Obliteration
(Burn)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Blessing of the Zephyr
(Super Jump)
  • Knockback (Mag -4), Knockup (Mag -4)
Obliteration
(Foot Stomp)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Crushing Impact
(Knockout Blow)
  • MezResist(Immobilize) 2.2%
  • 16.87 HP (1.13%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Positron's Blast
(Electrifying Fences)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Positron's Blast
(Ball Lightning)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Invisibility)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Grant Invisibility)
  • 7.5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed

http://www.cohplanner.com/mids/downl...1CFDBF5B57EEE5

About my decisions:

I wanted to slot 5 LoTG, and the only way I saw that happening was by either skipping the Fighting Tree completely and going for Leadership, which would sacrifice too many good set bonuses from Tough+Aegis while gaining a mostly useless skill for farming (tactics).

I also took concealment because of the utility grant invisibility gives to my allies when teaming with them, in addition to the utility granted to myself at max level with Invisibility for running extremely quick missions for tips, doing quests for accolades, etc, and stealth obviously for higher actual defense when farming. With the current build, I get 35.4% fire defense, and popping one purple should get me completely to the softcap, correct? Buying one purple for every run (or just keeping one from the last) should be extremely easy, and this makes the Leadership pool completely unnecessary if this is the case, right? I still don't quite exactly know the purpose of Vengeance other than being a spare slot to put another LoTG into (Which is already taken care of) and to have some poor/lucky soul dying over and over in the farm for you to ram past that fire defense softcap (Which is already easily taken care of).

Lastly, on that point about far above about me doing some exemplaring and teaming, especially when said friends actually get to max level: I didn't want to waste Basilisk enhancements in KO blow just for 2.5% more global recharge over Crushing blow, while having significantly less overall damage in literal enhancement values. Though, should I basically just swap out the CB set for the MB set in Haymaker? I want to run two Mocking Beratement for obvious reasons in concerns to farming, while having one crushing blow for the last instance of 5% recharge. The first MB set has a comfy home in Consume, but what about the next power? Should Haymaker or KO blow get the CB, assuming that's even a good choice, considering my mostly farm/slightly casual group orientation?

I put the one Acc/Rec Ragnarok in Ball Lightning as the Positron set actually quite lacks both in comparison to the Melee sets, I've noticed, and I plan to upgrade past Positron's blast in that Power (And electric fences) to a full Ragnarok Set once I'm not so poor anyway. I certainly didn't need more damage in it.

I put three slots into stamina mostly because I really love endurance, and with this much recharge in the build for consume+blues that drop, endurance isn't usually too much of a concern, but any little bit helps when you're first starting out in a farm: plus it'll help when I do the occasional casual grouping. Same reasoning for the two proc enhancements in heal: more endurance is good, I'm spoiled by Quick Recovery on my Regen scrapper ;P I also threw in the other enhancement from Performance Shifter because it was going to be the same value as a regular IO anyway, why not get a tiny bit of a speed boost too?

I had few extra slots I didn't really know what to do with, so I put one each into Weave and Stealth, and just slotted for endurance/defense. It's going to be pretty end heavy even with consume, with combat jumping+weave+plasma shield+fire shield+stealth..yeah, you get the idea :P

I also take super jump mostly because I just really like the power, and it was an extra slot for KB protection. Since I wasn't going the SS+stealth IO route because of invisibility, I could have my cake and eat it too with my favorite overall travel power on a melee+better KB protection when grouping.

The build order itself is not set in stone at all, I'm probably going to re arrange it when I am not so tired, to put grant invisibility much lower for that aforementioned grouping with buddies, among a few other things. That's not really important though, the actual power choices themselves matter more at this stage.

Sorry if I over-explained myself, but I didn't want to appear like a lot of other people kind of tend to and look like I didn't put much thought or research into my build ideas of choices :P I'm open from criticism and suggestions from all though, as I haven't really dived into the invention system much before coming back just a few weeks ago, and this has been my first serious run with it all, so you guys who spend a lot more time and have a lot more experience with it all have my attention I also need to start to piece my second build together, which is actually meant for grouping (And I'll probably take Leadership in that incarnation of my character), but that's a theorycrafting session for another day :P


 

Posted

No advice or suggestions eh? I doubt I got everything right :P


 

Posted

Well this won't really help you in terms of critique of your build, but your "over-analyzing" really gave me some good things to think about in terms of what I want to get out of my SS/FA brute that is a few levels shy of 50. I like the idea of using Invisibility and SJ for utility as well as slots, so when I play around with mids I might have to try to fit those in as well. Thanks


 

Posted

Quote:
Originally Posted by Morrigana View Post
Well this won't really help you in terms of critique of your build, but your "over-analyzing" really gave me some good things to think about in terms of what I want to get out of my SS/FA brute that is a few levels shy of 50. I like the idea of using Invisibility and SJ for utility as well as slots, so when I play around with mids I might have to try to fit those in as well. Thanks
Uhh, well, No problem xD I see a lot of builds forego concealment for Leadership and SJ for...more abilities :P Thing is, that kind of always contradicted itself, from my point of view. Why have leadership if this is primarily a soloing/duoing farmer in AE or a mission? You're obviously skipping a travel power because of the availability of temporary ones if they are really needed, but they do help to get to missions if you want to run them. And getting leadership for capped defense with vengeance seemed odd when I easily softcap fire defense+one purple, and you need someone in the mission with you, and I don't always want someone there, which also includes getting a useless toggle that is also team oriented...just seems a bit odd :P I'd rather go for the extra LoTG slot with concealment while having better KB protection if I'm teaming, and having leadership toggles on top of my present ones...yeah, give my grant invisibility any day on this build :P


 

Posted

Wall of text put me off reading so ill just say what i usually say.

Farming is all about recharge, recharge, and more recharge.

32.5% def = not maxed recharge

20% def = maxed recharge

Vengeance is used to take you from 20% to 45% and allows for more recharge = more AoE

2 purples to softcap isnt that much harder to get solo since mobs will melt more because of your higher recharge.


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Posted

Quote:
Originally Posted by Black_Assassin View Post
Wall of text put me off reading so ill just say what i usually say.

Farming is all about recharge, recharge, and more recharge.

32.5% def = not maxed recharge

20% def = maxed recharge

Vengeance is used to take you from 20% to 45% and allows for more recharge = more AoE

2 purples to softcap isnt that much harder to get solo since mobs will melt more because of your higher recharge.
First off, wall of text=usually refers to a huge "Wall," of usually unformatted and unbroken text. I didn't do that. Some people stretch the meaning a bit, like you did, but I don't really see the point of a discussion forum if you aren't going to, well..discuss. Sometimes, you need to say less, and sometimes more. Most my posts aren't nearly this long in any forum, but when I'm going in depth, It's going to be longer.

"A piece of writing that does not use proper grammar and generally looks like a giant essay with 20 to 400 sentences without using paragraphs or any bit of spacing at all." - Urban Dictionary, "Wall of text."

TL;DR: Going Leadership under any route doesn't make sense for pure Recharge, because you'd be skipping either concealment, or fighting. Concealment gives 3 slots of LoTG, while Fighting gives 1, and the last is covered by combat jumping. You also get an ability (Tough) to either slot an Aegis or Impervious Skin set into, both of which will work without the ability being on. Boxing/kick is the throwaway skill, yes, but so is tactics in leadership(with the accuracy from set bonuses and sets themselves, it isn't needed at all). Yes, you can slot two LoTG's into the leadership pool total, but you [i] don't need to do that[i] with concealment/combat jumping. I don't need to slot any concealment power or combat jumping or weave, all 5 of my LoTG abilities, so I can use the slots elsewhere for more set bonuses, so I don't need someone with me during farm to ram past the cap on a farm. This would be the ideal setup if I was going for max recharge anyway because I'd put a basilisk into KO blow instead of it's current CB set, and impervious skin in tough, which I can't do with Leadership..so...

No matter how you slice it, I don't see a reason for taking leadership. It doesn't give you max recharge, concealment/fighting/combat jumping does, with no loss for damage (unless you took assault, and you therefore couldn't slot an LoTG in there anyway, which goes against your recharge argument).

A bit more in depth:

With spiritual(since I'm assuming this is the best Alpha slot for the farming job) +recharge bonuses in their current form, I'm going to basically be constantly able to press some button, whether that's refreshing rage or hasten (if they already aren't dead), or using any of the four AOEs I have, or just repositioning myself. I also get to shove one more LoTG into another defense ability because of the concealment pool, while a lot of Fire-farm builds take Vengeance through leadership and miss one. Isn't that defeating the purpose of recharge, like you said? Especially if you only need two purples to reach the softcap?

And, where exactly would I switch out for more recharge? The only conceivable difference I could make is to switch out the Crushing blow from KO blow, and but the Basilisks back in (bring me from 5-> 6.25% on this ability) and slot one of the resistance abilities (like though, which won't be on for farming) with an impervious skin set, which would give me that last 5% back for a total increase of 6.25%, while making tough significantly weaker for the purposes of teaming, and losing that aforementioned fire defense.

When I'm already at 166.3% recharge before spiritual (Which I'm about to slot into my character), is that 6.25% worth it? Especially considering if I go with your Vengeance advice and sacrifice the concealment set, losing a home for one of the LoTG recharge globals, which would actually have me 1.25% in the red from where I am now.

I guess if recharge really was God like you said, then I should keep concealment to keep all 5 LoTG while also trading out an Aegis for an Impervious skin set, and making KO blow useless for actual damage in comparison to what it is now. Which would only increase my overall cooldown, again, by 6.25% from where it is now.

Aside from that, adding another impervious set wouldn't do anything because of the Rule of 5 (I have 3 obliteration sets+one Doctored wounds) and then literally everything else that has any significant number of slots has a set that gives 5-7.5% recharge in it.

So, I'm already one set away from reaching the possibly highest amount of recharge possible with my current money setup and power choices, with the exception of one set which would only give me a meager 6.25% over what I have now, which would hurt the teaming and grouping I'm going to be asked to do. Could you give any other specific suggestions that actually takes the power and enhancement choices into consideration?