Farm, Trials, and whether to go new or old


Darth_Khasei

 

Posted

Need some advice here...

I currently have a 50 Shield/SS tank and a 50 Fire/Fire brute. I enjoy playing both of them. Being that I have pretty bad alt-itis (about 40+ toons), I'm trying to focus on a few which brings me to my question.

I would like to be able to farm but also be able to do trials and TF's effectively. I know the Fire/Fire brute can do fire farms and the Shield/SS tank is beefy.

If INF is not a problem (which it isn't), my concerns are this:
a) If I focus on the brute (who I know can farm), is he going to have problems handling certain trial/TF content in a "tanking" roll?
b) If I focus on the tank, will he not farm as efficiently as the brute?
c) If I made up a new toon and went SS/Fire brute, would he be SO much better than the Fire/Fire brute for farming (I know, it comes down to personal play style choices also) and again, would I then have a brute who couldn't tank the hardest stuff?

Part of me wants to keep the brute for farming and the tank for tanking, but again, this is my alt-itis talking and I would love to combine the too.

Appreciate your thoughts and suggestions here


 

Posted

For reference, this is the Fire/Fire build I am using:

Villain Plan by Mids' Villain Designer 1.956
http://www.cohplanner.com/

Click this DataLink to open the build!

Amunathrak: Level 50 Magic Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Pyre Mastery

Villain Profile:
Level 1: Fire Sword -- 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/EndRdx(A), RctvArm-ResDam(15), RctvArm-EndRdx(15), RctvArm-ResDam/Rchg(17)
Level 2: Blazing Aura -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-Acc/Dmg/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Rchg(9), EndRdx-I(9)
Level 4: Healing Flames -- Panac-Heal/EndRedux(A), Panac-Heal(34), Panac-EndRdx/Rchg(34), Panac-Heal/Rchg(36), Panac-Heal/EndRedux/Rchg(37)
Level 6: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(37), RechRdx-I(37)
Level 8: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 10: Temperature Protection -- S'fstPrt-ResKB(A), GA-3defTpProc(46)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-EndRdx(36), RctvArm-ResDam(39), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam/EndRdx/Rchg(39)
Level 16: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam(19), RctvArm-EndRdx(19)
Level 18: Maneuvers -- LkGmblr-Rchg+(A)
Level 20: Consume -- Mocking-Rchg(A), Mocking-Taunt(21), Mocking-Taunt/Rchg/Rng(21), Mocking-Acc/Rchg(23)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25)
Level 24: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25)
Level 26: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-%Dam(33)
Level 28: Burn -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(29), Armgdn-Acc/Rchg(29), Armgdn-Acc/Dmg/Rchg(31), Armgdn-Dmg/Rchg(31), FotG-ResDeb%(31)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(42)
Level 38: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 41: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(42), Enf'dOp-Acc/Immob(42), Enf'dOp-Acc/Immob/Rchg(43)
Level 44: Fire Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(45), Apoc-Dmg(46)
Level 47: Fire Ball -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 1: Brawl -- Empty(A)
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 -- Panac-Heal/+End(A), Numna-Regen/Rcvry+(23), Mrcl-Rcvry+(36)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), P'Shift-EndMod/Acc(50), P'Shift-EndMod/Rchg(50)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
------------
------------
Set Bonus Totals:

  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 35.38% Defense(Smashing)
  • 35.38% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 9.75% Defense(Energy)
  • 9.75% Defense(Negative)
  • 6% Defense(Psionic)
  • 23.5% Defense(Melee)
  • 7.88% Defense(Ranged)
  • 6% Defense(AoE)
  • 1.8% Max End
  • 3% Enhancement(Immobilized)
  • 48% Enhancement(Accuracy)
  • 77.5% Enhancement(RechargeTime)
  • 5% SpeedFlying
  • 185.5 HP (12.38%) HitPoints
  • 5% JumpHeight
  • 5% SpeedJumping
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 2.75%
  • MezResist(Immobilized) 14.3%
  • MezResist(Stunned) 4.4%
  • 13% (0.22 End/sec) Recovery
  • 36% (2.25 HP/sec) Regeneration
  • 5.04% Resistance(Fire)
  • 5.04% Resistance(Cold)
  • 1.88% Resistance(Negative)
  • 5% SpeedRunning
------------
Set Bonuses:
Kinetic Combat
(Fire Sword)
  • MezResist(Immobilized) 2.75%
  • 22.49 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Reactive Armor
(Fire Shield)
  • MezResist(Immobilized) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Obliteration
(Blazing Aura)
  • MezResist(Stunned) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Panacea
(Healing Flames)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Smashing,Lethal)
  • 10% (0.62 HP/sec) Regeneration
  • MezResist(Repel) 1000% (10% chance)
Rectified Reticle
(Build Up)
  • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
Kinetic Combat
(Boxing)
  • MezResist(Immobilized) 2.75%
  • 22.49 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Steadfast Protection
(Temperature Protection)
  • Knockback (Mag -4), Knockup (Mag -4)
Gladiator's Armor
(Temperature Protection)
  • 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)
Steadfast Protection
(Tough)
  • 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)
Reactive Armor
(Tough)
  • MezResist(Immobilized) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Reactive Armor
(Plasma Shield)
  • MezResist(Immobilized) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Mocking Beratement
(Consume)
  • 1.8% Max End
  • MezResist(Held) 2.75%
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
Luck of the Gambler
(Weave)
  • 10% (0.62 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Rectified Reticle
(Tactics)
  • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
Obliteration
(Fire Sword Circle)
  • MezResist(Stunned) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Armageddon
(Burn)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Luck of the Gambler
(Vengeance)
  • 7.5% Enhancement(RechargeTime)
Kinetic Combat
(Greater Fire Sword)
  • MezResist(Immobilized) 2.75%
  • 22.49 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Kinetic Combat
(Incinerate)
  • MezResist(Immobilized) 2.75%
  • 22.49 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Enfeebled Operation
(Ring of Fire)
  • 3% Enhancement(Immobilized)
  • 1.88% Resistance(Negative)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
Apocalypse
(Fire Blast)
  • 16% (1 HP/sec) Regeneration
  • 44.98 HP (3%) HitPoints
  • 4% DamageBuff(All)
  • 10% Enhancement(RechargeTime)
Ragnarok
(Fire Ball)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% SpeedJumping, 5% JumpHeight, 5% SpeedFlying, 5% SpeedRunning
  • 28.11 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery



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Posted

Play the one you enjoy the most if you are dead set on only focusing in on one.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Fiery Aura is quite durable with 45% S/L defense and a moderate/large amount of recharge. Built this way you won't(shouldn't) have survivability issues doing tfs/trials (unless you're doing things like standin in pink circles in mom, not backing away from mael if targetted, getting nova fisted, etc, these things will kill you regardless of your armor set). A /Fire brute with 45% S/L defense and 17-25% fire defense (the typical amount of def(all) you get just by going for 45% S/L softcap) will be able to fire farm just fine too, at most just pop a purple.

As for fire/fire vs ss/fire the big thing for me is the radius on your main aoe (fire is 5' smaller than ss) and no rage meaning your patron aoe and burn will be doing less dmg on avg and no forcefeedback proc. SS/Fire will do much better, but that's not to say fire/fire can't be adequate.


 

Posted

Appreciate the info


 

Posted

Quote:
Originally Posted by Screwyrabbit View Post
Appreciate the info
Pretty anything /fire (or fire/ on tanks) can farm very well. I have ss/fire, elec/fire and a fire/fire tank (also working on a TW/fire & SJ/fire). Aim for that defense spot that DreadShinobi suggested and you'll be fine. Sure, you may be x% slower than ss/fire but... generally I've found it to not be that big of a deal.

My preferred farmer is elec/fire/mu. I'm so tired of rage crashes that I'm working on a TW/fire to replace the ss/fire (1 farmer on each main account <.<). I have main tanked some of the non-incarnate content (ITF, LGSF) on the elec/fire pre-incarnate and she did just fine. I think I main tanked a lambda once with her as well. Definitely not quite as strong as a true tank but that's kind of how it should be .


Guides: Dark Armor and IOs | SS/DA | Crabbing | Fortunata

 

Posted

I will throw my support behind a fiery aura brute. I have one that is softcapped to s/l without barrier and she is a hoot and a half. Get some good recharge on it and you will be having a real blast. I can always fall back on barrier if things get too hairy or demonic if things are just flat out ugly. My main fiery aura brute is also fiery melee, and she feels like a wrecking ball. Yes, mitigation is not her strong suit, but playing her in incarnate trials never gets old. I am an oddball that truly enjoys TPN, MoM, and DD trials too, if that helps you in your decision.


Words to the wise aren't necessary- it's the stupid ones that need them.

"You're right...I forgot...being constantly at or the near the damage cap is a big turn off. Definitely not worth it."
- Vitality