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  1. I had to go check, it does indeed provide recovery. I didn't know that, I thought it was just endurance/health like a combo consume. I assume that recovery is per target hit so hit it at the start of a fight ... got it. Lol I'm still mastering /bio. It's a surprisingly nuanced set. Also I slotted my attacks out with not too much endurance reduction. Getting my sets where I wanted required I compromise a few slots on some of the less hard hitting attacks. If only /bio had some throwaway powers lol.
  2. Alright, I took a look. 1) With all your toggles on you're way over the fire defense cap. 2) You didn't take Titan Sweep. I have a 50 TW/Bio, You want Titan Sweep. It does knockdown, keeping enemies close by and not attacking. It's AOE, and you're a farmer, AOE damage is the name of the game for the most part. 3) You slotted followthrough for taunt. Why? Slot it for damage, it's one of your ways to drop boss health fast. 4) No patron/epic AOE attacks to help with damage. 5) Superior conditioning and physical perfection are beyond unnecessary on a build you plan to rely on ageless that is capped to fire defense and resistance 6) You took fiery embrace, but literally the only power that really uses it is burn. Waste of a power slot. 7) You can take tactics instead of focused accuracy, you already have maneuvers and that opens up a completely different epic pool for you to choose. 8_) You should use temperature protection to slot uniques, you do not need the fire resistance. 9) You took laser beam eyes. Go pyre mastery for melt armor and fireball, or go mu for electric fences and lightning ball, or go soul for the awesome shit soul has. Add AOE damage, not ST. You're farming. 10) Slot your attacks first. You six slot tough for the set bonus. A set bonus you could easily have gotten 5 slotting titan sweep with attack stuff. There are slots you can pull from lots of places. You don't have to 6 slot build momentum. You don't have to 6 slot consume, you've got friggin ageless on your build planned you'll never use consume while farming, why slot it out? You chased set bonuses and you ended up with more fire defense than you needed and, for TW, really bad offense. That really bad offense is gonna hurt when the goal is to kill stuff as fast as possible, safely. This is how I would build this, theoretically. Fireball is a good, quick blast that you can tack on at the end of your attack sequence. Melt armor is a good power to start your rotation with. With T4 ageless, hasten should be perma or really close to it, and build momentum should be up regularly. Lots of tohit in this build to help you land your attacks. Musculature T4, ageless, T4, and reactive T4 and this build will chew through fire farms fast and efficiently. Not likely at the speed of spines fire or rad fire, but no more than double their time either which is way better than most other potential farming builds could say. At the end of the day rad and spines can hit their target caps on their attacks every single attack and /TW will not. That's what's going to make the difference. But in the middle of a giant pile of enemies at the start of a fire map, TW will still melt it's way through enemies at a rapid pace. Especially if you use inspiration macros well to keep your damage close to the cap. Attune sets under 50. You can boost the rest if you want, it is a farmer. Villain Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Brute Primary Power Set: Titan Weapons Secondary Power Set: Fiery Aura Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Pyre Mastery Villain Profile: Level 1: Crushing Blow -- Hct-Dmg(A), Hct-Dam%(3), Hct-Dmg/EndRdx(3), Hct-Acc/Dmg/Rchg(5), Hct-Acc/Rchg(5) Level 1: Fire Shield -- Ags-Psi/Status(A), Ags-ResDam(7), Ags-ResDam/EndRdx(7), Ags-ResDam/Rchg(9), Ags-ResDam/EndRdx/Rchg(50) Level 2: Titan Sweep -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg(9), SprAvl-Dmg/EndRdx(11), SprAvl-Acc/Dmg/EndRdx(11), SprAvl-Acc/Dmg/Rchg(13), SprAvl-Acc/Dmg/EndRdx/Rchg(21) Level 4: Blazing Aura -- ScrDrv-Dam%(A), ScrDrv-Acc/Dmg/EndRdx(13) Level 6: Healing Flames -- Pnc-Heal(A), Pnc-Heal/EndRedux(15), Pnc-EndRdx/Rchg(17), Pnc-Heal/Rchg(34), Pnc-Heal/EndRedux/Rchg(39) Level 8: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(17) Level 10: Follow Through -- CrsImp-Dmg/EndRdx/Rchg(A), CrsImp-Acc/Dmg/EndRdx(15), CrsImp-Acc/Dmg(19), CrsImp-Acc/Dmg/Rchg(19), CrsImp-Dmg/EndRdx(21) Level 12: Build Momentum -- RechRdx-I(A) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23) Level 16: Temperature Protection -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(25) Level 18: Plasma Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(25), Ags-ResDam/Rchg(27), Ags-EndRdx/Rchg(27), Ags-ResDam/EndRdx/Rchg(31) Level 20: Rend Armor -- CrsImp-Dmg/EndRdx/Rchg(A), CrsImp-Acc/Dmg/EndRdx(23), CrsImp-Acc/Dmg(29), CrsImp-Acc/Dmg/Rchg(29), CrsImp-Dmg/EndRdx(31) Level 22: Consume -- EndMod-I(A) Level 24: Boxing -- Acc-I(A) Level 26: Whirling Smash -- ScrDrv-Dam%(A), ScrDrv-Acc/Dmg(33), ScrDrv-Dmg/EndRdx(33), ScrDrv-Dmg/Rchg(33), ScrDrv-Acc/Rchg(34) Level 28: Burn -- SprBrtFur-Rech/Fury(A), SprBrtFur-Acc/Dmg(31), SprBrtFur-Dmg/Rchg(34), SprBrtFur-Acc/Dmg/Rchg(36), SprBrtFur-Dmg/EndRdx/Rchg(36), SprBrtFur-Acc/Dmg/EndRdx/Rchg(36) Level 30: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(37), Ags-ResDam/Rchg(46), Ags-EndRdx/Rchg(46), Ags-ResDam/EndRdx/Rchg(48) Level 32: Arc of Destruction -- Arm-Dam%(A), Arm-Dmg(37), Arm-Acc/Dmg/Rchg(37), Arm-Dmg/EndRdx(39), Arm-Acc/Rchg(39) Level 35: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40), LucoftheG-Def(40) Level 38: Char -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Acc/Dmg(40), SprWntBit-Dmg/Rchg(42), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Acc/Dmg/Rchg(43), SprWntBit-Dmg/EndRdx/Acc/Rchg(43) Level 41: Melt Armor -- ShlBrk-%Dam(A), ShlBrk-Acc/EndRdx/Rchg(42), ShlBrk-DefDeb/EndRdx/Rchg(42), ShlBrk-Acc/DefDeb(50) Level 44: Fire Ball -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Acc/Dmg(45), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(46), SprFrzBls-Dmg/EndRdx/Acc/Rchg(48) Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48) Level 49: Tactics -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(50) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A) Level 1: Momentum ------------
  3. This is half true. I've built mobs for farms for my Mastermind and early on for my fire farmer so I could make custom maps before I could handle +4x8. There's a bar that tells you the percent experience of a regular mob that your created mob is equivalent to. You pick your powers set and you can choose any, all, none, whatever you want from that powerset, each power choice has like a percent value. Choosing any ranged and any melee together will almost immediately get you into like 70% or more of a normal mob's experience. But, also, if you're farming melee you want them to have melee attacks so that they choose to close to melee. Ranged only mobs don't cluster up on you, and only corner pulling can bunch them up. After that, it depends on the powers you give them. You can give mobs two offensive powersets. I made a lethal/cold farm for my Bots/traps. They got a lethal ranged attack, a lethal sword attack, an ice punch attack, and an ice sword attack. Lots of potential DPS for them, but I maxed out their experience without giving them any survivability options of any kind, without giving them higher than T3 or T4 attacks, and my bots with the pet uniques are 40% resistant to both lethal and cold and defense capped so they survive pretty damn well. Full experience, same basic powerset on all the mobs from basic to boss, boss got greater ice sword to cap it's experience. You could also do shit like giving a boss fiery aura when you do toxic, psi, smashing, or lethal damage to jack up it's experience without significantly inconveniencing yourself. But the game has it's own metrics for what makes an enemy strong enough to justify full experience. Ranged attacks aren't required, but enemies who have both are considered more balanced and if you don't include both ranged and melee you'll have to give them higher level attacks, buffs, etc to compensate for the XP loss. If you want to farm a blaster, the easiest way is to just try to cap S&L defense and get as much resistance to it as you can and make a farm that has only those attacks. It's basically the same thing we're doing with fire damage, it's just harder to build a blaster to those specific defenses because you don't have a defensive secondary designed to get you half to three quarters of the way there before set bonuses. That said, I know people who dual box with a spines/fire to hold aggro and an ice/fire blaster to dump aoe damage and controls on the mobs and focus down bosses. The spines/fire is built to auto farm, set on follow, and burn is set to autocast. The ice blaster they actually play. That is free to do and specifically allowable by the homecoming rules, just keep a tab open to server status so you can keep an eye on server populations, don't dual box over like 1200 people online. There are not often 1200 people online and the rule is 1500.
  4. TheSpiritFox

    AE Farm

    This is my farm built. Villain Plan by Mids' Reborn : Hero Designer https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Mutation Brute Primary Power Set: Radiation Melee Secondary Power Set: Fiery Aura Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Pyre Mastery Villain Profile: Level 1: Radioactive Smash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(7) Level 1: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(7), Ags-EndRdx/Rchg(9), Ags-ResDam/EndRdx/Rchg(9), Ags-ResDam(11) Level 2: Blazing Aura -- ScrDrv-Dam%(A), ScrDrv-Acc/Dmg(11), ScrDrv-Dmg/EndRdx(13), ScrDrv-Dmg/Rchg(13), ScrDrv-Acc/Rchg(31), ScrDrv-Acc/Dmg/EndRdx(33) Level 4: Healing Flames -- Prv-Absorb%(A), Prv-Heal(15), Prv-Heal/Rchg/EndRdx(15) Level 6: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(19), BlsoftheZ-ResKB(25) Level 8: Radiation Siphon -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Acc/Dmg/Rchg(21), SprBrtFur-Dmg/EndRdx/Rchg(21), SprBrtFur-Rech/Fury(23), SprBrtFur-Acc/Dmg/EndRdx/Rchg(25) Level 10: Fusion -- RechRdx-I(A) Level 12: Boxing -- Acc-I(A) Level 14: Temperature Protection -- ResDam-I(A), StdPrt-ResDam/Def+(27) Level 16: Plasma Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(17), Ags-ResDam/Rchg(17), Ags-EndRdx/Rchg(19), Ags-ResDam/EndRdx/Rchg(27) Level 18: Irradiated Ground -- TchofLadG-%Dam(A), TchofLadG-DefDeb/EndRdx(33), TchofLadG-Rchg/EndRdx(33) Level 20: Tough -- GldArm-3defTpProc(A) Level 22: Consume -- EnrMnp-EndMod(A), EnrMnp-EndMod/Rchg(23) Level 24: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(31) Level 26: Devastating Blow -- Hct-Dam%(A), Hct-Dmg(36), Hct-Dmg/Rchg(37), Hct-Acc/Dmg/Rchg(37), Hct-Acc/Rchg(37), Hct-Dmg/EndRdx(39) Level 28: Burn -- ScrDrv-Dam%(A), ScrDrv-Acc/Dmg(29), ScrDrv-Dmg/EndRdx(29), ScrDrv-Dmg/Rchg(31), ScrDrv-Acc/Rchg(34), ScrDrv-Acc/Dmg/EndRdx(34) Level 30: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(46) Level 32: Atom Smasher -- ScrDrv-Acc/Rchg(A), ScrDrv-Acc/Dmg(42), ScrDrv-Dmg/EndRdx(42), ScrDrv-Dmg/Rchg(43), ScrDrv-Acc/Dmg/EndRdx(43), ScrDrv-Dam%(43) Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(42) Level 38: Tactics -- GssSynFr--Rchg/EndRdx(A), GssSynFr--ToHit(39), GssSynFr--ToHit/Rchg(39), GssSynFr--ToHit/Rchg/EndRdx(40), GssSynFr--ToHit/EndRdx(40), GssSynFr--Build%(40) Level 41: Char -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(45), SprWntBit-Acc/Dmg/EndRdx(45), SprWntBit-Acc/Dmg/Rchg(45), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Rchg/SlowProc(46) Level 44: Melt Armor -- RechRdx-I(A) Level 47: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/EndRdx(48), SprFrzBls-Acc/Dmg/Rchg(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg(50) Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(34), PrfShf-EndMod/Rchg(36), PrfShf-EndMod/Acc(36) ------------ It is cheap. I'm a bit shy of the defense cap. In practical terms, taking radiation siphon and including it occasionally in my rotation keeps me topped off on HP. With ageless T3 or above recovery bonus it is permanently endurance stable without consume, without ageless you'll have to include consume in your rotation and watch your bar. I have it set up with inspiration combine macros bound to my power keys. As I hit powers, I make reds. When reds wear off, I mash an eat reds button and clear the inspiration tray. So long as there are things to kill, I fill up on more reds before they wear off. Staying at or close to the damage cap, this cheap ass build will melt it's way through the raindbow asteroid farm in about 6 minutes if you aren't using inspirations and less if you are. Rad/fire is that good, and taking pyre for melt armor and such just helps. This build is designed to throw out a large number of Aoe attacks very quickly. Fireball was taken both to get to melt armor and because it casts in like less than a second. Click, boom, next attack. It's a good ranged pull while also being just like the aoe version of a quick punch. Easy to fit in. Easy to play too. Firey embrace, burn, fireball, fusion, atom smasher, radioactive strike, radiation siphon, burn is back up start over. Fusion when it's up pretty much guarantees that if you atom smasher -> Radioactive strike -> radiation siphon they will get contaminated by one of the first two attacks and you'll heal on the third, in addition to adding contaminate aoe damage to enemies around you. I could totally rebuild this more expensive, but who needs to? It's got the defenses to survive and with inspiration combine macros baked into my hotkey binds, the damage cap is never very far away when I'm farming. You've got enough recharge that your attacks recharge faster than the chain animates, so your rotation should always be pretty fluid. You've got enough defense to not pay attention to your character for 15 seconds, hit healing flames, and not care when aggro capped if you need. It's an active farmer, put on a playlist you like and go to town. But I can do two sets of rainbow farms in an hour on this toon. 10 instances, clear a little over a hundred million after sales. I honestly can't imagine needing more efficiency than that at this point. And devastating blow is there when you tab to the next enemy and it's a boss at near full health. Instead of radioactive strike, they get a big energy filled haymaker to the face (with a very high contaminate chance) into my radiation siphon to finish them off or get them low enough that they die to the next aoe I fire. The key to farming efficiency with my build is to tab through bosses and use your single target attacks on things that survive long enough to create contaminate procs. Doing that, I don't depend solely on AOE. Doing the outdoor farm map with EBs, I use my STs on the EBs and by the time most of a group is dead, the EB is mostly dead, and trails me into the next group and dies to AOE while I start working on the next EB. But that farm map is deceptive. The true key to fire farming is to stay aggro capped as much as humanly possible. That's why people use the bloody rainbow map or 2915 with no EBs for influence farming. Sure, you lack the mobs that drop the most influence, but it's about what you can grind your way through in numbers as fast as humanly possible and EBs are a jump up in how long it takes to grind things down that lowers efficiency overall. Bosses are the lowest level enemy you can grind up that drops purples, so bosses are what you're actually truly farming, everything else dies so easily that it's pretty much irrelevant to how you build and execute your toon. No one builds around killing minions and Lts, they die in the first round of AOEs, often. With a map like bloody rainbow where you've got illusion decoys helping maintain the aggro cap, what it essentially lets you do is burn through minions really really really fast and keep burning through them until your aggro cap is full of bosses. And then the fun begins, as you grind those bosses down, melt new lower levels and aggro more bosses, and you start burning down 8, 9, 10 bosses all at the same time. This is where the money truly is, when you start seeing "X boss died, you got 115k infl" or whatever over and over and over on your global tab. Maps that train bosses into you where you can just keep standing there doing your damage rotation for over a minute, that's giving you time to melt down lots of bosses. You might kill 15-20 of them in the first minute of a rainbow farm when you drop your judgment to pull aggro, hit your hybrid, and go through your first rotation set surrounded by the 50+ enemies that you can aggro between yourself and the illusion helper. That's the difference. It's why fire defense is so key. You WANT to be and stay aggro capped. The small farming maps that send patrols wandering into your killzone help do that. Without those logistics, it's alot harder and more time consuming to farm. But now... That's why I can proudly put up my cheap ass build. It still pulls in more than a hundred million an hour. The build is one part of the equation. Inspiration use is another. Map type is a third. Damage rotation and target selection a fourth. Some people like to build spines/fire that they can AFK and maybe make more money than I do doing it. I have one of those too lol on a separate account for PLing main account alts. This build is fun to play. With a good spotify playlist going I enjoy farming and the time flies by pretty quickly. And I make my money. More than I really need, I have all my 50s in their final builds working on incarnate stuff and still have 3/4 of a billion infl scattered across my toons and I spend maybe 10-20% of my playtime farming depending on if I need something or not. Not so much right now lol, I have infl and no new 50s to kit out right now. People talk about the precision of their fire farming builds. The truth is, pick rad or spines with /fire on a brute, spend enough time reading set bonuses in mids to find the fire defense sets and use some of them, and once you're past 35% fire defense you CAN farm. Once you're past 40% defense, you can farm +4X8. I'm at 42.7% defense and I feel like I farm efficiently. I got there with sets like sirroco's dervish, which last I checked you can pick up on the market for thousands per recipe. And as I use lower level sets, the entire build is attuned.
  5. I'm under the resist cap with no enemies around me. /Bio gets more resistance when surrounded by enemies, when using parasitic aura, or lol when I use barrier because I basically only use efficient mode now. +25% damage is nothing compared to -20% endurance on a TW brute. The difference between ooming after a few attack cycles or never, ever running out of endurance without sapping mobs in the mix. But yeah, I wanted a tank who's not a tank.
  6. Mu is the farmer epic for Bots, and only mu. Electric fences is far, far too good to give up. Slotted out it's a 35+ second immob on a 10 second recharge and that immob has -kb which means your bots cannot remove immobilized mobs from burn patches. Can't. Time is a solid pick, but /traps is better. At 50, especially with ageless to help with recharge, Traps does way way more AOE damage than /time does. Caltrops I have 6 slot with 5 damage procs and 1 slow. Poison trap and acid mortar both have long ass recharges and are prime for proccing out as well, but I prefer the debuffs those provide, slotting hold in poison trap and -def and recharge in acid mortar so that they're both up constantly. /time is safe. It'll do a good job of keeping your bots alive in a farming environment, especially if you're on point with farsight every 2 minutes on the dot. /Traps is safe, but it'll debuff defenses and resistance, letting your bots hit high level enemies more (and pets need it against more than +2). It gives you seekers to take the alpha and draw aggro, as well as debuff enemy tohit in a decent AOE. Caltrops help keep enemies out of melee where they can really have a damage rotation including all their melee and ranged attacks, leaving them just shooting ranged = less incoming damage much the same way that the -rech of /time does. Triage beacon is highly underestimated. It too can proc things like absorb procs on everyone in it's radius, but even if just slotted for regen the cool thing about triage becon is it heals at a percentage rate, using regen. So, your T3 pet gets healed for more per second than your T1s. I'm totally plugging for /traps, and I'll say it's a late blooming set for sure. It doesn't really shine until you get enough recharge to have your traps up pretty regularly, to be able to drop an acid mortar at every troublesome enemy group or drop seekers. If you want to actually farm, and you want to do it on +3 or +4 x8, /traps is the set that will enable your pets to do the most damage without being a /kin who's pets will die in 5 seconds at higher level play/in incarnate material. Put a -res in caltrops and use acid mortar and thats -40% resistance and at least -20% or something defense on an enemy group. Bots do alot more damage when your secondary can stack -resistance like that. And you can drop the resistance proc in caltrops early. With good management a bots/traps can melt enemies almost as fast as a fire farmer can. Burn patches are that good, and your assault bot can fire up to 16 of them every 16 seconds, each with a 5 target max limit per burn patch. Hit the center of a mob group with electric fences, throw fast recharging web grenades at the bosses to immobilize them until fences is ready for a double stack, and nothing leaves your burn patch and mob groups absolutely melt in front of you.
  7. I just rolled a Demons/nature named Nurse Joy with Charmander, Bulbasaur, Squirtle, Lugia, Ho-oh, and Mewtwo along for the ride. Besides giggling constantly at my own character concept, it's ridiculously fun to play. /natures cone heal is a 90% arc, 15m radius cone. Considering most PbAOEs are 15 feet, the sheer area you can douse with hit points with /nature is hilarious. It is not uncommon for the numbers most visible to everyone to be green, outpacing both the damage our team is taking, and at times the damage our team is doing lol. Granted I'm lower level but still, get some bloom going and /nature is absurd.
  8. Like all classes we've got our mehs, our decent sets, and our ludicrious powerhouses. Different people have different opinions on how to get there. Bots are king of AOE damage, that's just true the same way that /fire being the best secondary for brutes is true. Bots for farming? You want to softcap your defenses. /FF will do it slow as fuck. /Traps will do it and give you crazy debuffs, so will /time. Thugs can be built for it but it's hard, they're flimsier. People can and do farm with a number of combinations. My bots/traps can tank +4x8 ITF and solo it with full incarnates. It's a different class. Our power works in different ways. Pets are important, you have to want to manage them. Built right, MMs can be tank, damage, and team support all in one. It feels like an epic class without being one, and no other game has a class remotely like it. Not in the nuances.
  9. The economy isn't going to skyrocket without people essentially using unfair market practices and that is MUCH harder to do now than it used to be. With converters, you would have to corner the market on a whole set, not just one really important recipe, and even then enough converters and you'll get what you want out of something else. I think if it got bad enough, the devs would intervene. This is no longer a for profit game, and there is no incentive for anyone to allow it to be run like one. But also, like, as a farmer we arent listing our stuff super high either. I list all purples for the highest price I see on the history and have done with it. It always gets bought within a few hours. Purple prices are hovering between 10 and 15 million for most, with some rares being 18-20. Thats not terrible and we're never going to see people pay a billion influence for anything here, no one wants to spend that much time playing our free vacation back to the 2000s.
  10. Alright, I have never used the keybinds long term. I can imagine they're great for those who like them, but they require that you move a hand either off movement controls or off the mouse to hit them and it feels very not fluid to me. So, here's how I simplified it. I made macros with my most common commands. I bound macros to keys around my movement keys (habit from WoW days) so /bind Q "petcom_all aggressive$$petcom_all goto" /bind e "petcom_all defensive$$petcom_all goto" /Bind r "petcom_all defensive$$petcom_all follow" /bind mbutton "petcom_all attack" and I left the passive button in my tray and on the rare occasion I need my pets in passive I hit it to keep them quiet. Just these three binds do 90% of what I need my pets to do. For thugs, I bound my bruiser to left alt with an aggressive goto command so he can tank while I keep the rest near me in bodyguard. Bots benefit from being moved in a mob vs individually. If your arsonist is dying constantly, you can bind a specific key for him. Most MM secondaries give you enough to do that you don't want to be like micromanaging your pets positions. I find that the complex pet binds are more useful in costume contests than during gameplay, personally. Especially if you have a more active secondary, like say /nature or /dark, you're going to want to plant your pets somewhere and have easy ways of calling them back. Goto defensive is your perfect macro. Tell pets to go somewhere in a mode that so long as you're in supremacy range of them, you're in bodyguard the whole time. I have a button to make them attack a target, a button to make them go somewhere in aggressive mode when I'm in groups and do not have aggro and thus the bots will sit there in defensive doing nothing while I'm not under attack. Just these few simple binds will let you keep moving your MM around while hitting pet commands, let you keep one hand on your movement and the other on your mouse while playing. It feels much more fluid to me and is definitely way simpler than trying to remember your phone tree of MM pet commands. I can move me and my pets around all I need to. I also don't make MMs that can't softcap my pets, so I'm used to being in melee. If you want to get the keybinds to work, I'd use the type into chat method. And reading the line you posted, I'd have to see the error myself to parse it, what you posted in the thread looks correct and I'm not getting that error. I would say recopy the binds and then use arrow keys to scroll and make sure the whole bind copies? lol I figured it out. Remove the quotes. "bind is not a command. bind is a command. so /bind numpad0 “bind numpad4 petcomall agg$$bind numpad5 petcomall def$$bind numpad6 petcomall pass$$bind numpad7 petcomall att$$bind numpad8 petcomall fol$$bind numpad9 petcomall goto” Does not work. /bind numpad0 bind numpad4 petcomall agg$$bind numpad5 petcomall def$$bind numpad6 petcomall pass$$bind numpad7 petcomall att$$bind numpad8 petcomall fol$$bind numpad9 petcomall goto Does.
  11. can confirm lazy. blew 600m on a brute two days ago, spent 50m on the last purple that had one copy for sale
  12. please make assault hybrid echo buffs onto pets when they enter supremacy range and buff all their attacks. thank you
  13. Don't make a rad/bio farmer. Just don't. Make a rad/fire or spines/fire (I much prefer rad/fire and I think it's a blast to play) and make a rad/bio content explorer. Bio exemplars down pretty well and you can build a build made for everything except farming, from soloing to tanking AVs in task forces. But a rad/bio is going to be a slow farmer. I used to have a bots/traps farmer. I do now again. Hes all set up, I love him, but he cannot stack damage on top of +4x8 mobs like a /fire farmer can no matter what I do. He can't blend his way through an entire room of minion to boss level enemies in under 6 minutes. His influence gain is maybe a fifth of what my fire farmer can manage on his best day. This is farming. Efficiency is the name of the game. And as quickly as you really can get a toon to high level, you'd be better off getting a real farmer PLed and using them to not have to worry about money on the rad/bio you make to actually enjoy content with and get badges on and so on and so forth. If you go with a rad/bio, it's really pretty simple. You build for smashing/lethal defense and do a S&L farm, or you build for fire defense just like you would a fire farmer and do a fire map.
  14. 1) Musculature Alpha 2) Look at set bonuses, build for +recharge and +S/L defense. You can stick 4 kinetic combats in a ST power to get a good bit of that. Even in, say, brawl. 3) Global recharge keeps your bio powers up and gets the cooldown on atom smasher down. 4) T2 punch over T1 because of higher contaminate chance. 5) this isn't a great set to proc out, but irradiated ground is probably your best bet for proccing. Your basic goal here is to get parasitic aura and ablative shell permanent. Always have absorb up and always have your regen/recovery bonuses up so you can spam your primary powers with impunity. Rad/ is a no redraw set, meaning you can throw any patron/epic powers into your rotation you want. Soul is really powerful and brutes are soon getting a buff to their ranged modifier so its equal to the melee buffing ranged damage, and there are a number of other powers that fit the bill for more solid AOE damage for a brute. /bio is clicky but it's powerful, especially up against groups. It is when solo tanking an AV that you'll start to have issues and you might want to tweak your build around that. But rad is a very solid ST and AOE primary especially with a little late game help and when you hit incarnates the natural choice for destiny is barrier, as you've got endurance and mez handled with /bio and simultaneously softcapping and hardcapping all your defense and resistances for 10-20 seconds is hilarious, you're literally unkillable, nothing in the game does enough damage to dent you through your constant regen.
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