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TheSpiritFox
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I can understand that. My rad/fire didn't take it because the build was tight enough that it was basically that or one less LOTG and global recharge won out. My spines fire I've left afk in fire farms and come back twenty minutes later to the farm mostly dead lol so in a proper fully kitted out build (my spines cost twice what my rad did) I just feel like it's something you'll literally never click. Also I just put ageless like right next to atom smasher so I'm always, always looking at the ageless button.
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There are not. the command is petsay <em emote> but it only works specifically with emote commands. The laying down animation you see is an idle animation, like your character has idle animations when you leave it alone for a while. You can't make any pets play their idle animations on command any more than your character, emotes are specific animations and they're all designed to work with a human skeleton. Some emotes vary a little on this, like I can get my demons to do some emotes but not others, haven't really tested it out to see what all they can and can't do but some stuff works and others don't. My bots and thugs mms can do close to any emote the master can do. But for beast, you're truly SOL, because there are zero emotes that I know of designed to work with the animal skeletons of beast mastery pets. I'd be happy to be corrected but that's the consensus everywhere I've asked. I have yet to make a BM Mastermind myself. I have issues with the mostly melee nature of it lol.
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Nothing in Rad does knockback. A few of the ST attacks do knockdown, Atom Smasher does disorient, and then all the attacks do -def. Atom smasher with a high recharge build can be 4 slot to max out damage and get some accuracy in there with as little recharge as possible, and then you can drop two procs in it as well. Or you can just straight 6 slot it with a set and it still performs great. Go to guides and on the first or second page is the "Farming focused builds and tips" thread. I'm on mobile rn so linking is a pain. You missed what I said about relying on one power specifically from your primary. You're a brute, your best damage will always come from your primary. Burn is not what it used to be, 5 target max. Good damage, but low ass target cap. Blazing aura actually does more damage in a farming session over time than burn, tested by several people. There's a thread about fire farming on the reddit page for CoH where someone linked me their actual farm damage numbers over an hour, and blazing aura significantly outdamaged burn and the patron powers individually. Spines did too by a smaller amount. I don't know how to help you understand that SS throws out a lower number of overall attacks compared to rad and fire. That the attacks it does throw out are not stand away attacks that outclass similar powers in other powersets. That requiring a +recharge proc to keep your rotation going is not really a boon in a farm situation. SS is fucking GREAT for PVE content. Rage in groups without a /kin or something to damage cap the team is fucking awesome and TOTALLY worth all it's downsides. The fact it's damage gets resisted a whole bunch sucks, but rage makes up for alot of that when teaming. In a farm where nothing is resisting anything we throw at it and efficiency is the name of the game though, SS loses out a bit because it has less total damage delivery to fewer targets over time. More of your attack cycle is spent on burn, which is not on it's own a room killing power, and lightning ball, which is an average aoe. Spines uses more of it's primary powers and so does rad, and primary powers are where your best damage comes from always. Your best damage per activation attacks will always be primary attacks. Especially the aoes. That's what I mean about leaning on one and only one power. Foot Stop is truly your ONE good damage dealer, the rest is filler while you wait for foot stomp. Spines and rad have a few more solid damage dealing abilities when it comes to aoe, including each having a power that you activate once that always does damage as long as there are enemies nearby without having to activate anything or cast anything or spend any endurance or time on them to stack on top of burn and blazing aura. It really adds up, and is a large part of what helps you melt minions and lts down fast so that you max your target cap on bosses as fast as possible.
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You're still like exclusively focused on Foot Stomp like that power defines SS and is the objectively best AOE. It isn't. Atom smasher is like 14 base damage higher (and has a smaller radius and slightly longer recharge) meaning that while FS can fit the recharge proc, AS is a better proc rate power if you put you know like anything into it at all. You don't get the synergies that leaning on exactly one power from your entire primary hamstrings you with. Also, so cast time matters. Atom smasher is a 3 second cast, foot stop a 2 second cast, spine burst 3 second. The thing about those cast times is that quills and blazing aura don't stop for cast times, or anything else for that matter. Super strength leaning on fewer total attacks means less proc opportunities. Super strength not having it's own damage aura means less damage being dealt. Foot stomp is not (at least on brutes) like king of the PBAOEs. You're missing the reality that Super strength starts being inferior in part because it absolutely RELIES on that proc to keep it's damage up and proc rates are never greater than 90% which means one out of ten foot stomps bare minimum will not trigger your recharge proc and your FS will recharge slower, affecting your damage chain. That's the entire point. Neither spines nor rad relies on FF+rech or even utilizes it, where as in a FS build it is not optional because without it your damage drops over time by alot, and it's not possible to build enough recharge into SS/Fire otherwise to get stomp down to a reasonable like farm worthy recharge time without leaning on alot of OTHER powers to do damage while FS is recharging. I'm not saying it's a weak set. I'm saying that there's a reason that the SS/Fire tests in the fire farming thread come in at about 85-90% of rad and spines output. It is less efficient, and you can't measure efficiency over time by one proc that isn't the game changer you think it is.
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I know the feeling. Depending on the character I don't tend to slot sets much before 50 with the exception of attuned uniques. Building up my first fire farmer I found that the easiest path was to start with sirroco's dervish and the defense uniques. I managed to get myself up to like 20% fire defense and that was enough to let me slowly farm +2x8 munching regularly on purple inspirations. From there I made my build and filled it out as the money came in. I highly recommend fucking around in mids around 32-35 on any toon. By then you know if you actually like the set and now that my farmers are set up I just keep like a billion and a half floating around at all times. When someone hits 50 they have a build and I have the cash to slot them out. I made a rad/fire first and tbh the build is not ideal for a farmer. I can't afk it for long, it's at 42.7% fire defense and not great regen, but rad/fire is an active farmer and I took radiation siphon over proton sweep to keep me topped off on health and it's enough to keep me above 95% at all times. I did however build it out for damage well with an emphasis on slotting attacks for max damage and a good bit of accuracy and recharge, used ageless to fix it's AWFUL endurance issues running 9 toggles including super jump 24/7 just for convenience, and with the right macro set up I can still crank out enough damage from it to finish the asteroid reliably in under 6 minutes. My spine/fire I literally just downloaded the given build from the farm focused builds and tips thread in the guides section and powerleveled it to 50 in a day, and yesterday I dropped 1.6 billion on the market to fill the build out completely. Second account for dual boxing since the rule is not when the server is over 1500 and I have yet to see the server numbers hit 1500. It kicks ass with no incarnates yet (I literally have been too lazy to make them, sitting at 600 threads and 40 emp merits and counting) and it's honestly slightly faster than my rad/fire with the same insipriation macros while being able to be left almost entirely afk. But I mean at this point I can put the spines/fire on follow and dual box actively farming the rad fire and finish the asteroid in under 4 minutes. I think I get more influence this way than before? I feel like each character is getting like 75% of the influence drops that they'd get solo which if true is fucking nuts and I'm going to be able to farm 200m an hour after drops. I'm thinking about saving up a billion influence and making myself unsearchable and telling people I'm hidden in a combat zone somewhere first person to find me and open trade gets the whole billion lol.
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Farm fresh builds! *Farming focused builds and tips*
TheSpiritFox replied to Warlawk's topic in Guides
First, thank you all for all this information. I now have a rad/fire and a spines fire on a separate account I dual box. The spines fire is lifted enh for enh from the OP, the Rad is my own build around a few preferences, a bit slower overall but no more than a minute longer on clear times with bad inspiration drops than ideal. I love them. My question! When dual boxing, what's more profitable do you think? Putting the spines on follow with burn on autocast and clearing one instance in under 4 minutes, or running each in their own instance and letting the spines just afk slowly through mobs while I actively farm the rad? Oh, second question. Drop rates seem to change with how fast you kill things. Like, I got a purple drop last night on my spines/fire as I afked him through instances slowly and watched the end of Season 3 of stranger things. But it was one of like 15 recipe drops total and I had like 60 total invention materials drop when I'm used to the same run actively farmed on my rad dropping upwards of 30 recipes and getting me close to full on invention materials. Anyone know whats up with that? -
Alright let me give you a bit of a primer. I want you to think about a circular saw. Does a circular saw have three blades around the entire edge? No. It's got a bunch of teeth. Why is that? Because you cut through things faster with lots of little cuts, you use less energy overall and you don't have to like chop through a 2x4 with a blade that only actively cuts like 12 times a second. A circular saw with all it's little teeth essentially cuts like over a hundred times in a second. Spines and rad are the same way. They aren't so much higher damage than SS/fire. They're SOOOO much more efficient over time though. Spines throws out ALOT of aoes that are smaller. So does rad, even it's single target attacks can reliably proc aoe damage on targets around you. And the thing about those little hits en masse is that you don't overkill things very much. Overkill is what reduces SS's efficiency in damage production. You stomp and you can hit 10 targets. If your target cap happens to be filled with minions, you waste a ton of that power. The overall larger number of attacks of spines and rad let you do your damage more efficiently. You clear lower level stuff from your target cap easier and with less overkill. Less overkill means more damage being applied to new targets as old ones die. And rage isn't the game changer it should be specifically because of inspiration drops solo and macros about them. Rage once it is crashless with one stack will help, but that 10 seconds of no damage also affects SS's efficiency. Even if you can survive the crash just fine, nothing is dying for 10 seconds out of every 2 min. And the damage buff rage gives is great in content with groups where you cannot reliably combine inspirations to cap yourself with damage, but in farming, it's much more reasonable to Like need to take radial assault because doublehit does more for you when you can hit the damage cap and stay there a while purely on inspirations, and with good drops be ready to eat another stack of reds by the time the ones active start blinking. The biggest benefit to rage in farming would be helping out in the times inspirations drop fucked up and don't combine and you only have like 3-4 small reds to eat when your stack wears off. What it boils down to is all things considered, when you can pretty effectively damage cap all three builds in a farm thanks to inspirations, that SS loses out in efficiency overall to spines and rad because of the extra aoe those do without having to think about it. Blazing aura is actually a huge amount of your damage over time, and so are quills or irradiated ground properly slotted. So is contaminate. Blazing aura averages more damage than burn over time because of a 10 target cap vs burn having a cap of 5 targets. SS can't beat the efficiency of often having your auras chew down the small fry letting you end up with mostly bosses in your target cap when your big aoes hit and such.
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Hmm. You're over the defense cap, which you don't want. You want to be right at it. You have very little global recharge, which is going to hurt all your casted damage. You took an awful epic, Go with mu, pyre, or soul. Most fire farmers take electric fences and lightning ball and 6 slot both for damage. You have more recovery and regen than you need at the cost of damage too. Rebuilding this is going to require reslotting some stuff, choosing a few new powers, maybe even getting rid of both super jump and super speed. Rise of the phoenix is unncessary as well. Your build will never die in a fire farm as is pretty much, why take a self res? It seems like you mixed your build up between farming and general content preferences. Make a build for each. If you put general content powers in for a farm build you'll end up with sub par survivability or clear speed. There are travel powers available that do the job just fine at 50, you genuinely don't need SJ or SS and SS in fact will hurt your ability to get aggro in farms. You didn't take fighting pool. Tough is your mule for resistance def uniques, not temperature protection, you shouldn't take Temp protection at all ideally. Weave gives you a bit more defense without it coming from sets, which is important because you can then slot some recharge instead of yet more fire defense, helping your damage. You don't need to 6 slot tactics, you don't need that much tohit with proper slotting of your attacks, you can get away with like 1-3 slots in tactics. You didn't take build up which is overall a more useful place to put GSFC chance for build up because it activates on command as opposed to at some random time during your rotation that might waste the entire buff as you like are in the process of eating inspirations or moving to a new group or whatnot. You could use maybe a few more procs. You could definitely use more aoe attacks. Part of your problem here is that spines doesn't benefit from using it's single target attacks really at all unless you only have one enemy in front of you. You have spine burst, your damage auras, throw spines, and spine burst, plus burn from /FA. That's a grand total of 4 aoe attacks you can chain. You need at least one more to fill out a full rotation (and help keep fury going). I highly recommend a new epic pool taken to add damaging attacks to your rotation. Between your lack of recharge, your lack of aoe attacks likely forcing some regular single target power use, and going over the needed defense while still stacking a bunch of regen, yeah I can see why this build might feel slow compared to the clear times people advertise. The last bit. Using inspirations? Using macros to combine as you hit powers? If not, go to the guides page and the farming focused builds and tips thread and scroll down the first post until you get to the inspiration macros. Having your macros set up properly will turn every inspiration drop possible into reds, reds, and more reds to eat for damage. Farming alone you should get enough inspiration drops to always have a few inspirations active on you at all times, if not managing to stay at or close to the damage cap. Inspiration macros are the difference between about a 6-7 minute clear time and a sub 5 minute clear time on my rad/fire and about the same on my spines/fire.
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Hmm. Tohit should be able to come from your slotting and attacks, but I'll admit I have no experience with BM yet or how survivable they are and what sets they need to enhance it, though I'll say I know fortify pack is a defense based thing and it implies that BM is a defense based set like bots and thugs, if so you're going to really want barrier incarnate to help shore up their defenses at high level, they're gonna be squishier until then. Being mostly melee doesn't help with that, but rotating barrier and fortify pack should help alot. Hmm. I see that there's no mule power for pet sets in Beast Mastery. Robots can get away with only two pet uniques slotted at all and thugs and demons both can mule pet sets in gang war/hellfire. I think one of the things you're running into is that some builds just have some holes. Incarnates are alot of how we plug those. For example, having trouble hitting? Get the paralytic interface which causes the majority of your damaging attacks to do -def and suddenly it's easier to hit everything without having to stack more accuracy. Nature has a couple of ways to stack -resistance already so you can get away with no -res interface. You can do endurance really well so you don't need ageless. Barrier and musculature for damage and to enhance any debuffs you do, and paralytic interface so that your pets give themselves automatic accuracy help.
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I've been told boxing is a better overall attack than kick, but in truth boxing is there to fill out low level attack chains if exemplaring, it isn't part of any rotation at lvl 50 farming, it's just taken to get to weave tbh. I don't run tough in fire farms either, and I only put one slot in it so I could fit the two resist +def uniques without compromising slotting on another power. In practice, it doesn't really matter which one you take because you'll never use it on a farming focused toon. For reference, my rotation on my rad fire is Flames embrace, Melt armor (if up) fireball, burn, fusion, atom smasher, radioactive strike, radiation siphon if I need to heal, and by then fireball and burn are coming back up and get dropped again. A /mu would replace melt armor and fireball with lightning ball and electric fences. I have the rad haymaker, I use it when I tab onto a boss that's at more than half health to speed up clearing his target cap slot.
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Musculature is a generally solid choice. With demons nature, I'd say your second would be resilient. But there are not that many ways for an MM to buff all their pets damage, so musculature generally does more for you than anything else does considering how much you can handle just about any other problems an MM has with powers and sets. So far as your build goes... it seems pretty solid, though I would consider taking super speed with a stealth IO over stealth pool. You can take combat jumping as a LOTG mule and extra defense and with SS+celerity stealth the aggro will basically say on your pets over you at all times. And... it might be worth your while to consider respeccing out of super jump and into fly. Afterburner gives some more +defense if you get up to it, but more than that with your cone aoe heal I find that fly really lets me choose where I put my cone easily as demons/nature. Let the pets lead and follow them and any team, fly around to the right angle to try to hit everyone with the heal, works really well gameplay wise. Hover and afterburner can replace the stealth pool for LOTG mules and youll have fly instead of SJ. But demons nature is very much a "let the pets tank" build and those kinda builds tend to also let you escape pretty easily if your pets start biting the dust to resummon, so I'd say that your personal defenses aren't quite as important as like what you've done, having the recharge to keep buffs and healing cycling constantly.
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Alright I think I'm gonna cannibalize this. I'm thinking /rad for my secondary for the -def letting me stay light on accuracy slotting and still hit things. Thanks yall.
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So I haven't made a tanker since live. I have a level 1 Dark/TW tank that I intend to PL and drop as much money as it takes on to tank incarnate content, but that's an end game tank. I want to make a tank as well that's specifically really good with an attuned build like dropping down to tank Posi runs and such. My top two contenders right now for primary are rad and bio and for secondary like not /TW which I have to deal with sub par momentum useage. Throw some ideas at me and give me some pros and cons at sub 50 content?
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Go to the auction house and look at the attuned sets. Attuned sets have no level, they are equivalent to whatever level you are, exemped or not. And they keep set bonuses down to the minimum level to slot the set. There are some uniques you need. Miracle +recovery and performance shifter +end procs to start. What's your recovery like? How much end/sec do you regenerate?
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Builds are easy. Find a build you like, don't take the T1s, slot out the T2s with pet uniques, slot out your T3 for damage. Throw the T1 slots at some other stuff. It'll be weak. There's no avoiding that. You'll die easy, your pet will die easy, your damage will not be what it should be. There's a petless thread somewhere in this forum you can go talk to the people into that. But fair warning. You said "exemplar" and that means teaming. People on roleplay servers MIGHT put up with this. Maybe. But even there, when I see people talking about their weird "super limited" builds like making an ordinary citizen who has no superpowers and trying to solo it to 50, I mostly see them talking about soloing it to 50. Not on a roleplay server? Nothing personal, but I'd kick a petless/t3 only MM the second I saw them show up to an ITF or iTrial. Nope. Not gimping the team by including someone who gimped themselves on purpose. Be prepared for your character concept to not be welcome except in costume contests and RP based PVE.
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I wrote a keybinding guide that could get stickied.
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Whats up. You don't want /ff. You really do not. I know it's popular, thats because it's very set it and forget it. It's also an extremely early blooming secondary that turns to dogshit late game, especially solo. /FF is a toolkit that only has one tool in it. A tool that is among the most widely and commonly available tools out there. Defense! Cool! Half the builds in the world at 50 are softcapped now, teams won't need you and you'll suck solo. Now, you want to lead from the front. A few bits of info about the MM class. - Without provoke from the presence pool, you will not personally hold aggro for long against anything. Your damage comes from your pets and you have no inherent taunt on any attack so your aggro is based around how much damage you do only. - Even with provoke, building around planning to personally face tank things with your pets in bodyguard is difficult and will force you to perhaps sacrifice other things you'd want to have for survivability purposes or damage purposes. - We are weak to mez. Many of our secondaries offer little to no protection from it. I have a /traps that actually has mez protection with FFgen, and even he worked up to his "held, sleeping, etc" badges pretty quickly cause it doesn't protect me against everything and sleeps get through often. If you want to tank at all as an MM, you have to build a good bit around mez protection. - Bodyguard mode. When the MM class first came out, we were getting one shotted left and right. In PVP we were fucking useless, fly by and snipe us once in the middle of our pets and watch us die in one shot. Anything that threw out AOEs was murdering us at the start of fights. So the devs came up with bodyguard mode. If your pets are in defensive stance and under follow you, stay, or goto location orders, and you are in supremacy range (40' from your pets or less) every time you take damage, you take 2 parts, every living pet takes 1 part. 75% damage reduction by bleeding damage onto your pets. This splitting of damage takes place after your personal defense and resistance come into play. Misses you, misses the pets. Hits you, gets reduced by your personal resistance, THEN gets split up among the pets. Suddenly MMs went from the squishiest class in the game to on par with brutes for tanking, just below real tanks. So, even if you are leading from the front, you want to be in bodyguard or you will die fast. If you're in bodyguard, you want the ability to heal yourself and all your pets at once because you will all be taking damage, and ways to protect yourself and all your pets as well. /Time will do it. If you build some mez protection into the build, /time comes with a solid way to throw a bunch of defense at your pets (farsight) as well as a bunch of debuffs for enemies and buffs for you, like chrono shift giving you an extra 50% global recharge on top of hasten and set bonuses. /time has no mez protection at all other than defense, you'll have to really build yourself into tank status personally, if your defense is much lower than your pets it's better for them to tank over you, everyone will take more damage if theyre hitting you vs missing your pets. /Traps will do it well. I'll put it this way. You lead from the front different with /traps. Like, I have super speed with the stealth IO in it that makes super speed basically be stealth. I run right up into groups, start dropping traps, and by the time enemies fight off my mezzes on them and start attacking, my bots are already opening up on them. I go in first, but I seldom get aggro. If I do, though, /traps ffgen give me both defense and mez protection and since I am not trying to personally tank, I give no fucks if I get mezzed for a minute, so far I have not run into the enemy group yet that can kill more than one of my bots before I drop mez. Usually I'm just sleeping while my bots murder everything around me. /Dark will do it well. /Dark stacks so much -tohit so fast that if you debuff well it's basically like adding defense to yourself. You can pull groups with darkest night, your AOE debuff toggle, and everything will immediately come after you. It has a really solid AOE heal with the caveat of having to hit an enemy with it to successfully heal. Comes with mez of your own to throw at enemies so that maybe they'll be the helpless ones not you. /thermal and sonic I would think would do decently well. Resist sets over defense, so you'll get hit more, but take a good bit less damage. I haven't tried either set yet, so I can't give you any more details on how to use them for your concept. /nature you want to avoid. Not because it's weak, it might be the overall strongest healing set in the game. But /nature is NOT a lead from the front set lol. It's main heal is a cone in front of you not a PBAOE, your place as /nature is behind whoever is fighting =p I'd say the same about /pain. Healing sets are not going to be lead from the front. /Trick arrow could be, but you'll be weak defensively and have to build around that. For primaries, I would say bots or demons. Why? Ninjas and mercenaries are weak, playable, but weak. I can't make myself enjoy anemic sets, especially ninjas I hate resummoning as much as I had to trying to use those. I also kinda think ninjas are the ugliest set. Just so...plain. Thugs are a great set, but leadership doesn't apply to you. Demons give you a resist shield and bots give you a defense shield, if you wanna lead from the front I would pick one of those two so that your pets help your survivability directly. Demons/thermal, demons/dark, bots/dark, bots/traps, either and time, any of these combinations would be able to do what you want if you built them for it, pretty sure. Though my top two picks personally would be bots/traps or bots/dark to lead from the front like you want to.
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MM builds? Alright. This is my Bots/Traps. This is an anything killer. Between poison trap and your assault bot you can stack -1500% regen on an AV. Yeah you read that right. Flatline their regen. It does -20% resistance from acid mortar and another -20% from caltrops procs. It does -tohit from both your seekers and the protector bot seekers. It does a shitload of -def with acid mortar, I'd have to check the numbers but it's alot. It does area denial with caltrops, letting you pile enemies up on doorways to burnpatch down. It does +def, +tohit, +regen, +mez protection. On everyone in your bubble. And you know, 60 some odd percent S/L/E resistance on top of all of that, on top of bodyguard? Anything that shoots you instead of your bots you laugh at because they're wasting their time. I've face tanked infernal with this build. Not for super long, but judgment into electric fences into poison trap into prestige attacks kept him on me instead of my bots for a solid 30 seconds. Soloed psychic clockwork king before incarnates with this build. That took a solid 20 minutes. He runs and you can't immobilize him. It can fit aid pool lol. Traps is a very laid back playstyle overall. What do you do when the traps are all down? Direct your bots, heal people, immobilize things with your 10 second lightning cages or your 2 second web grenade. Summon your next set of seekers, drop a second patch of caltrops because I stacked the fuck out of recharge everywhere I could. Notice my build has no incarnates? This will carefully solo +4x8 before you get any. With protector bot slotting, proper ffgen slotting, and early pet uniques you can softcap your pets almost as early as /ff can. Make the build all attuned enhancements and it exemplars really well. Add musculature core, barrier core, and support core? Congratulations, you, your bots, and most likely your team are now immortal and your bots do even more damage and your secondary does even more defense debuffs. You can even take the musculature that enhances tohit debuffs, you've got two of those too between yourself and the protectors. It doesn't do the DPS of thugs/storm, but it doesn't have to. If you're against a single hard target, their regen is gone when the fight starts and after that it is only a matter of time and staying alive until whatever it is is dead. It is safter than /ff is. Debuffs for the enemy, buffs not just to defenses, but to resistances and regen for you. A /trapper warning. This is a playstyle build entirely around building yourself a mini base that you can hardly be touched in. Whether you ss into a group with your bots and drop a poison trap and caltrops then an acid mortar on choking enemies, or set yourself up and start flinging prestige powers to pull stuff into your killzone, traps is a late blooming, slow steamroll set. Lots of people complain that /traps isn't up every mob, that the recharges are long and that they can't keep up with a fast steamroll made of brutes and blasters and support. Yeah you can, if they're moving that fast the fuck do you need to drop an acid mortar for? /traps is a *toolkit* made up of VERY powerful tools. When you don't need them, who cares. I have a super tanky TW/Bio that has made several people comment when they watch me walk up to a spawn and walk away from a pile of corpses literally 15 seconds later that they kinda want to try TW/Bio now. Bots/traps will never be quite that fast, even if you manage to immob an entire group in burn patches and keep them there, it'll still take you about 25 seconds to make the same pile of corpses lol and you won't nail every spawn that well. But my TW/Bio brute can't straight up carry 7 participating lvl 35s through a +3 to +4 ITF. People will die, messes will be made, and eventually it'll just be me power leveling 7 dead/inert lowbies. My /traps drops the +4s defense and resistance enough for the 35s to both hit things and actually contribute damage. While holding them, immobilizing them, debuffing their regen so the small contributing attacks stack up and aren't irrelevant, protecting me, protecting my allies and pets, and generally being an all around super helpful badass who can carry the team while taking the time to watch team health bars and dropping Aid Pool heals on people/bots who need them. I even manage to slot sudden accelerations into 2/3 tiers of pets. It increases dps. The more shit in burn patches, the faster everything dies. I'm very close to my surgeon badge for healing a million hitpoints. I can farm about 50m infl/hr before drops in lethal farms. I can solo doors in BAF with no escapes. This set is fucking ridiculous. Oh and do some math. 6 pets alive, you're hit with an attack, you're in body guard. Everyone takes damage, everyone is in triage beacon, everyone heals. Two minute duration, so, just constantly heals. Then triage becon procs a +absorb unique on everyone within it's radius. People say triage beacon is garbage. No. No it is not. /LoveRant over Villain Plan by Mids' Reborn : Hero Designer 2.6.0.5 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Level 50 Science Mastermind Primary Power Set: Robotics Secondary Power Set: Traps Power Pool: Leaping Power Pool: Medicine Power Pool: Speed Power Pool: Leadership Ancillary Pool: Mu Mastery Villain Profile: ------------ Level 1: Battle Drones CaltoArm-Acc/Dmg/Rchg(A), CaltoArm-Dmg/EndRdx(3), CaltoArm-Acc/Dmg(3), CaltoArm-EndRdx/Dmg/Rchg(5), CaltoArm-+Def(Pets)(5), SuddAcc--KB/+KD(7) Level 1: Web Grenade Acc-I(A) Level 2: Caltrops ImpSwf-Dam%(A), Ann-ResDeb%(7), PstBls-Dam%(9), JvlVll-Acc/Dmg/End/Rech(9), Rgn-Knock%(11), Slow-I(11) Level 4: Triage Beacon Prv-Absorb%(A), Prv-Heal(13), Prv-Heal/EndRdx(13), Prv-EndRdx/Rchg(15), Prv-Heal/Rchg(15), Prv-Heal/Rchg/EndRdx(17) Level 6: Equip Robot EndRdx-I(A) Level 8: Super Jump BlsoftheZ-ResKB(A), BlsoftheZ-Travel(17) Level 10: Acid Mortar TchofLadG-%Dam(A), TchofLadG-DefDeb(19), TchofLadG-DefDeb/Rchg(19), TchofLadG-DefDeb/Rchg/EndRdx(21), TchofLadG-Rchg/EndRdx(21), TchofLadG-DefDeb/EndRdx(23) Level 12: Protector Bots SprCmmoft-Acc/Dmg/EndRdx/Rchg(A), SprCmmoft-Acc/Dmg(23), SprCmmoft-Acc/Dmg/Rchg(25), SprCmmoft-Dmg/EndRdx/Rchg(25), DefBuff-I(27), DefBuff-I(27) Level 14: Aid Other Pnc-Heal(A), Pnc-Heal/+End(34), Pnc-Heal/EndRedux/Rchg(50), Pnc-Heal/Rchg(50), Pnc-EndRdx/Rchg(50) Level 16: Force Field Generator LucoftheG-Def/Rchg+(A), DefBuff-I(29), DefBuff-I(29), ShlWal-ResDam/Re TP(31) Level 18: Aid Self Heal-I(A) Level 20: Field Medic RechRdx-I(A) Level 22: Poison Trap UnbCns-Dam%(A), UnbCns-Hold(31), UnbCns-Hold/Rchg(31), UnbCns-Acc/Hold/Rchg(33), UnbCns-Acc/Rchg(33), UnbCns-EndRdx/Hold(33) Level 24: Hasten RechRdx-I(A), RechRdx-I(34) Level 26: Assault Bot SprMarofS-EndRdx/+Resist/+Regen(A), SprMarofS-Acc/Dmg/EndRdx(40), SprMarofS-Dmg(42), SprMarofS-Acc/Dmg(42), SprMarofS-Acc/EndRdx(43), SuddAcc--KB/+KD(43) Level 28: Seeker Drones CldSns-%Dam(A), CldSns-ToHitDeb(43), CldSns-Acc/ToHitDeb(46), CldSns-Acc/Rchg(48), CldSns-ToHitDeb/EndRdx/Rchg(48), CldSns-Acc/EndRdx/Rchg(48) Level 30: Maneuvers LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(37), LucoftheG-Def(37) Level 32: Upgrade Robot EndRdx-I(A) Level 35: Charged Armor Ags-Psi/Status(A), Ags-ResDam/EndRdx(37), Ags-ResDam/Rchg(39), Ags-ResDam(39), Ags-ResDam/EndRdx/Rchg(39) Level 38: Tactics AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit(40), AdjTrg-ToHit/EndRdx/Rchg(40) Level 41: Super Speed Clr-Stlth(A), Clr-RunSpd(42) Level 44: Electrifying Fences GrvAnc-Hold%(A), GrvAnc-Immob(45), GrvAnc-Immob/Rchg(45), GrvAnc-Acc/Immob/Rchg(45), GrvAnc-Acc/Rchg(46), GrvAnc-Immob/EndRdx(46) Level 47: Combat Jumping LucoftheG-Def/Rchg+(A) Level 49: Burnout RechRdx-I(A) 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: Sprint Empty(A) Level 1: Supremacy Level 2: Rest Empty(A) Level 4: Ninja Run Level 2: Swift Empty(A) Level 2: Health Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(36) Level 2: Hurdle Empty(A) Level 2: Stamina PrfShf-End%(A), PrfShf-EndMod(34), PrfShf-EndMod/Acc(36), PrfShf-EndMod/Rchg(36) ------------
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A few things in response to this cause while you have focused on builds, I focus more on the environment. Static maps are still slower for active farming. I run a rad/fire/pyre with an under 6 minute clear time and you know Rad/fire is not nearly as afk a powerset as /spines can be. Running from group to group takes up time, but what takes up more time is that when you are running from group to group it can be difficult to stay target and aggro capped. The reason those open maps speed efficiency so damn much is that training patrols into you gives you much higher chances of spending more of your time on the map with enough enemies around you to stay target and aggro capped. Your inefficiency starts as soon as you are not target and aggro capped. In the rainbow asteroid, I can spend most of my time in that map target capped. I can use fireball and my judgment to pull nearby groups into me and maintain my aggro. That's what let farmers reach unheard of levels of efficiency. Maximinzing infl per minute once your survivability is taken care of is about 2 things. Maintaining the aggro cap as long as possible so that you can stay in your damage rotation without pause, and doing as much damage to those targets as you possibly can as fast as you can through whatever means. Your build will help you with the second one very much, but the first is 95% about the map and enemy set up on it. The only way I could imagine making the rainbow map MORE efficient is to somehow make it smaller lol with the same number of mobs so that everything spawns within aggro range of you or something and enemies just run to fill the aggro cap vacated by newly dead enemies. Though I would be interested in hearing why you like /mu so much. I haven't tried it, I like pyre and melt armor and fireball. /mu I use for toons that have KB issues, like my bots/traps.
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Its very possible, I think I run 9 toggles including tough and weave. However, between parasitic aura and DNA siphon If one of them is up I don't OOM. Ive also somewhat figured out that part of my mana issues are that anything less than +4 or incarnate I can tank without my clickies, and without my clickies....
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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.
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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 2.6.0.5 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 ------------
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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.
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This is my farm built. Villain Plan by Mids' Reborn : Hero Designer 2.6.0.5 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.
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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.