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MitchEvans

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Posts posted by MitchEvans

  1. Start with the Scrapper/Tanker/Brute Fire Melee set.  Move the slider to lvl 50 xp. Pick the powers that only do fire damage, like scorch, fire blast, incinerate (or combustion? one of those has some smash dmg IIRC), breath of fire, etc. Once you have 100% XP at 50, move to the secondary set.  For bosses, you might not cap XP with just the primary.

     

    In the secondary, I like to use super reflexes and take Enhanced senses to give mobs extra PER so they herd easily.  You should be able to get to 100% XP for minions, lts, and bosses with only fire damage and enhanced senses.  I don't bother with EBs and higher.

     

    Also set the mobs for melee, no flight, etc.

     

    Then start your faction with 3 minions, 2 LTs and 1 boss.  That should give you the best spawn size.  For more variety of costumes, the ratios seem to affect spawn size, but I haven't worked out the ideal ratio overall.  So I try to keep that 3:2:1 overall (e.g., 6:4:2, 9:6:3), but there's some trial and error there. When in doubt, I add minions and LTs before bosses.

     

    If you don't want to boost perception, just pick a secondary and give them the weakest defense to some non-fire dmg.  The move boost in Electric Armor, another fire only attack from the blaster secondary, etc.  You could give them a trash S/L defense or resist, but that can hinder any non-fire farmer hitters that might join you.  If you need to get that last bit of XP on a boss or EB, even build up is okay, because buffed mob ACC and DMG won't matter if you're capped to their DMG type.

     

    HTH

  2. On a related item, why must the graphics display missed shots so dramatically? I understand my blaster may not hit with every attack, but does the game really need to make him look completely foolish with the shot going so wildly off target (like 60° off)?

    • Haha 1
  3. Why 6-slot Frozen Blast in Ball Lightning?  Usually, Ball is best for pullinging nearby groups into the meat grinder.  But the immob proc works against that. I prefer putting the winter set into electric fence, since the immob is redundant, but the 6-set defense bonus still comes in.  That way fences serves to pile on dmg for the meat grinder, and ball lightning can still drag over more mobs.

    On 1/18/2021 at 12:26 AM, IronJuke said:

    More than a Farmer

     

    Hi, I am posting my build to show you what can be done with this AT.

     

    I can do most any content with this build as I have capped S/L Resists and just about soft capped Defenses for S/L & Melee.  

     

    It farms great, but also does just about everything else.  It costs about the same as other builds that have been posted. 

     

     

    Villain Plan by Mids' Reborn : Hero Designer 2.7.2.10
    https://github.com/Crytilis/mids-reborn-hero-designer

    Click this DataLink to open the build!

    Absolute Angel: Level 50 Magic Brute
    Primary Power Set: Radiation Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Radioactive Smash -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5)
    Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-EndRdx/Rchg(7), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(9), UnbGrd-Max HP%(48)
    Level 2: Blazing Aura -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(11), SprBrtFur-Acc/Dmg/Rchg(11), SprBrtFur-Dmg/EndRdx/Rchg(13), SprBrtFur-Rech/Fury(13), SprBrtFur-Acc/Dmg/EndRdx/Rchg(15)
    Level 4: Healing Flames -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(15), NmnCnv-Heal/EndRdx(17), NmnCnv-EndRdx/Rchg(17), NmnCnv-Heal/Rchg(19), NmnCnv-Heal/EndRdx/Rchg(50)
    Level 6: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(19)
    Level 8: Radiation Siphon -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(21), KntCmb-Dmg/EndRdx/Rchg(21), AchHee-DefDeb(23)
    Level 10: Temperature Protection -- Ags-ResDam/EndRdx(A), Ags-ResDam(25), Ags-Psi/Status(25), Ags-ResDam/EndRdx/Rchg(27)
    Level 12: Taunt -- PrfZng-Taunt/Rchg/Rng(A)
    Level 14: Kick -- FrcFdb-Rechg%(A)
    Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-Rchg/ResDam(29), UnbGrd-ResDam/EndRdx/Rchg(29), StdPrt-ResDam/Def+(33)
    Level 18: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(31), Ags-ResDam/EndRdx/Rchg(31), Ags-ResDam/Rchg(31), GldArm-3defTpProc(48)
    Level 20: Irradiated Ground -- Obl-Acc/Dmg/Rchg(A), Obl-Dmg/Rchg(33), Obl-Acc/Rchg(33), Obl-Dmg(34), Obl-%Dam(34), Obl-Acc/Dmg/EndRdx/Rchg(46)
    Level 22: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(34), LucoftheG-EndRdx/Rchg(36), LucoftheG-Def/EndRdx/Rchg(36), LucoftheG-Def/Rchg+(36)
    Level 24: Consume -- RechRdx-I(A)
    Level 26: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(37)
    Level 28: Burn -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(37), SprUnrFur-Acc/Dmg/Rchg(37), SprUnrFur-Dmg/EndRdx/Rchg(39), SprUnrFur-Acc/Dmg/EndRdx/Rchg(39), SprUnrFur-Rchg/+Regen/+End(45)
    Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(39)
    Level 32: Atom Smasher -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(40), SprAvl-Acc/Dmg/EndRdx(40), SprAvl-Acc/Dmg/Rchg(40), SprAvl-Acc/Dmg/EndRdx/Rchg(42)
    Level 35: Fiery Embrace -- RechRdx-I(A)
    Level 38: Electrifying Fences -- TraoftheH-Dam%(A), TraoftheH-Immob/Acc(42)
    Level 41: Ball Lightning -- SprFrzBls-Acc/Dmg/Rchg(A), SprFrzBls-Acc/Dmg(42), SprFrzBls-Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/EndRdx(43), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43), SprFrzBls-Rchg/ImmobProc(48)
    Level 44: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-EndRdx/Rchg(45), LucoftheG-Def(45), LucoftheG-Def/Rchg(46), LucoftheG-Def/Rchg+(46)
    Level 47: Hasten -- RechRdx(A), RechRdx(50)
    Level 49: Fusion -- RctRtc-Pcptn(A), GssSynFr--Build%(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 -- Pnc-Heal/+End(A), Mrc-Rcvry+(23)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PrfShf-End%(A)
    Level 10: Shadow Recall -- Empty(A)
    ------------

     

     

    Absolute Brute Radiation Melee Fire.mxd 5.22 kB · 6 downloads

     

  4. Mind/Electric Dominator - Anya Rism 

    Rad/Fire Brute - Cheryl Nobel

    Electric/Dark Brute - ForceMajuere

    Electric/Electric Tank - Circuits Maximus

    Irish Bruiser Invuln/EM Tanker - Big Paddy Kane

    Fire/Kin Corruptor - Friction Dancer

    Dark/Electric Controller - D'Arc Guardian

    Electric/Dark Dominator - Madame D'Arc 

    Illusion/Poison Controller - Psycho Delica

     

     

     

     

     

  5. I've searched for the answer to this fairly basic question to no avail.

     

    When building a custom enemy faction, what determines the ultimate mob density/numbers?

     

    I understand that setting object and captive spawns to hard helps, but is there any particular ratio of Minion/Lt/Boss needed to optimize the spawns?  Some of my farms seem to generate only thin packs of mobs.  When I do get better spawns, I can't decipher what makes spawn density improve.

     

    TIA.

  6. Thanks for your response and input. I generally avoid SS. Just dislike that power.  Considered CJ/SJ which I like on melee types, but I don't need the CJ defense, and the QoL of flight/hover with speed on demand binds, and the added LotG and QoL from Afterburner always catch my fancy.

     

    Proton sweep also feels kinda meh to me.  A lot of animation lag for what seems to be a short and meager cone.  I will consider the potential of proc slotting ball lightning though.

     

    Thanks again

  7. On 8/28/2020 at 11:23 PM, HelenCarnate said:

    If you want decent times with a spines character, you will need to learn to use Throw spines and hit as many targets as possible every time.  Outside of that power, Rad is way better for farming.

    I like the other powers in Spines, it's just Spine Burst that fall flat IMO.   My rotation for big mobs is a mix of Burn, Throw Spines, Ball Lightning and Elec Cages.  Throw in an ion judgment from time to time, and Spine Burst never fits in.  It's basically a parking spot for 5 Scirocco slots.

  8. I've been playing two different Spines brutes as baby farmers, one /Bio and one /Fire.  They both work pretty well, even though I haven't geared up with purples etc.

     

    In my travels, I have become very underwhelmed with Spine Burst.  The animation is glacial for nominal payoff.  I'm very tempted to respec out of it and rely on Throw Spines, Ball Lightning, etc. for AoE damage.

     

    Is that nuts?  I see various high-end builds include it, but can't see how it ever fits into a rotation.  What am I missing here?

     

  9. Is there any way to see how many and/or who is queued in the LFG system?  Seems like it would save time and reduce chat spam if someone with a team of 7 could see if they'll "pick up the spare" by launching the queue instead of spamming the LFG channel for the last member.  It would also cut the constant "any TFs starting" spam as well.  Don't want to organize a TF?  Jump in the queue and you can get scooped up.

    • Like 2
  10. Hopefully, this Is the right forum for this bind tech question.

     

    I understand that binding two powers to one key (unless they are mutually exclusive like fly/hover) doesn't work. The game processes the first command, but cancels it to execute the second.

     

    I noticed that the inspiration combo binds use this to combine insps in order.  So if the last command to combine fails for lack of appropriate insps, it falls back to the second to last.

     

    Question: does the same "backtrack" logic work if the last command fails to execute because the power is on cool down?  I'm thinking about binding Aim or Build up to some movement or power keys so I can always fire it off when available.  Wouldn't something like

     

    /bind P "powexec_name Brawl$$powexec_name buildup" 

     

    Do this?  I.e., pressing P fires off build up, if build up is on cool down, will P "backtrack" to execute Brawl?

     

    Thanks.

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