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crimson72

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  1. I made 3 of those brutes and they work pretty well, it's completely hands-off, unlike the ones I was running that required a little bit of management. Enhancements cost about 1 billion for each, factoring in fluctuating prices, but once you get them going you no longer care about fluctuating prices. I don't even bother emptying my salvage tray anymore, and just ignore it.
  2. AFK Brute. I came up with this, it's sorta budget (which is what I'm looking for). If anyone has any improvements for this that doesn't involve slotting purples, I'm open to suggestions. It needs 4 accolades, and I didn't set any incarnate powers. It's defense cap, 35/s HP regen + procs. Only thing I'm not 100% sure on is accuracy, but I believe nerve core should probably get me there. Even without accolades, it's 46.53% def and 31.22/s HP regen, which might still work, but stamina might be an issue without the accolades, but I believe popping ageless core right at the start of the run should make it OK on a 5 minute farm (with performance shifter procs). Brute (Radiation Melee - Fiery Aura).mbd
  3. Anyone got a rad/stone armor (I'm not too pick on the primary to be honest) brute build? I got like a 200m budget. Looking to get S/L def 45%, capped S/L resist, and rooted should get me plenty of regen. Optimizing dps isn't that crucial on a 200m budget, I just need to be able to survive. I'd prefer to not 'need' granite armor, the question is how easy (cheap) will it be to cap S/L resists without it. I tried messing around on mids, but I don't possess the knowledge on set bonuses, and skills/slots to optimize those bonuses.
  4. Care to post a build for one, preferably one that's not all decked out in purples, something that gets me the bare minimum in defenses and resists? My budget for an afk brute is like 200m maximum. I don't possess the game knowledge to experiment with sets, every time I've tried it's gone horribly wrong. I just copy and use others builds in any game with "theorycrafting" involved because I simply suck at it.
  5. Ok, so does anyone have an updated guide for how afk fire farming is supposed to work in 2025 (not 2022, 23, etc). I have tried following those guides and they are no longer relevant. The mobs don't even aggro like I've seen in some of the old video demonstrations. Here's what happens when I do this. I park near the NPC, turn my toggle attack on, and go AFK for 10 minutes, come back, and the map should be clear, or mostly clear, yes? Well, it's not. I come back, the NPC is dead, and supposedly invincible phantoms aren't actually invincible, and 50% of the enemies on the map are still there, and I observe a pack walking right past me within 50ft making no attempt to engage my afk tank. So please tell me how this is supposed to work.
  6. I need a build that gets me as much fire defense & regen as possible with no purple or unique sets. I'll budget those later, but I need a starting point. If it's not possible to do with no purple/uniques, show me the build that can do it with the minimum amount of purple/unique sets.
  7. I got the combine script. I got several problems with it. I don't know which inspiration types to disable, if you do this do you just enable large, medium or small? Because you can't combine 3 blues into a red if they're different sizes. So if all sizes are enabled, you end up with a full inventory of "not reds" that won't combine into reds. Also the script doesn't seem to combine 3 break frees into a red, so I guess you disable break frees? I tried the combine script, and I still end up gassing out on inspirations 3-5 minutes into a run, and I often run into scenarios where I got almost a full inventory of inspirations, 2 of everything, but 3 of nothing with no reds left to burn and I'm running with no reds up. So, I must be doing something wrong here, I just don't know what. It almost seems like I get more mileage by simply disabling all inspirations except for red ones. But if that were the case, everyone would be doing that, and nobody would be using the combine script. I must be missing something here.
  8. Mercs/Marine works, if you drag along 2 afk rad/fire brutes with you on follow. Technically anything works in that scenario, but it's pretty fun to do with MM. Marine debuffs hugely enhance the carnage as well. The defense debuffs from the rad/fire brutes, as well as the extra tactics buffs help land hits against +4 enemies. The newer aggro rules make it hugely more likely that the bosses are pulled by the brutes, and if the pets get aggro it's by weaker mobs, this helps them survive even in a huge & chaotic pull.
  9. Instead of just nerfing Brutes and trying to balance them alongside Tanks, they should create more distance between these two ATs. Let Brute be the melee specialist that's adequately tanky, and push Tank into the aggro control role. Increase the aggro limit for tank, allow the taunt to hit more targets, increase the AOE of the taunt, the class will still have a purpose in team play and a single tank would still have a lot of value on a large team if they can hold more aggro. IMO, this is how it should be. Instead of just declaring war on Brutes, look at it as a each class having their role. Scrapper - Highest dps melee, less tanky than Brute Brute - Lower dps than Scrapper, but tankier Tank - Lowest dps, but is the sturdiest with superior aggro control. IMO, If Scrapper doesn't out DPS Tank or Brute, then it should. Even if Scrapper builds aren't adequately tanky enough to solo pull +4 x8, the trade-off is they should outperform on damage. I don't see that many scrappers playing unfortunately which can only hint at one thing. I don't see "farm scrappers", if they were adequately tanky and did more dps thank Tanks, I'd be seeing them instead of Tanks in pocket D. I wouldn't mind playing a Scrapper, but on the other hand I'm not looking to just play a potentially worse Tank/Brute that shares most of the primary and secondaries with Tank/Brute. The difference between these classes had a lot do to with certain primary and secondaries being unique to them. You used to not even be able to make a Spines/Regen Brute for example. They need to reconsider just giving every class access to more power pools, because by doing this you're making multiple classes feel the exact same to play, and classes lose their uniqueness.
  10. I was getting ready to level up a tank, but if it's gonna get nerfed, why bother? I can just make another brute. Tanks probably won't beat Brutes on area damage after the nerf. If you're fire farming, brutes easily hit resist cap, so surviving is a non-issue. Brutes are supposed to deal more damage than tankers as a trade off for tankers being sturdier. Whoever's idea it was to give tanks more damage than brutes must have been dropped on their head when they were a baby. If you're going to do something with tanks, why not give them some extra defenses/resists when engaged by more targets in a similar way that brute gains offense? That'll at least help with resists or defenses against damage types your power set might be lacking in, and would make tanks a whole lot more well rounded than brutes defensively for a wide variety of content. The only move tank should hit for extra targets with over Brute is with the taunt. It wouldn't even bother me if tanks had a slightly higher aggro limit than Brute. You see, there's a number of ways you could go about balancing tank. Single target damage doesn't really matter that much outside of PVP, for PVE content aoe damage has always been king. To make the tank the class who does the most damage in close quarters is beyond stupid, it's literally retarded.
  11. Build slot 1 is totally scuffed, but I got 2 & 3 open. I'd prefer a yellow/orange (budget) build for #2, and I'll do best in slot for build #3. So I need recommendations for budget & meta. Also, if any of you have suggestions for a MM build that can multi-box follow in fire farms without ripping every other pull, I'd be interested in making another MM build separately for that purpose. The other way around might work as well, control the MM, and have the brute/tank follow me.
  12. Making things free on the low player shards might help boost activity on them. Or, making 1 server where enhancements are free (besides beta) might be a happy median.
  13. Just get rid of the AH, and add NPC vendors for the recipes and components which you can use influence to purchase.
  14. During live, SGs often gave a 1-2 million bonus to new players to at least buy DOs and SOs during the leveling process, players like me with farm tanks literally had 100s of billions, so basically the big pockets funded the DOs and SOs for the leveling players in any SG worth mentioning, that's how it worked. Level 50 players had enough inf to fund the enhancements for their own alts. SGs that didn't help new players, or do PLing at portal were generally useless. This game was always considered casual.
  15. The solution to this is to just farm pocket D with a tank. You'll be able to support regular IOs for your characters no problem, but you might as well forget the set/special IOs even exist unless you find recipes for them. Just forget the market/AH exists, you'll be better off.
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