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Updated Claws numbers. Added a note to the Incarnates section about Banished Pantheon. Added new numbers, info on rotations and a new all purpose build that can tackle general content! So I've been doing some testing and refining on my farmer builds and wanted to start up a bit of a repository for farming builds. There are some builds scattered here and there through the forums and discord but nothing terribly centralized. I have a selection of 3 4 traditional /fire brutes with different primaries that can all farm at 2 million influence per minute or higher. I will also have a follow up post with 3 alternate scrappers, one is a dedicated farmer and two are traditional builds that are capable of farming at respectable rates. I'm not claiming any of these are the end-all-be-all of farming builds but I haven't seen any posts so far with a combination of builds and expected results so I figured I would put this out there. Statement #1: I'm a lazy bastard. Some of the builds are unfinished (In terms of incarnates, IO builds are all complete). I play said builds using a Logitech mouse macro because I can't be assed to pay full attention when I'm farming. This means that the rotations are not perfect, sometimes powers get missed, sometimes things like Ion Judgement get fired off at like 6 targets. This isn't going to change, and the numbers in this post will reflect that non-perfect level of play. I think this probably gives a more realistic expected result than snapshot perfect rotations and such... but mostly, see statement #1. Statement #2: Assumptions are made. The core farmers were run on Arc# 2915. This is $Comic Con Fire Farm$ by @brigg and is clamped at level 49. I'll explain why this is important at the bottom of the post for those who don't know about it. Inf gain was tracked with Herostats. Each run starts with a tray full of small red inspirations. Reds are popped as needed (in my case, rapidly at the beginning of the run because it's part of my macro and... see Statement #1), then combined throughout the remainder of the run. The timer continues to run from the moment zone in is completed on mission 1 until Exit is clicked on mission 5. Lore, Hybrid and Judgement are used on cooldown throughout the run. Runs are full but not 100% complete in that all packs are cleared but I don't chase down every straggler. The NPC is used to help gather mobs and Ball Lightning is used to pull packs that patrol nearby to cut down on potential travel time. The core farmers are all brutes with the /fire secondary, bottom line is nothing can keep up with this, it's the gold standard of farming for a reason. Inf Per Minute Inf Per Hour Clear Time Rad/Fire (New) 2,300,107 138,006,431 23:20 Spines/Fire 2,295,431 137,725,907 21:59 Rad/Fire (Old) 2,288,810 137,328,603 Unavailable Savage/Fire 2,250,996 135,059,786 22:28 Claws/Fire (Farm) 2,170,498 130,229,936 23:14 Claws/Fire (Content) 2,105,686 126,341,219 24:38 Elec/Fire 2,010,323 120,619,380 25:02 The clear times listed above start once loaded into the first mission but before moving or activating anything and end when the Exit button is clicked at the end of mission 5. This does include load times out and back into missions throughout the arc. Both the Rad and Spines are complete, full builds with full T4 incarnates (Assault, Ion, Carnies Radial, Reactive, Ageless and Musculature). Switched both Rad and Spines to Degenerative T4 and they both saw small increases of less than 100K. Savage now has T4 Musculature, Ageless, Reactive, Hybrid and Lore with T3 Ion. SS Now has T4 Musculature and ageless with T3 Reactive, Assault and Ion, no lore slotted yet. Claws (Farm) has T3 Musculature, Assault, Ageless, Degenerative, Ion and T3 Banished Pantheon. Claws (Content) has T4 Agility, Barrier, Assault, Degenerative, Ion and T3 Banished Pantheon. Elec has T3 Musculature, Assault, Ageless and Degenerative with T2 Ion and no other incarnates slotted yet. The builds that follow are dedicated farming builds and not going to be useful in content outside of AE fire farms. The influence gains reflect that compared to the alternate farmers showcased in the next post. A small change suggested by Luka on discord (@Luka#8022 on Discord, @12thPower here on the forums). Change Fiery Embrace to a single slot 50+5 Recharge IO. Slot Fusion with Gausian ToHit/Rech, Rech/End and Build up Proc. Fiery embrace will now be exactly double the recharge of Fusion so you can line them up to use together every other rotation. While this was specific to the Rad Melee build all of the standard build up powers should be 90 second CD by default (this will not work for rage or any of the other unusual ones) so this change should be universal across the /Fiery Aura builds and gives you a floating slot that you can do what you like with. Adding the Numina Proc to Health on the Rad build was one suggested possibility. This was a great suggestion and adds a nice little bit of flexibility to those who like to make sure cooldowns all line up nicely! What's the deal with level 49 farming anyway? Some important notes about difficulty settings, especially for starting farmers! Incarnate choices and the reasons to make them. Work those hips! Getting your rotation nailed down. So fancy I might need a second monocle. Amazing, Fancy macros and binds from Luka for inspiration combining and use. Touching the Muse, Inpirations and the dirty things you can do with them! Use the above macros, they're superior in pretty much every way! I've attached the Herostats logs for each of the runs. Elec and Savage don't seem to be actually reporting their damage properly even with all the appropriate channels enabled in the combat log so their damage numbers aren't going to add up like they should, but perhaps these can be of use to someone. For some reason the Claws General Build log didn't work correctly so I ran another test, the numbers in the attached log won't match the inf listed above but it gives a log to examine and a rough time estimate for the run times. The logged run is slightly lower inf (2.07 mil/minute) but well within variance. Test Logs.rar
Most of the "Proc Monster" discussion seems to center on damage. I got interested in what other nifty things could be done in the new PPM world.... Powers that used to be questionably bad because of long cooldowns are now procilicous. And although it's technically percent based so not a PPM, having seen what Bonfire with 'Overwhelming Force: Chance KD' can do you, get the idea of what amazing non-damage impacts procs can potentially have... Leviathan Mastery FTW So what makes MM Leviathan special? Mainly a single power. All the MM Epic Hold's have a long 32s cooldown making them great for procing. But Knockout Blow from Leviathan Mastery stands out, in that it already does massive damage, plus it accepts Hold, Melee and KB IO sets, and has a massive 40s cooldown. If that wasn't enough it's also a Mag3 hold and has a base accuracy of 90 rather than the standard 75, so we can skimp on accuracy for more procs! And if all that wasn't enough Leviathan gets another hold power, plus an aoe cone Immobilize and decent resistance shield. How to exploit? What are the gimmicks I promised? Even with some recharge from Alpha or IO enhancements both 'ForceFeedback: Chance for 5s 100% Rech buff' and 'Super Entomb: Chance for +Absorb' can still have capped 90% chance to proc. With a moderately high global recharge and Hasten build that means you can reliably have both of those buffs up again every 10 - 15s. ForceFeedback --- 'Knockout Blow' being single target with a long 40s cooldown, means that a ForceFeedback proc even with it's low PPM of 2 still is above the 90% proc chance as long enhancement Recharge stays below 61% enhancement. All the other procs we'd care about have 2 or better PPM, so that magic 61.5% rech threshold will also give us capped 90% proc chance for all the other procs. This means you can slot for recharge, taking Alpha Spiritual or Agility and still have capped proc chances! That let's you easily get KO Blow cooldown into the 10s to 13s range, meaning you can reliably have FF's 100% buff up around 1/3 to 1/2 of the time if you're judicious about using KO whenever it's up in combat, so roughly equivalent to 33% to 50% global Recharge while holding enemies and doing very respectable damage. In my testing this let me make other long cooldown powers like Nature's Overgrowth Perma. Super Entomb: Chance for +Absorb --- Why care about this? Well how would you like an Absorb shield you can refresh roughly every 10s? (Taking into account the Rech buff from ForceFeedback...) This is my favorite gimmick, but it's arguably better in the Epic Range holds since you can more easily fire at will that way... In my use it's just a little under 150 HP Absorb on my MM. That may not seem like much, but I'm at 75% S/L res. Resistance reduces incoming damage before it hits the Absorb. So that means with that paltry 150 Absorb my MM can take an extra 600HP of S/L damage roughly every 10s or so. Not bad for a character that only has a 842 HP. If you can get off even 4 procs a minute it could protect you from 2400 HP of S/L damage. Another important is that's damage won't be transferred to pets in BodyGuard mode for instance when we all take a massive pboe hit.... Absorb is more effective when you have high Resistance, so will be best with 2ndaries like Resistance buffs like /Nature, /Thermal and Sonic can best leverage this. And it just so happens that Leviathan includes a decent shield 'Shark Skin' with base Resistance of 27.5% S/L/ and Cold. Combined with a 2ndary like /Nature this makes it easy to get to 75% cap on S/L even without Tough. Since Leviathan has two Holds it will also do well with 2ndaries like /Time, /Nature and /Radiation letting you stack multiple Holds. KO Blow Gimmick slotting: Relying on the 90% capped proc chances by keeping our Recharge enhancement at or below 61% for this power. ForceFeedback The usuals: 1 x Purple 'Enbreakable Constraint' [If you're poor non-purples will also have 90% proc chance it's just that they do less damage. But for instance you have other lower cooldown holds powers like Time Stop that you want to proc out you might be better off putting the purple there where the high PPM is actually needed to stay at proc cap. ...and 1 x Purple Hecatomb dmg But KO does a whopping (for MM) base damage of 109, so we also want to slot for Dmg. Optimal will be a two +5 boost Hecatomb's. 1 x Acc/Dmg/Rech and 1 x Dmg get you 94% Dmg 33% Rech. But I like 2 x Basilisk for Def bonus with 1 x Hecatomb Dmg which still gets you 66% Dmg. [2nd Hecacomb from choices above....] *Utility proc or another dmg proc seasoned to your build tastes. Interesting Utility options: Super Entomb: Chance for +Absorb is the main gimmick but I actually recommend taking ranged Spirit Shark too and putting Entomb in that. It's much easier to spam a ranged power, letting you more reliably keeping your Absorb up. Also, Spirit Shark has a lower 32s cooldown, but since Entomb is 3 PPM you can still easily keep it 90% proc chance cap... Mag5 Hold --- How about boosting the Mag3 hold up to Mag5 so you can instant hold Bosses? Superior Blistering Cold proc would let you do that but it's expensive and you don't need the high 4 PPM rate. Lockdown chance for hold's 2.5 PPM rate means you can reach 106% Recharge while still being at 90% cap Chance for -Res --- ?? Is this a bug. KO Blow accepts Targeted aoe sets?? Hmm how about 90% chance of procing an Annihilation chance for -Res? +Def bonuses --- We're often chasing Defense bonuses so my favorite slotting is actually 2 x Basiliks's and 1 x Hecatomb Dmg. That gets you 2.5% E/N, 1.25% Range Def and 66% Dmg and you can tune the Rech you get to keep it below 61% when combining with 45% from Alpha Spiritual.... Unless you have some other outside buffs you'll need some Accuracy anyway, so the Basilisks serve a purpose and also extend the hold mezz time. Other Leviathan Powers: Spirit Shark --- Single target mag3 Hold that does damage, so takes Ranged Damage and Hold Procs. Procs of interest: As mentioned previously, if you can fit it your build along with KO Blow, then this where I actually recommend putting Entomb here. At 3 PPM we can go as high as 98% Recharge while still keeping our 90% proc chance. And since this is 32s coldown power it will be up more often... Mag5 Hold -- Again adding a hold proc let's you reliable stack enough Mag hold to instant hold bosses. But don't use Lockdown as it's just a 2.5 PPM. This power takes Ranged Dmg sets and Devastation's Hold proc is a 3 PPM like Entomb. That small .5 PPM difference means Lockdown has to stay below 62% Rech to keep 90% Proc rate, whereas Devastation like Entomb can go to 98%.... Dmg procs -- Ideally the Purple Apocalypse Ranged Dmg proc. Not because we need the higher PPM rate, but because it does more Dmg... Honorable mention again with 2 x Baslisk Gaze, for the +Def set bonus and we do probably want some Accuracy and Recharge. School of Sharks: Nothing unique to see here that other Epics Immobs don't also have. The procs of interest will all be 3.5 PPM with the exception of Annihilation -Res which is 3 PPM. This means given the aoe cone and lower 20s cooldown, any recharge will greatly reduce or PPM chances in this power. For optimal procing you should go w/ no Alpha bonus and as close to zero IO Rech as possible. Procs of interest: Annihilation: chance for -Res (3 PPM) --- even with zero rech you'll still only have a ~54% chance of procing. ~45% chance to proc at 23.1875% enhancement Rech. And when you reach ED 96% Rech that goes further down to a 30.4%. Superior Frozen Blast: Chance for Immob --- This stacks ontop of the powers own Mag3 Immobilize letting you potentially mezz bosses and more easily hold AVs. While IO is 3.5 PPM which will help a bit, unfortunately it has a 23.1875% Rech Enhancement....so works against our proc plans. This will force you to 23.1875% Rech giving a proc chance of is ~52%, and worth yet also decreasing the proc chance other procs you want to use in School of Sharks. With Alpha Spiritual's 45% Rech tier that would total 68.1875% rech for a ~39.7% chance of procing. After the These might not seem that great, but for comparison remember that Controllers only get a 20% to add a +1 Mag to their powers. And since their powers are low cooldown that won't be able to use procs efficiently. Gravitational Anchor: Chance for Hold --- /Time and /Nature have chance for aoe Hold powers that accept the Lockdown chance for hold proc. If we add another aoe Chance for hold, we start to have decent odds of holding things. Gravitational is a 3.5 PPM, so the same numbers as Frozen Blast above, except if you opt to skip Frozen Blast, then you can actually be a zero recharge. Zero Rech means this a ~63% chance to proc a +2Mag Hold on targets in your Aoe cone. Debilitation Action: Chance for Stun --- It's only 3 PPM and it won't help us with Leviathan powers, but if you have other sources of Stun it might be better. Also it's dirt cheap. PPM chances will the same as Annihilation listed above. Dmg procs. Positron's, Javalin Volley, Trap of the Hunter all standard 3.5 PPM so same chances as Frozen Blast / Gravitational.... Dmg/Range or Pure Range --- This is cone power. Extending the range makes the cone's radius much wider at the end, but importantly doesn't reduce your PPM chances. You get a lot more mileage out of these powers when enhance for range because you can more easily target all enemies at once... (But sadly ranged cones have a target cap of 10 enemies....so there's only so much you can do with cone width...) Shark Skin --- Nothing much to say here. It's just like any of Epic Res Shields, but part of Res is for Cold which probab ly isn't as useful as Mu's Energy or Soul Mastery's Negative and Toxic. But I'm not here for the shield. The main point is that you want this power and you want it well slotted so you can best take advantage of the Absorb from Entomb. Bile Spray --- I'd say skip this. This power only takes Targeted Aoe sets so the proc options are limited. For proc builds you want to fully proc out powers for maximum benefit. Meaning you'll need all the 35+ slots you can spare for Knockout Blow and Spirit Shark etc..