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Super Strength / Fire - Farming Brute


Hurricane31

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edits: added

 

Hi ALL!

 

Can someone tell me why spines or rad /fire brute is considered better than a ss/fire brute? i'm guessing people say the damage aura of spines & rad make it top tier (just my guess really) but you can't slot the way I can with a ss/fire brute for extra aoe damage (Force Feedback +recharge in your main AOE attack.. (maybe i'm wrong and you'll show me the error in my ways...)

 

 

Here is my build 1/3

 

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Here is build 2/2

 

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EDIT: Current Build

 

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--- I'm curious what changes you would make if any and how you think these builds compare to spines/fire or rad/fire ---

 

edit: I don't use rage but the rage crash is easily mitigated with ageless

also i don't include incarnates because spines/rad/ss can all have the same incarnates

 

2rd edit: So far i've had tons of discussion with people regarding rad or spines compared to Super Strength..

Currently Rad and Spines has/needs a 4 power rotation (meaning your first AOE power isn't up so you need to fill the time with an extra power), because of this your main AOE power isn't used as much as mine as SS only needs/has a 3 power rotation. So i'm able to fire off FS every 4 seconds while i believe you have to wait 6-8 seconds (the actual time is listed below). 

 

Also most of you talk about the debuff from rad, but by placing -Fury (res debuff) into blazing aura, I'm able to debuff also (i'm sure it's not enough debuff but it's a debuff 🙂 ).

 

Again the key to this build is the +recharge in my main AOE power Foot Stomp that comes back every 4 seconds allowing MORE damage in a short amount of time compared to Rad or Spines.

 

The extra damage from the Rad-Spines Aura does not contain enough damage to make up for the extra power needed in your rotation.

 

Also some people have stated that they can add +recharge into Spines(ripper) power.. you've now added an extra power to your rotation and it's not an AOE.

 

Final note.. these are my assumptions based on playing both builds in farm maps. If you've used my build (the last one) please let me know.

 

EDIT: YOU DO NOT NEED RAGE

 

Edited by Hurricane31
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1 minute ago, Seigmoraig said:

The main difference is that Spines has the aura (quills), the pbaoe (spine burst), and 2 cones (ripper and throw spines) compared to SS having only one pbaoe attack. Not that it's not doable with SS, just that it's not as efficient

Thanks for chiming in.. I only use 3 powers in my tray! Burn.. Followed by Foot Stomp followed by either electrical fences or ball lighting... and stick in a heal if needed.. so those 2 cone powers are wasted and because of the extra +recharge proc in Foot Stomp, my main aoe damage powers are up before i'd need to use ripper or throwspines (both which are cone, compared to aoe!

 

Also quills is like blazing aura if i'm correct which is great for afk farming but not enough damage to make up the +rechange that Foot Stomp gives me

 

Foot Stomp has a 4 second cooldown

Burn has a 5 second cooldown

Ball Lighting has a 8 second cooldown

 

Spine Burst has a 4 second cooldown

 

So you really don't need the cone powers as the animation time takes away from your ability to use your main aoe powers *main damage*

 

 

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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. 

Edited by TheSpiritFox
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20 hours ago, TheSpiritFox said:

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. 

Thanks for that... you make a great point but you fail to address what I believe to be one BIG thing.. The Force Feedback +Recharge 100% proc! Which allows Super Stomp (AOE) to come back faster making it like having a ton of medium blades doing big blade damage.

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8 hours ago, Hurricane31 said:

Thanks for that... you make a great point but you fail to address what I believe to be one BIG thing.. The Force Feedback +Recharge 100% proc! Which allows Super Stomp (AOE) to come back faster making it like having a ton of medium blades doing big blade damage.

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. 

 

Edited by TheSpiritFox
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26 minutes ago, TheSpiritFox said:

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. 

 

I hear what you're saying but if the proc miss 1/10 times that means it hits 9/10 times thus increasing your speed overall (that you say it lost because of that 1 time it doesn't hit)

 

The problem with atom smasher compared to foot stomp is atom smasher has a kb if i remember correctly and would need to be slotted accordingly to stop that, thus reducing your slotting to maximize the damage (so that 14 base damage is either lost with the kb or lost when you slot for kd instead (fs doesn't have that problem).

 

relying on a proc that hits 100% of the time isn't a bad notion (also it makes all your powers recharge faster meaning you have a shorter time till burn is up also!

 

bro.. FS has a 4 second recharge and burn has a 5 second recharge.. how much downtime you think it has? it's up before burn is even finished casting (ok 1-2 seconds after)

 

Nobody is leaning on 1 power, it's literally FS/Burn/Patreon Power AOE... repeat.

 

What procs can you have in AOE powers that matter? My FS is slotted with Superior Brutes Fury (5 Slots) and 1 Force Feedback .. My burn is slotted with Armageddon (5 Slots) with 1 either chance for -res or superior unrelending fury (recharge/chance for +regen/+end)

 

Ball lighting has 5 ragnarok plus 1 chance for -res

 

how many more procs do you need? (i'm geniunly interested in hearing this so i can make changes if needed)

 

also show me the test where ss/fire comes in lower with a proper build

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1 hour ago, Hurricane31 said:

I hear what you're saying but if the proc miss 1/10 times that means it hits 9/10 times thus increasing your speed overall (that you say it lost because of that 1 time it doesn't hit)

 

The problem with atom smasher compared to foot stomp is atom smasher has a kb if i remember correctly and would need to be slotted accordingly to stop that, thus reducing your slotting to maximize the damage (so that 14 base damage is either lost with the kb or lost when you slot for kd instead (fs doesn't have that problem).

 

relying on a proc that hits 100% of the time isn't a bad notion (also it makes all your powers recharge faster meaning you have a shorter time till burn is up also!

 

bro.. FS has a 4 second recharge and burn has a 5 second recharge.. how much downtime you think it has? it's up before burn is even finished casting (ok 1-2 seconds after)

 

Nobody is leaning on 1 power, it's literally FS/Burn/Patreon Power AOE... repeat.

 

What procs can you have in AOE powers that matter? My FS is slotted with Superior Brutes Fury (5 Slots) and 1 Force Feedback .. My burn is slotted with Armageddon (5 Slots) with 1 either chance for -res or superior unrelending fury (recharge/chance for +regen/+end)

 

Ball lighting has 5 ragnarok plus 1 chance for -res

 

how many more procs do you need? (i'm geniunly interested in hearing this so i can make changes if needed)

 

also show me the test where ss/fire comes in lower with a proper build

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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13 hours ago, TheSpiritFox said:

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. 

You're right about the KB in rad, just logged back into my Rad/Fire brute and realized it's tied to some slotting I had. So i'm going to check out this guy out without the KB.

 

You stated their were guides that showed numbers proving one build was better than another but ..

Statement #1: I'm a lazy bastard.

 

Statement #2: Assumptions are made.

 

I'll have to look for the build info on reddit as when i searched i couldn't find anything good with a solid build for ss/fire

 

You keep saying ss throws out a lower number of attacks, but my arguement is the amount of damage it does and the amount of time for it's attacks raises it's overall damage (and you tend to disagree with that statement based on numbers someone else used that specially says.. (see statements 1 and 2 from the original poster)

 

as far as spines and rad using more of its primary powers.. using any primary cone powers when farming is more of a waste than you're giving discredit for. since it leaves more bad guys alive then if you were to use pbaoe powers

 

You keep saying spines and rad have a few more... they have 1 more power and that's their aura that causes enough damage than ss (their cone attacks are nice, but for farming it will hurt your kill/time ratio  (if you consistently are leaving 2-3 enemies alive per group because your cone attack doens't get what's behind you then you're missing out on more damage per attack,

 

The more i write this, the more i think you're focused on the amount of damage a power does without thinking about just who it damages... 

 

in closing.. ss (with the +recharge proc) does a ton more damage than you're actually giving credit for.. a macro isn't going to allow you to take advantage of benefits of fs if it is available more than your macro is set to handle.

 

My best advice would be to try it yourself

 

finally if you have any thing to say about my current build posted above i'd love to hear how i can better maximize it (i think it's pretty op myself but sure i could tweak it to make it even better)

 

if you let me know what server you're on.. i can make another brute and transfer him to your server so can check out each attacks ourselfs

Edited by Hurricane31
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17 hours ago, goosie said:

Personally feel going rageless is a huge mistake, it more than makes up for the 10s crash. It's what makes SS worthwhile IMO.

For farming i never seem to actually need rage, but the double rage is nice when i farm and paying 100% attention

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SS ends up being better on long farms with lots of door sitters when you have fewer inspirations dropping.  Rage and double rage keeps your damage potential higher when you are starved for inspirations.  However, without door sitters and solo, it falls behind Rad and Spines as it is very easy to set up macros to keep popping reds and be at or near the damage cap.  Not saying it is bad, just not as good as Rad or Spines in the maps people normally farm for money.  For PLing several people at once on larger maps SS is certainly a strong competitor. 

Edited by HelenCarnate
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  • 6 months later
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Hello all,

 

I am not trying to start another round of this and that. I appreciate all the comments and critiques I personally have been given thru the forums and shared builds. I have a spines/fire brute vet lvl 100 who only PL my other account for altism problem. I use Elite Tunnel as I have found it to be the fastest levelling map. I met Hurricane31 in game and we compared my spines/fire who I have to say is very familiar with this map and T4 across board with his SS/Fire vet level 500+. I ran it using everything in my arsenal and he ran 1 using Rage and reds and was faster than me by 10-12%. Second run he made was with no rage or reds and was within seconds of mine. Now each map, style and preference will be different. Sometimes numbers in mids don't exactly jive with real world. Whatever the case; for this map, with this user, on this day, with the COH gods in this mood etc etc... I started to think I should make an SS/Fire as my main to do what I do. Hurricane said his current build is a little different than the ones above and will repost... but when your 500+ years old you deserve to change your underwear once and a while. 

 

miss you Brad... love M! 

Edited by Brad
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I've seen ss/fire builds built around p2w/sg buffs and I think it's all quite similar In the grand scheme.

 

But.. being able to clear minions/lt's quickly will let you clear room for your burn to hit bosses/EB's more reliably. Which I think was the major previous point being argued.

Edited by Bronana16969
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12 hours ago, Brad said:

Hey Hurricane31 could you post the full build as my mids is on a computer somewhere else so don’t have access. I have a fire/ss tank I want to try this on. 
 

Thanks

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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|-------------------------------------------------------------------|

Ultimate HaisseM.mxd

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Spines/Fire. I hate to say it.

 

I had SS/Fire, rage crash was killing it for me.   Switched, the cones/quills/blazing aura/burn are so much better.  Epic is debatable to preference, fire ball better vs a massive number electric powers almost back up using high recharge; some are redundant.  Got 2 Spines/Fire on different accounts, slightly different set ups so one can power level the main account. 

 

Considering a Spines/Fire and Fire/Kinetic corrupter on follow combo, max damage cap FTW.  Already ran with just speed boost as one Spines/Fire doesn't have Incarnate yet.  Might of used a Fire/King controller but Hot Feet isn't a big seller for AFK follow toon.  The corrupter build is dirt cheap build but slot heavy to achieve it so only a booster.

 

Flipside, wonder odd combo of TW/ or Savage Melee with Fire, Rad, or Bio is good.

"Farming is just more fun in my opinion, beating up hordes of angry cosplayers...."  - Coyotedancer

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4 hours ago, Outrider_01 said:

Spines/Fire. I hate to say it.

 

I had SS/Fire, rage crash was killing it for me.   Switched, the cones/quills/blazing aura/burn are so much better.  Epic is debatable to preference, fire ball better vs a massive number electric powers almost back up using high recharge; some are redundant.  Got 2 Spines/Fire on different accounts, slightly different set ups so one can power level the main account. 

 

Considering a Spines/Fire and Fire/Kinetic corrupter on follow combo, max damage cap FTW.  Already ran with just speed boost as one Spines/Fire doesn't have Incarnate yet.  Might of used a Fire/King controller but Hot Feet isn't a big seller for AFK follow toon.  The corrupter build is dirt cheap build but slot heavy to achieve it so only a booster.

 

Flipside, wonder odd combo of TW/ or Savage Melee with Fire, Rad, or Bio is good.

Since the debate has started again, (i don't use rage), and if you didn't slot your Foot Stomp with +Recharge you negate the whole benefit.

 

A better question would be, can i see your build so i can compare!

Edited by Hurricane31
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3 hours ago, Hurricane31 said:

Since the debate has started again, (i don't use rage), and if you didn't slot your Foot Stomp with +Recharge you negate the whole benefit.

 

A better question would be, can i see your build so i can compare!

I used the +Rech, SS/Fire for a few months but like I said it was killing it for me with rage.  You can put a +Recharge in Spines/Ripper. 

 

Well Duh!  I have seen one guy with a SS and using Handclap, he must of used the IO in it.  Only thing I remember with out knowing his full build, he took a lot of damage and healing around 50% pretty often.  My SS or Spines never get that low; except with Rage.

 

 I got the build from someone, I don't think it was a standard one.  Need a P2W buff to push it over that last 5%.  SS was nice, but an extra damage aura in spines helps.  Got a Rad/Rad I gave up on, SS was nice but sluggish killing any single EB that got left behind.

"Farming is just more fun in my opinion, beating up hordes of angry cosplayers...."  - Coyotedancer

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1 hour ago, Outrider_01 said:

I used the +Rech, SS/Fire for a few months but like I said it was killing it for me with rage.  You can put a +Recharge in Spines/Ripper. 

 

Well Duh!  I have seen one guy with a SS and using Handclap, he must of used the IO in it.  Only thing I remember with out knowing his full build, he took a lot of damage and healing around 50% pretty often.  My SS or Spines never get that low; except with Rage.

 

 I got the build from someone, I don't think it was a standard one.  Need a P2W buff to push it over that last 5%.  SS was nice, but an extra damage aura in spines helps.  Got a Rad/Rad I gave up on, SS was nice but sluggish killing any single EB that got left behind.

I got ya, only problem with the +recharge in spines/ripper is the ainimation time and it's an extra power that stops you from using your main AOE power (and ripper isn't AOE.. of course you know that)

 

My guy doesn't need much healing if any to be honest.. fire defense (44%, reistance 90%)

 

I'm guessing the p2w power you guys seems to be talking about is defense amplifier.. dont think i've ever used those.

 

(send me that build please.. i really want to compare, plus it might have something i can use to make my toon better)

49 minutes ago, Silverado said:

The main problem I see with Super Strength is the crippling -20% def on Rage Crash. That makes it unplayable for me. 

You don't need rage to actually farm good (just use it as a mule power)

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The age of this thread has me worried about replying but:

 

DO NOT DO SS/FIRE BRUTE FIREFARMER

 

The rage crashes for me were just too much, 10 seconds of nothing does not feel good and it just super noticeable when in constant combat.  Sure outside of Atlas you can rage crash between groups and whatnot but ugh.  While SS/Fire/Mu did some nice damage I eventually got too sick and tired of the rage crash and went Radi/Fire/Mu

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