malvo79 Posted February 11, 2020 Posted February 11, 2020 Hey fellas. First time poster here. I looking for some help on my Savage/Fire Farmer. Any advice would be much appreciated. FYI; Influence is not an issue. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Raaqi: Level 50 Mutation Brute Primary Power Set: Savage 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: Savage Strike Hct-Dmg(A), Hct-Dmg/EndRdx(27), Hct-Dmg/Rchg(36), Hct-Acc/Dmg/Rchg(37), Hct-Acc/Rchg(37) Level 1: Fire Shield Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(13), Ags-ResDam(13), StdPrt-ResDam/Def+(15) Level 2: Blazing Aura Obl-Dmg(A), Obl-Acc/Rchg(3), Obl-Dmg/Rchg(3), Obl-Acc/Dmg/Rchg(5), Obl-Acc/Dmg/EndRdx/Rchg(5), Obl-%Dam(7) Level 4: Healing Flames Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(11) Level 6: Blood Thirst RechRdx-I(A), RechRdx-I(40) Level 8: Combat Jumping LucoftheG-Rchg+(A) Level 10: Temperature Protection GldArm-3defTpProc(A) Level 12: Boxing Empty(A) Level 14: Tough Ags-ResDam/EndRdx(A), Ags-EndRdx/Rchg(43), Ags-ResDam/EndRdx/Rchg(43) Level 16: Plasma Shield Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(17), Ags-ResDam(17) Level 18: Rending Flurry SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(19), SprUnrFur-Acc/Dmg/Rchg(19), SprUnrFur-Dmg/EndRdx/Rchg(21), SprUnrFur-Acc/Dmg/EndRdx/Rchg(21), SprUnrFur-Rchg/+Regen/+End(23) Level 20: Consume MckBrt-Taunt(A), MckBrt-Taunt/Rchg(23), MckBrt-Taunt/Rchg/Rng(25), MckBrt-Acc/Rchg(25), MckBrt-Taunt/Rng(27), MckBrt-Rchg(46) Level 22: Weave LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(40), ShlWal-ResDam/Re TP(40) Level 24: Maneuvers LucoftheG-Rchg+(A) Level 26: Tactics GssSynFr--Build%(A) Level 28: Hemorrhage SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39), SprBlsCol-Rchg/HoldProc(46) Level 30: Burn Arm-Dmg(A), Arm-Dmg/Rchg(31), Arm-Acc/Dmg/Rchg(31), Arm-Dmg/EndRdx(31), Arm-Dam%(34), ScrDrv-Dam%(36) Level 32: Savage Leap SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(34) Level 35: Fiery Embrace RechRdx-I(A) Level 38: Vengeance LucoftheG-Rchg+(A) Level 41: Ring of Fire GrvAnc-Immob(A), GrvAnc-Immob/Rchg(42), GrvAnc-Acc/Immob/Rchg(42), GrvAnc-Acc/Rchg(42), GrvAnc-Immob/EndRdx(43) Level 44: Melt Armor AnlWkn-DefDeb(A), AnlWkn-Acc/DefDeb(45), AnlWkn-Acc/Rchg(45), AnlWkn-Acc/Rchg/EndRdx(45), AnlWkn-%ToHit(46) Level 47: Fire Ball Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Knock%(50), PstBls-Dam%(50) Level 49: Hasten RechRdx-I(A), 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 Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(15), Mrc-Rcvry+(29) Level 2: Hurdle Empty(A) Level 2: Stamina PrfShf-End%(A), EndMod-I(29), EndMod-I(36) Level 1: Blood Frenzy ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1446;673;1346;HEX;| |78DA6594594F135114C7EF74A6B2B5B4955D40765A8AD416885B3446C59A2824158| |CAF6422238C56A86D31129FFC06AEF1C5F54D1383F141C5E533A8D107133F811BEA| |836F2EE361FE7F0AC94C66F2EBFD9F73EE3DE7DC7B3B767E24B078E8E25EA5551DC| |89A85C2E4FEFC7CD12A1F9B2F9A457B6E56574AF9C74DF3AC5D26BF1A5DE3E49895| |B5ACC48479CE9CE6808611EBA4355BB01269DBCA2F4CEE9BCF9B2A90999BCB26462| |D3367CF4E07DD41DA9E9E29CA28B46A9AB2F285193B57E98E27729635153998B34F| |24320B7999DF2C1465B64659BE57BEFB31C5C73154AF4FA994A136C5C1AE28D81D2| |3FBC0272BEE9A1BA3ABA4E66A8114390C5637085B0DF574D555397EED37E27D7FC8| |BFA0F18F74C00D4A77F94CA274C6EA9FA06DF80C967F21BF8295DFC8657051EAF22| |356F3F72B578B92F5D2FB32D854591DF25D9251056A521583984313A72AFA5539F2| |285D9420BC7C41561E1F2487C0E7620DD127449F30BB1366771E4A7611F8F82301C| |3D53606C96AB0364486C1FA08F842A26ADC9E3AFE9A1974ACDE061B4F91A7B99359| |70E00C3B2CF9D731B73A561E4DEBEE4E458F8011F16960D50DF4A911AD895AD303C| |CF5486A68E6EE345F426EDD97C1DE2BE455F21A38701D7C2951AD8C6DDD81F936EF| |247791BBC18E3D3C8D17B07B8F65DD36C6B6DDC47CEDB7C83BE46DB0E32E790F7C2| |5519DACA393A7A1566AEBA1D6C37A3F482B62BC15B10CD6EF3B4A8E931360FC18F8| |2BA0543F7A6BF4BF86B6E50DF9967CC7FD780F7E947512AC2531086DEB10394C6E0| |353DBC925E4DD29792779C293AC2545B618A55B2DEFCAC98D7B94A447497994218F| |32EC51D246E9DFC019F5583346E9FE2BCD552AC2A55BED2C578A555B6FFDB1A6F8B| |40EDCC3EAE3D89596C3C2A8A1BE7BA27EAE8FBA813EB5B4A3175DA4155DCBF33F89| |35E665| |-------------------------------------------------------------------|
kelika2 Posted February 11, 2020 Posted February 11, 2020 Something new, I will give you that. But spines/fire/pyre will always pull ahead. The "no building of said mechanic after using mechanic" shit is what pulls savage melee down across the board across all archetypes. But Tough serves ZERO purpose in fire farm only characters. Cave/moon are 100% fire damage. those slots are best used elsewhere. no, 6%~ fire def is not worth it Vengeance is horseshit as well. 7.5% lotf is not enough to justify it ZERO knockback in firefarm maps as well Melt armor is ONLY -9.75% resist. Please note that ALL BUFFS AND DEBUFFS ARE FROM BASE, PRE-ENHANCEMENT DAMAGE. that -9.75% WILL NOT BE NOTICEABLE WHEN YOU ARE RUNNING 200+% FURY. Example, a +11% damage and -11% resist (controller/mastermind assault/melt armor) are literally the same. Meaning, you WILL get more mileage out of Assault on all the time even with Brute numbers Consume is up there on the uselessness menu because insps, solo or group, will drop like rain. You should always be spamming the F1 key when fire farming to eat whatever falls into said slot Add an extra RECH to BuildUp/Embrace (2 max). Agility Alpha will take care of the rest Panacea in health is NOT required as its chance is EITHER OR hp/end a 10s tick. meaning you can get both a tick, or one a tick. You WILL NOT ever need more than miracle/numina in health in fire farms only character
malvo79 Posted February 11, 2020 Author Posted February 11, 2020 Thank you for the feedback. I do realize it’s not the ideal farming build, but I wanted try something different and fun. Nonetheless, you have taught me a few things. I’ll make your recommended changes and see how it turns out. Thanks again for taking the time.
Darkir Posted February 17, 2020 Posted February 17, 2020 On 2/11/2020 at 1:57 AM, kelika2 said: Melt armor is ONLY -9.75% resist. Please note that ALL BUFFS AND DEBUFFS ARE FROM BASE, PRE-ENHANCEMENT DAMAGE. that -9.75% WILL NOT BE NOTICEABLE WHEN YOU ARE RUNNING 200+% FURY. Example, a +11% damage and -11% resist (controller/mastermind assault/melt armor) are literally the same. Meaning, you WILL get more mileage out of Assault on all the time even with Brute numbers This is not true. -res is multiplicative to your damage, whereas +damage buffs like assault are additive. Meaning as a brute you will always get more out of melt armor compared to assault. Not to mention that you would slot melt armor with an Achilles proc for another -20% res for 5-10 seconds (I forget how long the proc lasts). So let's compare assault to melt armor on a brute at 75 fury. Let's say the brutes attack does 75 damage (.75 damage scale so it's easy to compare to other ATs if people want) 75 fury means the brute has 150% +damage, now we add assault for 10.5% giving us a total of +160.5% damage. Now we also get about +100% from enhancements So, we take our base damage of 75 and plug it in: 75*3.605 (this 2.605 is our +160.5% damage total and then we add 1 for the 100% damage we have from enhancements to make it 3.605)= 275.375 total damage Ok, now let's look at melt armor. So, we still have a base attack of 75 and 75 fury, meaning 150% +damage. Add another 100% for our enhancements. With melt armor's 9.75% -res being applied MULTIPLICATIVELY. Meaning: 75*3.5 (2.5 being 150% +damage and adding 1 for +100% dmg from enhancements)* 1.0975 (melt armor)= 280.78125 total damage You will almost always get more out of melt armor in terms of damage, unless you are close to 0 fury. Let's do that for kicks: Assault at 0 fury: 75*2.105 (1.105 for assault and 1 for 100% from enhancements) =157.875 Melt armor at 0 fury: 75*2*1.0975=164.625 So even with 0 fury, melt armor still wins because of the damage we get from enhancements. A point that is valid, is that assault is always running, while melt armor needs to be cast, but like I said you can put an Achilles proc in it for more -res and the higher damage buffs you get, the more attractive melt armor becomes and the less attractive assault becomes. On a farm, most brutes keep up around 350-450 +damage from enhancements and inspirations, making melt armor all the more attractive to use. Adding another 10.5 to that 350-450% damage making it 360.5-460.5% is only around an extra 2-4% total damage, where melt armor is a full 9.75% total damage plus the Achilles proc. I absolutely do notice a change in my damage numbers when I use melt armor. With the Achilles proc going off also, that is an almost 30% damage increase. It's easy to notice a large difference in numbers from my devastating blow or atom smasher. https://paragonwiki.com/wiki/Resistance_(Mechanics)
kelika2 Posted February 18, 2020 Posted February 18, 2020 (edited) 1 hour ago, Darkir said: This is not true. -res is multiplicative to your damage https://paragonwiki.com/wiki/Resistance_(Mechanics) " It's also important to remember that stacked resistance debuffs always use the undebuffed resistance value when calculating resistance." I do not see where -resist is multiplicative with +DMG buffs on that page Edited February 18, 2020 by kelika2 +
Bopper Posted February 18, 2020 Posted February 18, 2020 1 hour ago, kelika2 said: " It's also important to remember that stacked resistance debuffs always use the undebuffed resistance value when calculating resistance." I do not see where -resist is multiplicative with +DMG buffs on that page It's not intuitive, so here is the proof: When working through this, know that the "Total Resistance" is substituted with "Original Resistance" just to make it easier to follow. Also know, the Debuff Amount is a negative number, so if you had a -20% resistance, the "New Suffered Amount" ratio would be "1 - (-0.2) = 1.2" or in other words "100% - -20% = 120%", which means the -20% resistance debuff increased the damage the enemy takes by 20%. So how does this work with damage bonuses? Glad you *didn't* ask, because here's the answer: NewSufferedAmount = OriginalSufferedAmount x (1 + DamageBonus) x (1 - DebuffAmount) So increasing Damage bonus is a multiplicative factor, as is increasing resistance debuff. Let's see how this applies with 20% boosts with both, compared to 40% boost with just one. NewSufferedAmount = OriginalSufferedAmount x (1 + 0.40) = 40% more damage NewSufferedAmount = OriginalSufferedAmount x (1 + 0.20) x (1 + 0.20) = OriginalSufferedAmount x (1.44) = 44% more damage I hope that helps. PPM Information Guide Survivability Tool Interface DoT Procs Guide Time Manipulation Guide Bopper Builds +HP/+Regen Proc Cheat Sheet Super Pack Drop Percentages Recharge Guide Base Empowerment: Temp Powers Bopper's Tools & Formulas Mids' Reborn
Darkir Posted February 18, 2020 Posted February 18, 2020 3 minutes ago, Bopper said: It's not intuitive, so here is the proof: Thanks Bopper, I was just getting ready to make a big long post explaining this. Luckily, you did it for me. 🙂 It is also semi-implied from the damage portion of the coh wiki with these rules about the damage cap: Attacks do 100% damage to start with (i.e. base, or 1x normal), not 0%. The amount of Damage bonus needed to reach the cap is 100% less than the cap itself. Enhancements count as damage buffs. If a character has +95% in damage enhancements, then, considering point number one, the character has 195% total damage buff. These maximums apply only to effects that increase the amount of damage an attack delivers. Reductions to an enemy's Resistances can cause that enemy to suffer damage beyond these maximums. So can effects that cause attacks to deliver damage more than once, such as Containment, Scourge, and Critical Hit. The Brute damage cap is set significantly higher than the other Archetypes to accomadate the mechanics of the Fury inherent power, which functions by applying a Damage buff that scales proportionally with the Brute's Fury level. It's only semi-implied from #3, but there it is. https://paragonwiki.com/wiki/Damage 1 hour ago, kelika2 said: " It's also important to remember that stacked resistance debuffs always use the undebuffed resistance value when calculating resistance." Yes, so as that states if you apply a -30% res debuff to a mob that has 50% s/l res they will now have 35% s/l res because they resisted 50% of the debuff with their base s/l res. If you then apply another -30% res to that mob (like say by applying two sleets) it will go down to 20% because the mob will always use the base resistance to resist the -res and not the current resistance. If it did not do this the mobs resistance would be 20% after one -30% res power and -10% after another. Farming mobs, especially the popular maps, do not have resistance to anything though. You can check absolutely everything I have said yourself by going to the P2W vendor and getting a power analyzer to look at all of these numbers yourself. Oh! Higher level mobs also resist debuffs to some degree (around 40% in my testing on +3s, so you get a little more than 60% of the debuff being applied).
HelenCarnate Posted February 19, 2020 Posted February 19, 2020 Melt armor is meh on farms. Against AVs sure it is handy but most things are dead in a few hits anyway. Mu all the way for farming. Full disclosure I have never tried Savage but if I did it would look like this. Spoiler Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic BrutePrimary Power Set: Savage MeleeSecondary Power Set: Fiery AuraPower Pool: LeapingPower Pool: SpeedPower Pool: FightingPower Pool: ConcealmentAncillary Pool: Mu Mastery Villain Profile:Level 1: Maiming Slash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Rchg/HoldProc(43)Level 1: Fire Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(36), Ags-ResDam/EndRdx/Rchg(36)Level 2: Blazing Aura -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(3), SprBrtFur-Acc/Dmg/Rchg(3), SprBrtFur-Dmg/EndRdx/Rchg(9), SprBrtFur-Acc/Dmg/EndRdx/Rchg(11), SprBrtFur-Rech/Fury(11)Level 4: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(9)Level 6: Blood Thirst -- GssSynFr--Build%(A)Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A)Level 10: Temperature Protection -- StdPrt-ResDam/Def+(A)Level 12: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(13), MckBrt-Taunt/Rchg/Rng(13), MckBrt-Acc/Rchg(15), MckBrt-Taunt/Rng(34), MckBrt-Rchg(36)Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)Level 16: Plasma Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(17), Ags-ResDam/EndRdx/Rchg(17)Level 18: Rending Flurry -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(19), Obl-Acc/Rchg(19), Obl-Dmg/Rchg(25), Obl-Acc/Dmg/Rchg(27), Erd-%Dam(27)Level 20: Consume -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(21), MckBrt-Taunt/Rchg/Rng(21), MckBrt-Acc/Rchg(23), MckBrt-Taunt/Rng(23), MckBrt-Rchg(25)Level 22: Boxing -- Hct-Dam%(A), Hct-Dmg/EndRdx(48), Hct-Dmg/Rchg(48), Hct-Acc/Dmg/Rchg(50), Hct-Acc/Rchg(50)Level 24: Tough -- GldArm-3defTpProc(A)Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48)Level 28: Burn -- Arm-Dam%(A), Arm-Dmg/EndRdx(29), Arm-Dmg/Rchg(29), Arm-Acc/Dmg/Rchg(31), Arm-Acc/Rchg(31), FuroftheG-ResDeb%(31)Level 30: Stealth -- LucoftheG-Def/Rchg+(A)Level 32: Savage Leap -- Avl-Acc/Dmg(A), Avl-Dmg/EndRdx(33), Avl-Acc/Dmg/EndRdx(33), Avl-Acc/Dmg/Rchg(33), Avl-Acc/Dmg/EndRdx/Rchg(34), Avl-Rchg/KDProc(34)Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(50)Level 38: Electrifying Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/Rchg(39), SprFrzBls-Dmg/EndRdx/Acc/Rchg(40), SprFrzBls-Rchg/ImmobProc(40)Level 41: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(43), Ann-ResDeb%(43)Level 44: Mu Lightning -- Apc-Dam%(A), Apc-Dmg/EndRdx(45), Apc-Dmg/Rchg(45), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(46)Level 47: Grant Invisibility -- LucoftheG-Def/Rchg+(A)Level 49: Invisibility -- LucoftheG-Def/Rchg+(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: Fury Level 1: Sprint -- EndRdx-I(A)Level 2: Rest -- Empty(A)Level 4: Ninja Run Level 2: Swift -- Empty(A)Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(46), Mrc-Rcvry+(46)Level 2: Hurdle -- Empty(A)Level 2: Stamina -- PrfShf-End%(A)Level 1: Blood Frenzy Level 50: Musculature Core Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Assault Radial Embodiment Level 50: Banished Pantheon Radial Superior Ally Level 50: Ageless Core Epiphany ------------
Darkir Posted February 19, 2020 Posted February 19, 2020 (edited) 2 hours ago, HelenCarnate said: Melt armor is meh on farms. Against AVs sure it is handy but most things are dead in a few hits anyway. Mu all the way for farming. Full disclosure I have never tried Savage but if I did it would look like this. Reveal hidden contents Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic BrutePrimary Power Set: Savage MeleeSecondary Power Set: Fiery AuraPower Pool: LeapingPower Pool: SpeedPower Pool: FightingPower Pool: ConcealmentAncillary Pool: Mu Mastery Villain Profile:Level 1: Maiming Slash -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Rchg/HoldProc(43)Level 1: Fire Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(36), Ags-ResDam/EndRdx/Rchg(36)Level 2: Blazing Aura -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(3), SprBrtFur-Acc/Dmg/Rchg(3), SprBrtFur-Dmg/EndRdx/Rchg(9), SprBrtFur-Acc/Dmg/EndRdx/Rchg(11), SprBrtFur-Rech/Fury(11)Level 4: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(9)Level 6: Blood Thirst -- GssSynFr--Build%(A)Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A)Level 10: Temperature Protection -- StdPrt-ResDam/Def+(A)Level 12: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(13), MckBrt-Taunt/Rchg/Rng(13), MckBrt-Acc/Rchg(15), MckBrt-Taunt/Rng(34), MckBrt-Rchg(36)Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)Level 16: Plasma Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(17), Ags-ResDam/EndRdx/Rchg(17)Level 18: Rending Flurry -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(19), Obl-Acc/Rchg(19), Obl-Dmg/Rchg(25), Obl-Acc/Dmg/Rchg(27), Erd-%Dam(27)Level 20: Consume -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(21), MckBrt-Taunt/Rchg/Rng(21), MckBrt-Acc/Rchg(23), MckBrt-Taunt/Rng(23), MckBrt-Rchg(25)Level 22: Boxing -- Hct-Dam%(A), Hct-Dmg/EndRdx(48), Hct-Dmg/Rchg(48), Hct-Acc/Dmg/Rchg(50), Hct-Acc/Rchg(50)Level 24: Tough -- GldArm-3defTpProc(A)Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48)Level 28: Burn -- Arm-Dam%(A), Arm-Dmg/EndRdx(29), Arm-Dmg/Rchg(29), Arm-Acc/Dmg/Rchg(31), Arm-Acc/Rchg(31), FuroftheG-ResDeb%(31)Level 30: Stealth -- LucoftheG-Def/Rchg+(A)Level 32: Savage Leap -- Avl-Acc/Dmg(A), Avl-Dmg/EndRdx(33), Avl-Acc/Dmg/EndRdx(33), Avl-Acc/Dmg/Rchg(33), Avl-Acc/Dmg/EndRdx/Rchg(34), Avl-Rchg/KDProc(34)Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(50)Level 38: Electrifying Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/Rchg(39), SprFrzBls-Dmg/EndRdx/Acc/Rchg(40), SprFrzBls-Rchg/ImmobProc(40)Level 41: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(43), Ann-ResDeb%(43)Level 44: Mu Lightning -- Apc-Dam%(A), Apc-Dmg/EndRdx(45), Apc-Dmg/Rchg(45), Apc-Acc/Dmg/Rchg(45), Apc-Acc/Rchg(46)Level 47: Grant Invisibility -- LucoftheG-Def/Rchg+(A)Level 49: Invisibility -- LucoftheG-Def/Rchg+(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: Fury Level 1: Sprint -- EndRdx-I(A)Level 2: Rest -- Empty(A)Level 4: Ninja Run Level 2: Swift -- Empty(A)Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(46), Mrc-Rcvry+(46)Level 2: Hurdle -- Empty(A)Level 2: Stamina -- PrfShf-End%(A)Level 1: Blood Frenzy Level 50: Musculature Core Paragon Level 50: Ion Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Assault Radial Embodiment Level 50: Banished Pantheon Radial Superior Ally Level 50: Ageless Core Epiphany ------------ Melt armor is only better than mu if you farm on a team. If you are soloing then absolutely mu wins. Fireball is great, but it doesn't add enough to beat mu solo as you have said. Edited February 19, 2020 by Darkir
HelenCarnate Posted February 19, 2020 Posted February 19, 2020 Even on a team setting it will only hit so many targets. Most of those will be LT or Minions which will be dead in 1 AOE rotation. That leaves the 2 or 3 bosses taking a couple hits less to kill every 60 seconds or so. Instead of that you could take an additional AOE attack with Mu. For high end builds this means being able to do a 4 attack AoE chain with very little gap. The additional damage from another attack against multiple targets will net you more in the long run compared to a minor resist debuff that does no damage on its own that you can only cast roughly every 60 seconds (at perma hasten levels).
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