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Posted

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    

------------

 

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Posted

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

Posted

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.

Posted
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)

 

Posted (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 by kelika2
+
Posted
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:

image.png.ff072add0981a9cee6c256d5a6a6122e.png

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.


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Posted
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:

 

  1. 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.
  2. 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.
  3. 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.
  4. 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). 

Posted

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 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Savage Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary 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 
------------

 

Posted (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 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Savage Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary 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 by Darkir
Posted

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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