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Fire/MA: the Brunker, and compilation of Fire Armor builds.


Sovera

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3 hours ago, Bronana16969 said:

Your most recent procc'd out build certainly seems as tight as it can be, my only lazy person gripe is the 4kd res.  Even with hover mitigating and the option to grab sg base kd res buff I still find myself wishing I could hop in and not have to chase sg buffs before running content.

 

Big if, but IF you had to toss one slot towards an extra kd io (steadfast?) Where do you think that play might come from? 

 

Who am I kidding, there's is literally zero wiggle room in this build. To which I have to say is a mark of a darn good build.

I haven't found a loooot of content that requires extra KB protection. I only do the base empowerment for the testing.

 

At the top of my head...

 

- Cabal witches would do KB with their Lightning Storm. Since they are medium level content the defenses aren't high enough to counter it. I don't remember Katie Hannon's TF being a nightmare though, but it's been a while since I've done it. I'll test it and report.

- Fake Nemesis, but the staff uses Smash so they need to get past the 40% to even hit.

- Something in Longbow was a nightmare to deal with. I'm not sure which one was doing it, maybe some Warden. Or perhaps Awakened? I do know I jumped into a group of them and spent my time being Levitated up and down until I died. The second time around I went for everything that looked important first (like killing sappers first) and it did not repeat. But I could have saved myself by popping a Breakfree.

 

Which brings me back to inspirations. My current inspirations are:

 

- One row of greens for emergencies. Might never be needed, but, if it's needed it's there.

- One row of purples. Same deal. I used to have three rows while leveling but realized I stopped using them at around level 25+. Posi 1 and 2 has too many Vahz with toxic and either leveling or exemplared they -hurt-, so pre-emptive popping a purple makes a difference. But then we reach Synapse and everything else from Synapse on stops hurting nearly as much. While leveling they still whittle the HP down and an unslotted Healing Flames does not keep up, but if exemplared down there's not even that. For leveling even a small purple makes us invulnerable. Other characters may fear Devouring Earth in Numina but I just plunge even, without purples, without fear :D.

- One row of yellows. It takes doing content with Tsoo or low level Circle of Thorns to appreciate being at the mercy of the AI. If the mobs did not deign to turn off Hurricane we simply cannot kill them. Fortunately they untoggle it on their own and there is a window of opportunity to kill the sorcs. So I keep the yellows for that. And once at a level where we can access Focused Accuracy (in theory just a mule, but priceless) I've waded into Tsoo and Arachnos throwing Blinds and etc and not even notice.

- One row of misc insps. These are one blue (in case I am caught with my pants down), two breakfrees (for random terrorizing or the aforementioned rare KB situations), and one orange (emergencies such as re-toggling in a hurry or wanting to go into a fight with no ramp-up).

 

Regarding your question I might ditch the Gaussian in Follow-up. It's the one who does the least noticeable impact. Bopper did the math about it back in page one and while it does -something- on the long run it's a pretty low chance. Or swap from Preventive Medicine to Panaceia. You'd lose 2.5% S/L but it's not a huge deal since it's the resistance covered by the S/L defenses, and you'd lose the absorb proc (which isn't a huge deal either, though both it and the absorb proc in Blazing Aura can make for a nice buffer).

Edited by Sovera
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This is what I have settled on for my playstyle! I really would like to proc out Spin and keep Focus but no room for it if I want to maintain my melee defenses and I "feel" CrossPunch activates/hits more often for the +Recharge Proc.

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
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Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Claws
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(3), SprMghoft-Acc/Dmg(3), SprMghoft-Dmg/Rchg(5), SprMghoft-Acc/Dmg/Rchg(5), SprMghoft-Dmg/EndRdx/Rchg(7)
Level 1: Swipe -- Hct-Dmg/EndRdx(A), Hct-Dam%(7), Hct-Dmg/Rchg(9), Hct-Acc/Dmg/Rchg(9), Hct-Acc/Rchg(11)
Level 2: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(13), UnbGrd-ResDam/EndRdx(13), UnbGrd-Rchg/ResDam(15), UnbGrd-Max HP%(15), UnbGrd-EndRdx/Rchg(17)
Level 4: Healing Flames -- Prv-Absorb%(A), Prv-Heal(21), Prv-Heal/Rchg(21), Prv-Heal/Rchg/EndRdx(23), Prv-Heal/EndRdx(23), Prv-EndRdx/Rchg(25)
Level 6: Slash -- TchofDth-Dmg/EndRdx/Rchg(A), TchofDth-Dam%(25), TchofDth-Acc/Dmg(27), TchofDth-Dmg/EndRdx(27), TchofDth-Dmg/Rchg(29), TchofDth-Acc/Dmg/EndRdx(36)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(29)
Level 10: Kick -- Empty(A)
Level 12: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31)
Level 14: Tough -- UnbGrd-Rchg/ResDam(A), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(33), GldArm-3defTpProc(34), StdPrt-ResDam/Def+(50)
Level 16: Spin -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg/EndRdx(34), SprAvl-Acc/Dmg/Rchg(36), SprAvl-Acc/Dmg/EndRdx/Rchg(36)
Level 18: Burn -- HO:Nucle(A), Erd-%Dam(37), HO:Nucle(37), Obl-%Dam(37), FuroftheG-ResDeb%(39), Arm-Dam%(39)
Level 20: Follow Up -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg/EndRdx/Rchg(39), SprGntFis-Dmg/EndRdx/Rchg(40), SprGntFis-Acc/Dmg/Rchg(40), SprGntFis-Dmg/Rchg(40), SprGntFis-Acc/Dmg(42)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), HO:Cyto(42)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(43), HO:Cyto(43)
Level 26: Tactics -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(45), GssSynFr--ToHit(45), GssSynFr--ToHit/Rchg(46), GssSynFr--ToHit/Rchg/EndRdx(46), GssSynFr--Rchg/EndRdx(46)
Level 28: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(43), Krm-ResKB(45)
Level 30: Consume -- PrfShf-EndMod/Rchg(A)
Level 32: Assault -- EndRdx-I(A)
Level 35: Super Jump -- WntGif-ResSlow(A)
Level 38: Cross Punch -- Arm-Dmg(A), Arm-Dmg/Rchg(48), Arm-Acc/Dmg/Rchg(48), Arm-Acc/Rchg(48), Arm-Dmg/EndRdx(50), FrcFdb-Rechg%(50)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- PrfShf-End%(A)
Level 47: Fiery Embrace -- RechRdx-I(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet 
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: Sprint -- HO:Micro(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+(17), Mrc-Rcvry+(19)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19)
Level 50: Melee Core Embodiment 
Level 50: Musculature Radial Paragon 
Level 50: Reactive Core Flawless Interface 
------------

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3 hours ago, theDarkeOne said:

This is what I have settled on for my playstyle! I really would like to proc out Spin and keep Focus but no room for it if I want to maintain my melee defenses and I "feel" CrossPunch activates/hits more often for the +Recharge Proc.

There are too many weird or dubious choices for me to get into a detailed analysis. If that's what you want to run, then go for it, broseph.

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1 hour ago, theDarkeOne said:

Weird and dubious?? Do tell. . .

 

- Well, why did you six slot Fire shield for example? 2.5% to fire and cold res? Neither is important in end-game, and you're over capped to Fire anyway. Even five slot is dubious since we do have a Toxic hole but it's not taking one bonus that will alter that. You could take those two slots and put them somewhere else.

 

- 6 slot touch of death in Slash for the melee defense? Slash is your sole source of -defense which lets you slot the Achilles proc that boosts all your damage on that target you're hitting (including the damage of the damage procs in the attacks).

 

- 6 slot Tactics for 2.5% melee? Melee defense is good, but S/L defense is better. Melee defends only against melee. Smash and Slash defense protects against everything that does smash or slash. Energy blasts are energy/smash for example. Sonic attacks are smash and energy as well. Some psi attacks (not all) also have smash. Arrows and guns do Lethal damage. Melee will do nothing against any of those but Smash/Slash defense will. So building S/L first is a better option and then, yeah, sure, Melee too, but what is melee? Melee is usually someone swinging a sword (slash) or a hammer (smash), or being punched with electricity (usually with a smash component). in the original post I talk about Barrier and how it adds another permanent 5% defense so there is no need to aim for 45% and instead 40% is fine. You might want to take Ageless instead (personal choice, go for it) but it's not adding much since the ST rotation is pretty much in place and we are not Blasters who live and die by their 40 second nukes nor do we need the endurance from Ageless since we have Consume.

 

- Spin is in the red (meaning it has too much and its being wasted) for accuracy and damage. Replace the acc/dmg IO for the knockdown one and you're losing nothing but instead gaining both recharge and a soft mitigation with the knockdown.

 

- You have your Weave underslotted (same as Maneuvers but more noticeable in Weave) but have a Defense IO in Combat Jumping where it adds almost nothing (removing the defense from CJ drops your melee defense from 45.52% to 44.89%. That slot could go into Fiery Embrace.

 

- Why is Swipe, your weakest attack, five slotted with a purple set? You're not even supposed to use it once you get to 28 (23 if exemplared down) since Focus replaces it. You could swap the slotting with Slash, still keep the Touch of Death for the bonuses, but Slash, which you do use, is now boosted with a purple damage proc (these both activate more often that regular damage procs but also do more damage). As a bonus you now have a sixth free space that you can put the freed slot from above and place the Achilles proc in.

 

- You skip taking Focus, your strongest Claws attack ((470 damage with one stack of Follow-up, according to Mids. Slash only surpasses it once all procced out in the latest build) for Cross-Punch that does 256 with one stack of Follow-up. If you want a cone that does +recharge and superb mitigation you already have Shockwave for it (one stack of Follow puts it at the exact same damage as Cross-Punch, but animating in 1.2 seconds instead of 1.9 and with a munificent 30y range instead of Cross- Punch's 9y-ish range (with Tanker buffs). I have a build with Shockwave in the first post though it hasn't been updated with the proc findings.

 

- Conserve Power is of little use since you have Consume and Recovery Serums from the P2W vendor NPC.

 

- ...though you did not slot Consume (the slotting with Synapse gives 10% resistance to recharge slows (you have 35%, so you'll notice once you start fighting anything that does slows), 6.5% recharge and 4.5% resistance to negative and energy damage (you're still at 76% so another 4% would have you at 80%. See math below)). Consume is your endurance recovery clickie, why skip it?

 

- Hasten is three slotted (acceptable if you examplar a lot as it gets more recharge that way but other than that two +5 slots gives the same recharge at level 50).

 

- But then Fiery Embrace (your biggo damage boost) only with one?

 

- Punch and Tough is rushed before level 20 but Cross Punch is only taken at 38 which defeats the purpose of rushing those skills. You need to consider you might want to exemplar down for whatever reason and if you do then what? Punch and Tough is not exactly going to be of use. If you had taken Cross Punch much earlier it would have made sense to fill out your attack chain.

 

- I just want to re-insist with the exemplaring. You might absolutely 100% be sure that you are never ever going to exemplar down, but, there is no reason not to be 100% absolutely sure it will never happen and still place the powers in the right order. It will not hurt if you never ever examplar anyway, but if you do happen to do it (and this build is amazing for low level content) then you don't have your biggo damage boost at 47 instead of 28, and your travel power at 35.

 

- Blazing Aura is a poor place for the Might of the Tanker to begin with (it's procs-per-minute mechanics), but why is it six slotted for the 6% to smashing and lethal resists if you're already at 103% (the cap is 90%)? Ditto for Follow-up. Your Might of the Tanker proc gives nearly 7% to all resistances and it stacks three times (though it's better to always just assume two stacks) so there is no point in aiming for 90% (less alone surpass the triple digits). You will notice the little green light in Blazing Aura. This appears in whatever power you slot Might of the Tanker into and when clicked (you can turn the lil green light on and off at will) you'll notice you gain those near 7% to all resistances. The program doesn't allow to add more stacks so you need to do the math in your head: if you have 80% with the lil light on, then assume you will get a second stack of the proc for another 7% making your 80% as 87%. If you want to go further once you're at 90% HP your Scaling Resists IO you've slotted in Maneuvers adds another 1% becoming 88%. So aiming for 90% with one stack (or 103%) is not good planning.

 

 

 

This is why I did not want to go into detail 😛

 

But with all of this said you'll be fine if you run your build. CoH is easy and you'll still be melting enemies and headbutting Recluse into compliance.

 

There is no 'but' in the above statement.

 

Edited by Sovera
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28 minutes ago, Sovera said:

 

- Well, why did you six slot Fire shield for example? 2.5% to fire and cold res? Neither is important in end-game, and you're over capped to Fire anyway. Even five slot is dubious since we do have a Toxic hole but it's not taking one bonus that will alter that. You could take those two slots and put them somewhere else.

 

- 6 slot touch of death in Slash for the melee defense? Slash is your sole source of -defense which lets you slot the Achilles proc that boosts all your damage on that target you're hitting (including the damage of the damage procs in the attacks).

 

- 6 slot Tactics for 2.5% melee? Melee defense is good, but S/L defense is better. Melee defends only against melee. Smash and Slash defense protects against everything that does smash or slash. Energy blasts are energy/smash for example. Sonic attacks are smash and energy as well. Some psi attacks (not all) also have smash. Arrows and guns do Lethal damage. Melee will do nothing against any of those but Smash/Slash defense will. So building S/L first is a better option and then, yeah, sure, Melee too, but what is melee? Melee is usually someone swinging a sword (slash) or a hammer (smash), or being punched with electricity (usually with a smash component). in the original post I talk about Barrier and how it adds another permanent 5% defense so there is no need to aim for 45% and instead 40% is fine. You might want to take Ageless instead (personal choice, go for it) but it's not adding much since the ST rotation is pretty much in place and we are not Blasters who live and die by their 40 second nukes nor do we need the endurance from Ageless since we have Consume.

 

- Spin is in the red (meaning it has too much and its being wasted) for accuracy and damage. Replace the acc/dmg IO for the knockdown one and you're losing nothing but instead gaining both recharge and a soft mitigation with the knockdown.

 

- You have your Weave underslotted (same as Maneuvers but more noticeable in Weave) but have a Defense IO in Combat Jumping where it adds almost nothing (removing the defense from CJ drops your melee defense from 45.52% to 44.89%. That slot could go into Fiery Embrace.

 

- Why is Swipe, your weakest attack, five slotted with a purple set? You're not even supposed to use it once you get to 28 (23 if exemplared down) since Focus replaces it. You could swap the slotting with Slash, still keep the Touch of Death for the bonuses, but Slash, which you do use, is now boosted with a purple damage proc (these both activate more often that regular damage procs but also do more damage). As a bonus you now have a sixth free space that you can put the freed slot from above and place the Achilles proc in.

 

- You skip taking Focus, your strongest Claws attack ((470 damage with one stack of Follow-up, according to Mids. Slash only surpasses it once all procced out in the latest build) for Cross-Punch that does 256 with one stack of Follow-up. If you want a cone that does +recharge and superb mitigation you already have Shockwave for it (one stack of Follow puts it at the exact same damage as Cross-Punch, but animating in 1.2 seconds instead of 1.9 and with a munificent 30y range instead of Cross- Punch's 9y-ish range (with Tanker buffs). I have a build with Shockwave in the first post though it hasn't been updated with the proc findings.

 

- Conserve Power is of little use since you have Consume and Recovery Serums from the P2W vendor NPC.

 

- ...though you did not slot Consume (the slotting with Synapse gives 10% resistance to recharge slows (you have 35%, so you'll notice once you start fighting anything that does slows), 6.5% recharge and 4.5% resistance to negative and energy damage (you're still at 76% so another 4% would have you at 80%. See math below)). Consume is your endurance recovery clickie, why skip it?

 

- Hasten is three slotted (acceptable if you examplar a lot as it gets more recharge that way but other than that two +5 slots gives the same recharge at level 50).

 

- But then Fiery Embrace (your biggo damage boost) only with one?

 

- Punch and Tough is rushed before level 20 but Cross Punch is only taken at 38 which defeats the purpose of rushing those skills. You need to consider you might want to exemplar down for whatever reason and if you do then what? Punch and Tough is not exactly going to be of use. If you had taken Cross Punch much earlier it would have made sense to fill out your attack chain.

 

- I just want to re-insist with the exemplaring. You might absolutely 100% be sure that you are never ever going to exemplar down, but, there is no reason not to be 100% absolutely sure it will never happen and still place the powers in the right order. It will not hurt if you never ever examplar anyway, but if you do happen to do it (and this build is amazing for low level content) then you don't have your biggo damage boost at 47 instead of 28, and your travel power at 35.

 

- Blazing Aura is a poor place for the Might of the Tanker to begin with (it's procs-per-minute mechanics), but why is it six slotted for the 6% to smashing and lethal resists if you're already at 103% (the cap is 90%)? Ditto for Follow-up. Your Might of the Tanker proc gives nearly 7% to all resistances and it stacks three times (though it's better to always just assume two stacks) so there is no point in aiming for 90% (less alone surpass the triple digits). You will notice the little green light in Blazing Aura. This appears in whatever power you slot Might of the Tanker into and when clicked (you can turn the lil green light on and off at will) you'll notice you gain those near 7% to all resistances. The program doesn't allow to add more stacks so you need to do the math in your head: if you have 80% with the lil light on, then assume you will get a second stack of the proc for another 7% making your 80% as 87%. If you want to go further once you're at 90% HP your Scaling Resists IO you've slotted in Maneuvers adds another 1% becoming 88%. So aiming for 90% with one stack (or 103%) is not good planning.

 

 

 

This is why I did not want to go into detail 😛

 

But with all of this said you'll be fine if you run your build. CoH is easy and you'll still be melting enemies and headbutting Recluse into compliance.

 

There is no 'but' in the above statement.

 

All good and happy for the feedback!
As I said, I like to soft cap either my S/L or my melee defenses - yes I know without any DDR it isnt worthwhile but just my playstyle hence the Slash slotting. I actually never use Swipe so I wanted the 10% recharge since Hasten isnt perma (another peeve of my playstyle). But I definitely see your points here.

And didnt @Bopper show that procs in auras is the best way to trigger them? Hence the Gaussians in Tactics and MotT but again I see your point especially with the over resist cap. 

Keep in mind, the build is without any incarnates turned on and I like to maintain my soft cap, and resists without the incarnate slotting since I do tend to examplar a lot and when I do I just enjoy being the meat shield! I am not a pylon player so this is just a rather ultra durable, damage dealing, fun toon to play. .. Which again I totally blame you for!

 

Oh and ignore my power choice selection levels. . . I did take the order you suggested I just never got around to editing the build while I was toying with ideas!

Edited by theDarkeOne
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Just now, theDarkeOne said:

All good and happy for the feedback!
As I said, I like to soft cap either my S/L or my melee defenses - yes I know without any DDR it isnt worthwhile but just my playstyle hence the Slash slotting. I actually never use Swipe so I wanted the 10% recharge since Hasten isnt perma (another peeve of my playstyle). But I definitely see your points here.

And didnt @Bopper show that procs in auras is the best way to trigger them? Hence the Gaussians in Tactics and MotT but again I see your point especially with the over resist cap. 

Keep in mind, the build is without any incarnates turned on and I like to maintain my soft cap, and resists without the incarnate slotting since I do tend to examplar a lot and when I do I just enjoy being the meat shield! I am not a pylon player so this is just a rather ultra durable, damage dealing, fun toon to play. .. Which again I totally blame you for!

No, procs in toggles are pretty bad because they check for activation once every 10 seconds. I don't exactly remember the %, but I do know I tested the Might of the Tanker when this subject came up and I came out of it with the data that the proc reliably got one stack, two stacks only some of the time (it has a duration, and checking once every ten seconds on top of possible misses made stacking it actually difficult), and three stacks almost never. The number of enemies did not alter this. This is when I changed it to a single target attack instead and it became much more reliable.

 

Gaussian has a funny interaction with Tactics that makes it worth using (particularly with Claws that lacks a Build-up power that effectively triggers the Gaussian) and that the Gaussian procs -still- checks every ten seconds because it's in a toggle, but it gives a chance of going off per ally in range of Tactics ^_^ It ends being something like 40-50% chance with seven other players around (if I recall correctly but please do not quote me) which goes even higher with pets and MM minions.

 

 

To be perfectly honest and as someone who exemplars a lot myself the level 50 build does very well. To give an idea I wanted to test the latest build with the procs and a friend wanted to run the Hess TF (level 30 if I recall) so we merged endeavors. ...she then forgot to change from +4, so there we were level 30 surrounded by +4 mobs. And we did it fine. At some point I actually had to use Healing Flames (gasp) when taking three +4 spawns at the same time (ok, it's Council, they are wimps).

 

 

But trying to respect your choices here is what I would do with your build. It's not super perfect since resistances with two stacks of Might of the Tanker only end at 84-85% but trying to reach 45% without incarnates needed sacrifices. As a resistance set I feel 40% is fine (I reserve Barrier as a panic button or pre-emptive ambush defuser, so I'm not using on cooldown the second it recharges for the 5%) and with 40% you could increase the resistances some (switching back from Panaceia to Preventive Medicine and slotting Consume with a Synapse's Shock).

 

 

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Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Claws
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/Rchg(3), SprGntFis-Dmg/EndRdx/Rchg(5), SprGntFis-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Swipe -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(9), SprBlsCol-Acc/Dmg/EndRdx(9)
Level 2: Fire Shield -- UnbGrd-ResDam(A), GldArm-3defTpProc(13), UnbGrd-ResDam/EndRdx/Rchg(15), UnbGrd-ResDam/EndRdx(15), UnbGrd-Max HP%(17)
Level 4: Healing Flames -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(21), Pnc-Heal/Rchg(21), Pnc-Heal/EndRedux/Rchg(23), Pnc-Heal(23)
Level 6: Slash -- Hct-Dam%(A), Hct-Dmg/Rchg(25), Hct-Acc/Dmg/Rchg(25), Hct-Acc/Rchg(27), Hct-Dmg/EndRdx(27), AchHee-ResDeb%(29)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), Rct-ResDam%(31), Ksm-ToHit+(31), Krm-ResKB(33)
Level 12: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(34), StdPrt-ResDam/Def+(34)
Level 14: Super Jump -- WntGif-ResSlow(A)
Level 16: Spin -- Obl-Dmg(A), Obl-Acc/Rchg(34), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-%Dam(37)
Level 18: Burn -- HO:Nucle(A), Erd-%Dam(37), HO:Nucle(37), Obl-%Dam(39), FuroftheG-ResDeb%(39), Arm-Dam%(39)
Level 20: Follow Up -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(40), SprMghoft-Rchg/Res%(40), SprMghoft-Dmg/EndRdx/Rchg(40), TchofDth-Dam%(42)
Level 22: Consume -- PrfShf-EndMod/Rchg(A)
Level 24: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(42), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(43)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(43)
Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43)
Level 30: Tactics -- RctRtc-ToHit(A), RctRtc-Pcptn(45), AdjTrg-ToHit/EndRdx(45), AdjTrg-EndRdx/Rchg(45), AdjTrg-ToHit/EndRdx/Rchg(46), GssSynFr--Build%(46)
Level 32: Tough -- EndRdx-I(A)
Level 35: Cross Punch -- SprAvl-Rchg/KDProc(A), SprAvl-Dmg/EndRdx(46), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(48), FrcFdb-Rechg%(50)
Level 38: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def(50)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- PrfShf-End%(A)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/EndRdx/Rchg(13)
Level 1: Gauntlet
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: Sprint -- HO:Micro(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+(17), Mrc-Rcvry+(19)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19)
Level 50: Melee Core Embodiment
Level 50: Musculature Radial Paragon
Level 50: Reactive Core Flawless Interface
------------

 

 

 

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7 minutes ago, Sovera said:

No, procs in toggles are pretty bad because they check for activation once every 10 seconds. I don't exactly remember the %, but I do know I tested the Might of the Tanker when this subject came up and I came out of it with the data that the proc reliably got one stack, two stacks only some of the time (it has a duration, and checking once every ten seconds on top of possible misses made stacking it actually difficult), and three stacks almost never. The number of enemies did not alter this. This is when I changed it to a single target attack instead and it became much more reliable.

 

Gaussian has a funny interaction with Tactics that makes it worth using (particularly with Claws that lacks a Build-up power that effectively triggers the Gaussian) and that the Gaussian procs -still- checks every ten seconds because it's in a toggle, but it gives a chance of going off per ally in range of Tactics ^_^ It ends being something like 40-50% chance with seven other players around (if I recall correctly but please do not quote me) which goes even higher with pets and MM minions.

 

 

To be perfectly honest and as someone who exemplars a lot myself the level 50 build does very well. To give an idea I wanted to test the latest build with the procs and a friend wanted to run the Hess TF (level 30 if I recall) so we merged endeavors. ...she then forgot to change from +4, so there we were level 30 surrounded by +4 mobs. And we did it fine. At some point I actually had to use Healing Flames (gasp) when taking three +4 spawns at the same time (ok, it's Council, they are wimps).

 

 

But trying to respect your choices here is what I would do with your build. It's not super perfect since resistances with two stacks of Might of the Tanker only end at 84-85% but trying to reach 45% without incarnates needed sacrifices. As a resistance set I feel 40% is fine (I reserve Barrier as a panic button or pre-emptive ambush defuser, so I'm not using on cooldown the second it recharges for the 5%) and with 40% you could increase the resistances some (switching back from Panaceia to Preventive Medicine and slotting Consume with a Synapse's Shock).

 

 

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Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

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Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Claws
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/Rchg(3), SprGntFis-Dmg/EndRdx/Rchg(5), SprGntFis-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Swipe -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(9), SprBlsCol-Acc/Dmg/EndRdx(9)
Level 2: Fire Shield -- UnbGrd-ResDam(A), GldArm-3defTpProc(13), UnbGrd-ResDam/EndRdx/Rchg(15), UnbGrd-ResDam/EndRdx(15), UnbGrd-Max HP%(17)
Level 4: Healing Flames -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(21), Pnc-Heal/Rchg(21), Pnc-Heal/EndRedux/Rchg(23), Pnc-Heal(23)
Level 6: Slash -- Hct-Dam%(A), Hct-Dmg/Rchg(25), Hct-Acc/Dmg/Rchg(25), Hct-Acc/Rchg(27), Hct-Dmg/EndRdx(27), AchHee-ResDeb%(29)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), Rct-ResDam%(31), Ksm-ToHit+(31), Krm-ResKB(33)
Level 12: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(34), StdPrt-ResDam/Def+(34)
Level 14: Super Jump -- WntGif-ResSlow(A)
Level 16: Spin -- Obl-Dmg(A), Obl-Acc/Rchg(34), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-%Dam(37)
Level 18: Burn -- HO:Nucle(A), Erd-%Dam(37), HO:Nucle(37), Obl-%Dam(39), FuroftheG-ResDeb%(39), Arm-Dam%(39)
Level 20: Follow Up -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(40), SprMghoft-Rchg/Res%(40), SprMghoft-Dmg/EndRdx/Rchg(40), TchofDth-Dam%(42)
Level 22: Consume -- PrfShf-EndMod/Rchg(A)
Level 24: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(42), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(43)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(43)
Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43)
Level 30: Tactics -- RctRtc-ToHit(A), RctRtc-Pcptn(45), AdjTrg-ToHit/EndRdx(45), AdjTrg-EndRdx/Rchg(45), AdjTrg-ToHit/EndRdx/Rchg(46), GssSynFr--Build%(46)
Level 32: Tough -- EndRdx-I(A)
Level 35: Cross Punch -- SprAvl-Rchg/KDProc(A), SprAvl-Dmg/EndRdx(46), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(48), FrcFdb-Rechg%(50)
Level 38: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def(50)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- PrfShf-End%(A)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/EndRdx/Rchg(13)
Level 1: Gauntlet
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: Sprint -- HO:Micro(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+(17), Mrc-Rcvry+(19)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(19)
Level 50: Melee Core Embodiment
Level 50: Musculature Radial Paragon
Level 50: Reactive Core Flawless Interface
------------

 

 

 

I actually did a Stutter TF and forgot to turn difficulty down and that first mission ambush she came through it quite well! Had to kite quite a bit but didnt faceplant at all. . . The team did, which I apologized for since I dont have my second build done (which has taunt), but they were all shocked I kept going and going. . .

Seriously, I may never forgive you for showing off what this stupid combo can do. . .

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6 hours ago, Sovera said:

Melee defense is good, but S/L defense is better. Melee defends only against melee. Smash and Slash defense protects against everything that does smash or slash. Energy blasts are energy/smash for example. Sonic attacks are smash and energy as well.

I really should take this to heart. Playing SR for as long as I have has me always chasing positional defense.

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8 hours ago, Bill Z Bubba said:

I really should take this to heart. Playing SR for as long as I have has me always chasing positional defense.

This may be my issues also since I play a lot of Shield characters. I am trying to tweak my second build a bit to see performance with the S&L defense around 45% without Incarnates.

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Finished testing the Fire/Katana.

 

This has the closest in numbers to the Claws, the undisputed champion so far.

 

2:47
2:51
2:54
2:51
3:15 Swapped Degenerative for Reactive.
3:14 Returned to Degenerative but tried swapping the Fury in Burn for the Armaggedon proc and Golden Dragonfly using a five piece Obliteration.

 

These numbers are pretty much on par with the Claws whose average was in the 2:45, but I never managed to get the elusive 2:30. But those were super infrequent with the Claws too with only two in something like ten tests.

 

So performance wise I'm going to say that the Katana is right there with Claws and I'm pretty sure I can shave it some more.

 

 

The rotation was Divine Avalanche, Soaring Dragon, Golden Dragonfly, which attention paid to:

- Trying to use Burn before Soaring Dragon.

- Avoiding Divine Avalanche when possible. If I had to click Build-up I'd use it in Divine's place. If Hasten was recharged I'd so the same. When it was time to use Burn I would ditto. When I used Build-up I would start with Soaring Dragon, then Golden Dragonfly, then Burn, then return to Soaring Dragon and Dragonfly. Since Divine does not stack and the buff lasts long enough for these shenanigans it makes sense to skip the 179 damage attack for the 438/496/555 attacks.

 

 

The good:

- The 15% defense Divine Avalanche provides is a largesse in riches that allows to mess around with the build as we please. Notice the lack of a single Kinetic Combat and muling precious slots into stuff like Brawl or Punch like I did on the Claws. Notice me just faffing around with Blistering Cold to grab an extra 45% slow resist. This is good.

- Fast-ish animations, a simple three attack rotation.

- Pretty good AoE even when exemplared with Flashing Steel, Burn, Flashing Steel cutting a swathe through low level enemies. Once obtaining The Lotus Drops I stop using Flashing Steel and prefer to ST a boss and throw both Burn and Lotus as they recharge to clean the surrounding minions.

 

The bad:

- The exemplaring is okay. The two big hitters are at 35 and 38 forcing to level with Flashing Steel and Divine Avalanche. There would be barely be a point in slotting Sting of the Wasp for examplaring since it does pretty much the same damage as the other two attacks (Sting 88, Divine 64, Flashing 75). With Divine Avalanche providing defense and Flashing being an AoE Sting doesn't find a spot for the small extra it does. To compare Soaring Dragon does 154 and Golden Dragonfly does 194. All these numbers are base values. But this isn't as bad as all that in practice. In practice Build-up + Gaussian then dropping Flashing Steel, Burn, Flashing steel will melt spawns in the early game. As much as Follow-up is good if we start the fight at 160% damage when dropping Flashing and Burn it does outpace handily dropping Burn and Spin with 30% from FU. Then at Yin level we get Fiery embrace and can alternate/stack with BU (basically Fire Armor solves a lot of problems both in the big hitters being at 35+ and Lotus only coming at 28). This is why I say it's okay instead of saying it is bad.

- Tankers are the only AT to whom Divine Avalanche does not stack. Any other AT it stacks three times.

- Slotting around Divine Avalanche leaves a hole in ranged energy based attacks. Those usually incorporate a Smash component that is now lacking in the build. This may or may not be an actual problem in actual gameplay. Not many enemies will stay at range pew pewing if we go into melee and most enemies tend to pew pew a few times and then close in to do melee attacks. So in practice this might not a problem at all, but it's a hole, and ranged attacks with debuffs (any kheldian hits, the Penumbra mobs in Council, the Wailers redside etc etc) now have an easier way in. Again, in actual practice this might not be a problem, and when things go sour that is where Barrier goes in.

 

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Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Katana
Power Pool: Flight
Power Pool: Speed
Power Pool: zc_Leadership
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/Rchg(3), SprGntFis-Dmg/EndRdx/Rchg(5), SprGntFis-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Sting of the Wasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(7)
Level 2: Fire Shield -- GldArm-3defTpProc(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(9), UnbGrd-Max HP%(9), UnbGrd-ResDam/EndRdx/Rchg(11)
Level 4: Flashing Steel -- Obl-Dmg(A), Obl-Acc/Rchg(15), Obl-Dmg/Rchg(15), Obl-Acc/Dmg/Rchg(17), Obl-Acc/Dmg/EndRdx/Rchg(17), Obl-%Dam(19)
Level 6: Healing Flames -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(19), Pnc-Heal/Rchg(21), Pnc-Heal/EndRedux/Rchg(21), Pnc-Heal(23)
Level 8: Consume -- SynSck-EndMod/+RunSpeed(A), SynSck-Dam/Rech/Acc(23), SynSck-EndMod/Rech(25), SynSck-Dam/Acc/End(25), SynSck-EndMod(27), SynSck-Dam/Rech(27)
Level 10: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(29), Rct-ResDam%(29)
Level 12: Plasma Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), StdPrt-ResDam/Def+(33)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 16: Divine Avalanche -- SprMghoft-Rchg/Res%(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(33), SprMghoft-Acc/Dmg(34), SprMghoft-Dmg/EndRdx/Rchg(34), GldStr-%Dam(34), TchofDth-Dam%(36)
Level 18: Burn -- HO:Nucle(A), HO:Nucle(36), FuroftheG-ResDeb%(36), Obl-%Dam(37), ScrDrv-Dam%(37), Erd-%Dam(37)
Level 20: Build Up -- RechRdx-I(A), RechRdx-I(39), GssSynFr--Build%(39)
Level 22: Fly -- BlsoftheZ-ResKB(A), WntGif-ResSlow(40)
Level 24: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(40)
Level 28: The Lotus Drops -- Obl-Dmg(A), Obl-Acc/Rchg(40), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(42), Obl-Acc/Dmg/EndRdx/Rchg(42), Obl-%Dam(43)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43)
Level 32: Boxing -- SprBlsCol-Acc/Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/Rchg(50)
Level 35: Soaring Dragon -- HO:Nucle(A), HO:Nucle(43), FrcFdb-Rechg%(45), TchofDth-Dam%(45), Hct-Dam%(45), AchHee-ResDeb%(46)
Level 38: Golden Dragonfly -- Arm-Dam%(A), Arm-Dmg/Rchg(46), Arm-Acc/Dmg/Rchg(46), Arm-Acc/Rchg(48), Arm-Dmg/EndRdx(48), TchofLadG-%Dam(48)
Level 41: Focused Accuracy -- RctRtc-ToHit(A), RctRtc-Pcptn(50)
Level 44: Tough -- EndRdx-I(A)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50)
Level 49: Physical Perfection -- PrfShf-End%(A)
Level 1: Brawl -- SprBlsCol-Dmg/EndRdx/Acc/Rchg(A), SprBlsCol-Rchg/HoldProc(39)
Level 1: Gauntlet
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: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(11), NmnCnv-Regen/Rcvry+(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Musculature Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Banished Pantheon Radial Superior Ally
Level 50: Barrier Core Epiphany
Level 50: Assault Core Embodiment
------------

 

I can say it's a toss-up between Claws and Katana with Katana being more appealing to me for the lack of wasted slots thrown into Kinetic Combat mules. Claw still exemplars better.

 

Edited by Sovera
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26 minutes ago, Marshal_General said:

How would fire/dark do? It seems it would have a bit more survival, but I am not sure about the damage.

 

I've tried it but I was not impressed. Soul Drain failed to convince me and the heal from Life Siphon added little when Healing Flames is up every 13-15 seconds.

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If you're looking at it from a Excel spreadsheet angle, I guess. In practical terms not so much. But it's solid for those who want to give it a go.

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Just for funsies I tried making a Scrapper version of this. But it wasn't much of a success.

 

2:09

2:11

 

You'd think swapping Musculature for Resilient would have had more of an impact but it just shaves a few seconds. It is hard to tell due to the nature of the combat system and a Scrapper's random crits.

 

On the other hand it is the same as @Bill Z Bubbareported on his Brute: too squishy. I actually had to heal when a dropship was hitting me along with the pylon. The pylon itself could take me to half health at times though I would ignore it and slowly regen back to full. Trying it on a +4x8 Comic Con with bosses was okay as long as I hit Barrier on CD. Once I stopped to try it I still lasted a while but eventually my heal could not keep up. The nail in the coffin is that without an agro aura mobs wander around as they please which is icky.

 

It would have survived better with Shockwave but no room for it. My Claws/Bio swims in Comic Con, and, yes, I need to use my heals once in a while (mostly because I have her at 40% and don't use Barrier at all), but I put her survivability down to Shockwave keeping mobs on their butt for most of the fight. I suppose the same could have happened here but obviously this would have been a better fit with Katana/Fire for the extra defense lightening the slotting pressure.

 

In either case a 30 second improvement does not warrant the squish. A full minute and then the risk/reward ratio would skew enough to warrant it.

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Claws
Secondary Power Set: Fiery Aura
Power Pool: Flight
Power Pool: Speed
Power Pool: zc_Leadership
Power Pool: Fighting
Ancillary Pool: Body Mastery

Hero Profile:
Level 1: Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5)
Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-ResDam/EndRdx/Rchg(7), UnbGrd-Max HP%(9), GldArm-3defTpProc(9)
Level 2: Blazing Aura -- SprScrStr-Dmg/EndRdx/Rchg(A), SprScrStr-Acc/Dmg/EndRdx/Rchg(11), SprScrStr-Rchg/+Crit(11), ScrDrv-Acc/Dmg/EndRdx(13), ScrDrv-Dmg/EndRdx(13), ScrDrv-Acc/Dmg(15)
Level 4: Slash -- HO:Nucle(A), HO:Nucle(17), Hct-Dmg/EndRdx(19), TchofDth-Dam%(19), Hct-Dam%(21), AchHee-ResDeb%(21)
Level 6: Spin -- SprAvl-Rchg/KDProc(A), SprAvl-Dmg/EndRdx(23), SprAvl-Acc/Dmg/EndRdx(23), SprAvl-Acc/Dmg/Rchg(25), SprAvl-Acc/Dmg/EndRdx/Rchg(25)
Level 8: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(27)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 12: Follow Up -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(29), SprScrStr-Acc/Dmg/Rchg(29), SprCrtStr-Rchg/+50% Crit(31), TchofDth-Dam%(31), GssSynFr--Build%(31)
Level 14: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(33), Prv-EndRdx/Rchg(33), Prv-Heal/Rchg(33), Prv-Heal/Rchg/EndRdx(34), Prv-Absorb%(34)
Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-Rchg/ResDam(36), StdPrt-ResDam/Def+(50)
Level 18: Focus -- Apc-Dam%(A), Apc-Dmg(36), Apc-Acc/Dmg/Rchg(37), Apc-Acc/Rchg(37), Apc-Dmg/EndRdx(37), FrcFdb-Rechg%(39)
Level 20: Consume -- SynSck-EndMod(A), SynSck-Dam/Rech(39), SynSck-EndMod/Rech(39), SynSck-Dam/Rech/Acc(40), SynSck-Dam/Acc/End(40), SynSck-EndMod/+RunSpeed(40)
Level 22: Fly -- BlsoftheZ-ResKB(A), WntGif-ResSlow(42)
Level 24: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 26: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42)
Level 28: Burn -- HO:Nucle(A), HO:Nucle(42), Arm-Dmg/EndRdx(43), Arm-Dam%(43), Erd-%Dam(43), FuroftheG-ResDeb%(45)
Level 30: Boxing -- Empty(A)
Level 32: Tough -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam(45)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(45)
Level 38: Focused Accuracy -- RctRtc-ToHit(A), AdjTrg-ToHit(46), AdjTrg-ToHit/Rchg(46), AdjTrg-ToHit/EndRdx/Rchg(46), RctRtc-Pcptn(48)
Level 41: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def/EndRdx/Rchg(48), ShlWal-Def/Rchg(48), ShlWal-ResDam/Re TP(50), LucoftheG-Def/Rchg+(50)
Level 44: Physical Perfection -- PrfShf-End%(A)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Quick Form
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: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)
Level 50: Resilient Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------

 

 

I've been trying different things trying to improve on the 2:45 times (or make the 2:30 ones stable, but those are still complete flukes) from changing slotting, adding Decimation BU to Focus (no difference whatsoever), adding more procs, etc, but I think I've hit the max with the Claws. SS -should- be an improvement though the 10 seconds without doing damage will hurt and I can't really stomach it in actual play.

 

The Katana is being fiddly. I can't ignore DA too much since it provides both defense and ATO stacks, but in practice I find that I am greedy about using the heavy hitters and thus feel squishier than on the Claws. This is a matter of discipline though (and keep on longing for simple addons that keep track of buffs so I know when to re-apply instead of glancing at my monitored stats).

 

I am also finding that Spin is part of the reason I really really got into this build. After a number of different characters actually leveled and not just boosted in the PTS the half damage of their AoEs (Dragon Kick, Lotus, Typhoon's Edge) makes pressing the button less impactful where I feel the crunch when I hit Spin.

 

Edited by Sovera
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Going down the list of things-I-started-and-did-not-finish-testing we reach Fire/DM.

 

No clickies used: 3:30. Unsurprising as it is the norm.

 

 

But DM's strength does not lie in hitting one tough enemy for long periods of time. Despite being called an ST set it actually flourishes in multi-target scenarios. So I gathered a few enemies to feed Soul Drain and gave it a test. Unlike with a Shield Defense character the usage of Burn and Blazing Aura Will kill everything so it's only good for the first application of Soul Drain.

 

3:15 this time. Not enough of a difference to say it was whiffing or the damage boost.

 

 

But as I said the strength of DM lies in being surrounded by enemies. So I took it to a Comic Con to test that part. I did not take numbers as I had not done so with previous characters.

 

Y'know what? Screw it, lets do this.

 

No inspirations, switched back to Reactive, using Hybrid Assault on cooldown: 8 minutes.

 

To give a metric I pick my Fire/Claws and did the same thing. No inspirations, using Reactive, Hybrid Assault on cooldown: 7 minutes.

 

...

 

Yeah, even Soul Drain can't catch up with Spin's crunch and 360º.

 

Speaking of a new AoE rotation is born. Follow-up, Spin, Burn, Follow-up, Focus, Spin. Follow, Slash, Focus then leaves Burn and Spin perfectly aligned to start over.

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Dark Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/Rchg(3), SprGntFis-Dmg/EndRdx/Rchg(5), SprGntFis-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Shadow Punch -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg(9), SprBlsCol-Acc/Dmg/Rchg(9)
Level 2: Fire Shield -- GldArm-3defTpProc(A), UnbGrd-ResDam(11), UnbGrd-ResDam/EndRdx(11), UnbGrd-Max HP%(13), UnbGrd-ResDam/EndRdx/Rchg(13)
Level 4: Shadow Maul -- SprAvl-Rchg/KDProc(A), SprAvl-Dmg/EndRdx(17), SprAvl-Acc/Dmg/EndRdx(17), SprAvl-Acc/Dmg/Rchg(19), SprAvl-Acc/Dmg/EndRdx/Rchg(19)
Level 6: Smite -- SprMghoft-Acc/Dmg(A), SprMghoft-Acc/Dmg/EndRdx/Rchg(21), SprMghoft-Dmg/EndRdx/Rchg(21), SprMghoft-Rchg/Res%(23), CldSns-%Dam(23), TchofDth-Dam%(25)
Level 8: Healing Flames -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(25), Pnc-Heal/Rchg(27), Pnc-Heal/EndRedux/Rchg(27), Pnc-Heal(29)
Level 10: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(29), Rct-ResDam%(31)
Level 12: Plasma Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(33), StdPrt-ResDam/Def+(33)
Level 14: Consume -- SynSck-EndMod/+RunSpeed(A), SynSck-Dam/Rech/Acc(33), SynSck-EndMod/Rech(34), SynSck-Dam/Rech(34), SynSck-EndMod(34), SynSck-Dam/Acc/End(36)
Level 16: Siphon Life -- HO:Golgi(A), HO:Golgi(36), HO:Nucle(36), HO:Nucle(37), CrsImp-Dmg/EndRdx/Rchg(37), CldSns-%Dam(37)
Level 18: Burn -- HO:Nucle(A), HO:Nucle(39), Obl-%Dam(39), Erd-%Dam(39), Arm-Dam%(40), FuroftheG-ResDeb%(40)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 22: Fly -- BlsoftheZ-ResKB(A), WntGif-ResSlow(42)
Level 24: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(42)
Level 28: Soul Drain -- Arm-Acc/Rchg(A), RechRdx-I(42), RctRtc-ToHit(43), RctRtc-ToHit/Rchg(43), Empty(50)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45)
Level 32: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(45), KntCmb-Dmg/Rchg(45), KntCmb-Dmg/EndRdx/Rchg(46)
Level 35: Focused Accuracy -- RctRtc-ToHit(A), RctRtc-Pcptn(46)
Level 38: Midnight Grasp -- Hct-Dam%(A), Hct-Dmg/EndRdx(46), Hct-Dmg/Rchg(48), Hct-Acc/Dmg/Rchg(48), Hct-Acc/Rchg(48), TchofDth-Dam%(50)
Level 41: Physical Perfection -- PrfShf-End%(A)
Level 44: Tough -- TtnCtn-ResDam/EndRdx(A)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50)
Level 49: Assault -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
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: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), NmnCnv-Regen/Rcvry+(43)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Banished Pantheon Radial Superior Ally
Level 50: Barrier Core Epiphany
Level 50: Assault Core Embodiment
Level 50: Musculature Core Paragon
------------

 

Edited by Sovera
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1 hour ago, Sovera said:

Speaking of a new AoE rotation is born. Follow-up, Spin, Burn, Follow-up, Focus, Spin. Follow, Slash, Focus then leaves Burn and Spin perfectly aligned to start over.

My farmer goes with FU, Burn, Spin, FU, Shockwave, Fireball. I wouldn't mind tightening that up some. There's usually a gap between SW and FB that gets filled with Consume or Fiery Embrace or whatever.

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1 hour ago, Bill Z Bubba said:

My farmer goes with FU, Burn, Spin, FU, Shockwave, Fireball. I wouldn't mind tightening that up some. There's usually a gap between SW and FB that gets filled with Consume or Fiery Embrace or whatever.

I long for the slots to fill up two extra powers ^^ But possibly consider swapping Spin with Burn. Spin should have a 4.5 ish second CD of which 2.25 is eaten by Burn. Shockwave and Fireball fills it and Spin is back. If you have Burn non procced it should be back in less than eight seconds, so 2.7 from Spin, 1.3 from SW, 1.2 Fireball. Gives you room for Follow-up and Focus (moar FF proc chance) or Slash.

 

All bets off if it's a Scrapper. In fact, I'm going to be weird and say a Claws/Bio for farming and general content is pretty perfect. FU, SW, Spin (SW first since it animates faster allowing Spin to still make use of the crit chance proc) is a self-contained AoE cycle that requires nothing else and allows much in the freedom of slotting and power picks.

 

I used to boost my new characters to 22 with a Tanker but switched to my Claws/Bio Scrapper. I need to use Ablative every couple of packs due to being at 40% (probably would not really need Ablative if I popped Barrier on CD for the last 5%) but it handles +4x8 S/L Comic Con without a problem.

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On a lark I have started leveling a new character on Excelsior and decided on iron man rules (no inf transfers). Which means starting with zero cash and like a destitute refugee (from another server).

 

A few things were immediately noticeable as I went on and it ended being that my experience in leveling with ATOs and attuned IOs made a world of difference. I mean, yeah, intellectually I knew it, but the rose tinted glasses made me remember leveling without them much easier than it turned out to be.

 

 

I leveled feeling super squishy and my damage output being no great two shakes. Burn, as praised as it is by the community, is a weak little thing when we compare its basic slotting to the procced out slotting. Just like Savage Leap of Savage Melee Burn takes to procs like fish to water. The summoning of a pseudo pet who tries to use the procs a second time, coupled with the long recharge and animation makes it an amazing host for damage procs. In its ultimate form it is a 10 second ish mini nuke and in its basic form it is a warm breeze.

 

Anyway, I will add my experiences as I leveled because new new players can certainly make use of it.

 


 

Spoiler

 

Started as level 1. Zero inf. I decided I wanted to level with amplifiers but those would cost a total of 24k (a fortune :D). While I never bothered with it in the past people had mentioned the exploration badges in Atlas as a source of 5 merits. I proceeded to the P2W vendor, bought the Inner Inspiration power (I wanted to sell the insps, but it turned out there was no market for them so I ignored it from then on), one of the free Jump Packs (the second one costs 100k) and Beast run. I pulled out the wiki (https://cityofheroes.fandom.com/wiki/CoH_Exploration_Badges) and proceeded to look for them (Edge of Chaos made me google it but the badge is inside the Atlas Hall over the DATA section).

 

Came out of it 5 merits richer. Turned them into converters and sold for 1 inf. It made me around 1 mill. Looking good!

 

Bought the second Jump Pack, bought a maximum stack of Recovery Serums, then bought a few medium sized purple inspirations from the /AH. I ended buying 20-30+ leaving the bids at 500 which filled as I played. This part is crucial and I will return to it later.

 

Did a call for Death from Below.

Spoiler

New new players can just wait for someone to call for a DFB since it is very common. But if they want to show some initiative (and I cannot stress how much showing initiative sped things up) then they can do /lfg DFB LFM! and just click the names of the persons as they show interest, then click on LFG over their chat window, choose Death from Below and then queue.

 

At each level appropriate cut off I would head to the next contact (https://archive.paragonwiki.com/wiki/Task_Force) and pick the new one. This meant I never repeated content.

 

Chose Recovery as my bonus. Was still level 7 and could not yet do Positron part one so I did Death from Below a second time and chose Damage as my second reward. Started a Positron part 1 and lucked out on having an Empath in the team. Fortitude is a world of difference. Even so the medium purples were of use.

 

Finished Posi 1, used the SG base macro of Excelsior (each server has one so just ask on /lfg for the macro), converted, sold all for 1 inf again. Proceeded to Posi 2. No Empath this time around but had an Electrical Affinity character who had joined. This time the purples were of more use. Got it done. Traded merits for converters, sold.

 

I was then past level 22 and had ample inf to buy all my generic IOs. Still terribly squishy.

 

Went to do Synapse. At this point the ATO leveling build mocks Synapse. They hurt but not much, and they sap, but doable. This was not the case on generic IOs. Even with Recovery Serums and a triple recharge Consume I was gasping for blue air. They also hurt a lot more than what I remembered with no double 3% unique IOs and none of my attacks slotted with Kinetic Combats. This is where the medium purple came in to save the day. I would eat one before combat or if I saw my HP dipping too fast and then /ah between missions and refill my tray from those 20-30 I had bought earlier and who were waiting to be picked up.

 

My endurance woes did not lighten in the slightest even by the time I could afford a Panaceia, Miracle, Numina and Performance Shifter (around level 35-ish). Recovery Serum in both Synapse and Yin was incapable of coping in the slightest. This new experience tells me I was being too greedy with one accuracy, three damage, two recharge slotting. Leveling with ATOs and attuned IOs is a big difference than generics. That said I did detoggle a lot (especially over Yin. like, a LOT) but never died from it. It was still annoying and if I was to start over I would do two endurance reduction in each attack and cover the gaps with the use of Swipe.

 

I had to buy more medium purples as I was going through them at a fast rate since my shields were porous. But, at around 30-ish I triple slotted my shields and also bought the Shield Wall 5% resists... for no appreciable difference. Two extra resist IOs in each shield and 5% from the unique did nothing as the damage pierced me through anyway. Again, medium purple inspirations are a savior and are pretty cheap. Even bought at 5k a piece it is peanuts (the Panaceia, Miracle and Shield Wall uniques were all 10-ish million a piece, so 5k for an inspiration is really peanuts and should not be overthought).

 

I saw a Mothership Raid happening and joined. Did the Join the Vanguard mission real quick for the badge and earning vanguard merits from killing Rikti and proceeded to get bored for the next half hour. Came out of it with one level and a half and about 1k vanguard merits which could, and were, turned into 30 regular merits.

 

Did a Katie Hannon as well. Cue in more endurance woes. Also, the Lightning Storms were kicking me around as 4 -KB points weren't enough to cope. What makes it easier to deal with is a finished build with a high S/L defense which protects from the Lightning Storm attacks. Without Kinetic Combats slotted in every attack and both 3% defense uniques the storms were bating me around at their leisure.

 

Finished Numina at level 39 (accolade, got!) and missing one level to do Market Crash I joined an Admiral Sutter TF. Tough TF with all the defense debuffing which lead to two deaths. Afterwards I did the Market Crash, crafted my purple (first time doing it grants a purple IO recipe), used converters (choosing convert out of set) until it turned into a purple from a set I would use at level 50.

 

 

Called it a day at level 44.

 

I have 26 million to my name and my current build is:

 

Spoiler

image.thumb.png.c54ccdec99d6fb40101cc7e033a5e573.pngimage.png.521831fa6ac4b25a0eb634c58c67c2cc.png

 

 


 

 

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  • 3 weeks later
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I ran into Sovera the other day and mentioned that I'd be considering this build.  

 

SO glad I did - already L30 (PI ToT team after a few DFBs and a pair of DIB runs, and a couple of solo radios I could run while 'working' on meetings.)

 

Fiery Embrace feels like the OMG-dmg version of Build Up.  Holy Guacamole!  I went FE, Burn (1 Proc), and with Blazing Aura (1 Proc) and... Orange Minions were gone, the Red Lts were right behind them.  Just... amazing.  

 

Putting in my -KB next.

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  • 1 month later

Posted this and the next couple posts on a different thread but adding them here to serve as my compilation of Fire Armor builds.

 

  

I've made this build my lil bitch and roll over to offer its tummy.

 

I've managed to keep Whirlwind Mace and Crowd Control, AND near max resistances, AND include damage procs, AND not skimp on recovery or endurance reduction on attacks, AND just abouts 40% defense, AND quite decent recharge (132 Hasten with no FF proc active).

 

 

Looking at Mids I'm not sure it will really surpass the Claws though.

 

Claws with two stacks would make Follow-up do 196, Jawbreaker with no Build-up does 240.
Slash all procced out would do 513, Shatter would do 366.
Focus 433, Clobber 479.
Burn 585. WM Burn 361.
 
...of course these numbers don't include Build-up with Gaussian
 
Fiery Embrace likes WM more too. With two stacks and FE:
 
Follow-up 271. Jawebreaker 349
Slash 572. Shatter 491.
Focus 522. Clobber 635.
Burn 731. WM Burn 465.
 
For funsies I clicked on FE and Build-up (but removed the Gaussian since it only lasts 5 seconds).
 
Jawbreaker 469.
Shatter 631.
Clobber 814.
Burn 598.
 
 
So overall I have no idea which of the two would come out ahead. Claws hits for less but nearly does three attacks in the time WM does two. WM has bigger bursty numbers, but Claws has theirs pretty much all the time.
 
So, best way is to not try to math but just empirical it.
 
Be back in a couple of hours. In the meanwhile this is the build.
 
Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: War Mace
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(3), SprGntFis-Acc/Dmg/Rchg(3), SprGntFis-Dmg/EndRdx/Rchg(5), SprGntFis-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Bash -- KntCmb-Dmg/EndRdx/Rchg(A), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx(7), KntCmb-Acc/Dmg(9)
Level 2: Healing Flames -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(9), Prv-EndRdx/Rchg(11), Prv-Heal/EndRdx(11), Prv-Heal(13), Prv-Absorb%(36)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 6: Jawbreaker -- SprBlsCol-Rchg/HoldProc(A), FrcFdb-Rechg%(13), SprBlsCol-Acc/Dmg/Rchg(19), SprBlsCol-Acc/Dmg/EndRdx(19), SprBlsCol-Dmg/EndRdx(21), SprBlsCol-Dmg/EndRdx/Acc/Rchg(21)
Level 8: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(23), Rct-ResDam%(25)
Level 10: Fire Shield -- GldArm-3defTpProc(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(27), UnbGrd-Max HP%(29), UnbGrd-ResDam/EndRdx/Rchg(29)
Level 12: Plasma Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), StdPrt-ResDam/Def+(33)
Level 14: Consume -- SynSck-EndMod/+RunSpeed(A), SynSck-Dam/Rech/Acc(33), SynSck-EndMod/Rech(33), SynSck-Dam/Rech(34), SynSck-EndMod(34), SynSck-Dam/Acc/End(34)
Level 16: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(36), RechRdx-I(36), GssSynFr--Build%(40)
Level 18: Burn -- HO:Nucle(A), HO:Nucle(37), Obl-%Dam(37), FuroftheG-ResDeb%(37), SprMghoft-Rchg/Res%(39), Erd-%Dam(39)
Level 20: Whirling Mace -- SprAvl-Rchg/KDProc(A), SprAvl-Dmg/EndRdx(23), SprAvl-Acc/Dmg/EndRdx(25), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Acc/Dmg/EndRdx/Rchg(40)
Level 22: Fly -- BlsoftheZ-ResKB(A), WntGif-ResSlow(42)
Level 24: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(42)
Level 28: Clobber -- Hct-Acc/Rchg(A), Hct-Acc/Dmg/Rchg(43), Hct-Dmg/Rchg(43), Hct-Dmg/EndRdx(43), Hct-Dam%(45), TchofDth-Dam%(45)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45)
Level 32: Boxing -- Empty(A)
Level 35: Shatter -- Arm-Dam%(A), Arm-Dmg/Rchg(46), Arm-Acc/Dmg/Rchg(46), Arm-Acc/Rchg(46), Arm-Dmg/EndRdx(48), Erd-%Dam(50)
Level 38: Crowd Control -- SprMghoft-Acc/Dmg/EndRdx/Rchg(A), SprMghoft-Acc/Dmg(40), SprMghoft-Acc/Dmg/Rchg(42), SprMghoft-Dmg/EndRdx/Rchg(50), FrcFdb-Rechg%(50)
Level 41: Tough -- EndRdx-I(A)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48)
Level 47: Focused Accuracy -- RctRtc-Pcptn(A), RctRtc-ToHit(48)
Level 49: Physical Perfection -- PrfShf-End%(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
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: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), NmnCnv-Regen/Rcvry+(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Musculature Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Banished Pantheon Radial Superior Ally
Level 50: Barrier Core Epiphany
Level 50: Assault Core Embodiment
------------

 

 

I return from testing. Fortunately it was much easier to strip one of the previous Fire Armor characters than to painstakingly recreate it from scratch.

 

Drumroll......

 

3:51... Yeeeeeah, no.

3:37 - Switched to Degenerative.

 

Don't feel that there is a point in continuing.

Edited by Sovera
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Since I was on a row I went to test a super heavily procced Fire/KM to see what would happen.

 

The answer? Not much.

 

3:50 with Reactive.

 

3:27 with Degenerative.

 

 

The build I used.

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Kinetic Melee
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura -- SprAvl-Rchg/KDProc(A), SprAvl-Dmg/EndRdx(3), SprAvl-Acc/Dmg/EndRdx(3), SprAvl-Acc/Dmg/Rchg(5), SprAvl-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Quick Strike -- HO:Nucle(A), HO:Nucle(7), TchofDth-Dam%(7), GldStr-%Dam(9), ExpStr-Dam%(9), FrcFdb-Rechg%(50)
Level 2: Healing Flames -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(11), Pnc-Heal/Rchg(11), Pnc-Heal/EndRedux/Rchg(13), Pnc-Heal(13)
Level 4: Body Blow -- HO:Nucle(A), HO:Nucle(34), GldStr-%Dam(36), Mk'Bit-Dam%(40), TchofDth-Dam%(45), SprMghoft-Rchg/Res%(50)
Level 6: Smashing Blow -- HO:Nucle(A), HO:Nucle(17), Mk'Bit-Dam%(17), Hct-Dam%(19), TchofDth-Dam%(19), GldStr-%Dam(21)
Level 8: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(25), Rct-ResDam%(27), Ksm-ToHit+(27)
Level 10: Fire Shield -- GldArm-3defTpProc(A), UnbGrd-ResDam(21), UnbGrd-ResDam/EndRdx(23), UnbGrd-Max HP%(23), UnbGrd-ResDam/EndRdx/Rchg(25)
Level 12: Plasma Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(29), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), StdPrt-ResDam/Def+(31)
Level 14: Consume -- SynSck-EndMod/+RunSpeed(A), SynSck-Dam/Rech/Acc(33), SynSck-EndMod/Rech(33), SynSck-Dam/Rech(33), SynSck-EndMod(34), SynSck-Dam/Acc/End(34)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 18: Burn -- HO:Nucle(A), HO:Nucle(36), FuroftheG-ResDeb%(36), Obl-%Dam(37), Arm-Dam%(37), Erd-%Dam(37)
Level 20: Power Siphon -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(39), GssSynFr--Build%(39), RechRdx-I(39)
Level 22: Fly -- BlsoftheZ-ResKB(A), WntGif-ResSlow(40)
Level 24: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(40)
Level 28: Burst -- SprGntFis-Acc/Dmg(A), SprGntFis-Rchg/+Absorb(42), SprGntFis-Acc/Dmg/Rchg(42), SprGntFis-Dmg/EndRdx/Rchg(42), SprGntFis-Acc/Dmg/EndRdx/Rchg(43), FrcFdb-Rechg%(43)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(43)
Level 32: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/Rchg(46), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46)
Level 35: Focused Accuracy -- RctRtc-ToHit(A), RctRtc-Pcptn(48)
Level 38: Tough -- UnbGrd-ResDam/EndRdx(A)
Level 41: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48)
Level 44: Physical Perfection -- PrfShf-End%(A)
Level 47: Assault -- EndRdx-I(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(45), KntCmb-Dmg/Rchg(48), KntCmb-Dmg/EndRdx/Rchg(50)
Level 1: Gauntlet
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: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Musculature Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Banished Pantheon Radial Superior Ally
Level 50: Barrier Core Epiphany
Level 50: Assault Core Embodiment
------------

 

 

 

The good thing about testing is that at least I get them out of my mind instead of pondering if they are the next best thing as I was with the DB one, as well as this one.

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After all the testing done with my Fire/Claws (new record of 2:30, no clickies used!) I took a look at Dual Blades and thought it could adapt well.

 

Basically all attacks could be procced thanks to the lengthier animations and the extra attack, and Attack Vitals would basically be free damage. There would be a spot for Fury of the Gladiator outside of Burn too.

 

 

All T4 using Reactive and Cardiac (even with Cardiac it was touch and go and this with some toggles off: 3:54

 

Switched to Musculature and Degenerative: 3:30

 

I expected perhaps a bit too much.

 

 

It does highlight my point about Cardiac when the Recovery Serum kept my bar near to full for the duration of the test and Cardiac saw it dip down to 15-20%.

 

I had such high hopes for this too, and it was so much trouble (almost finished slotting everything when I had the sad idea of checking what 'auto enhance with IOs' did and it wiped all my slotting with random sets).

 

The build could use some tweaking still (dat Rectified Reticule in Blinding Feint...)

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Dual Blades
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Hero Profile:
Level 1: Blazing Aura -- SprGntFis-Acc/Dmg(A), SprGntFis-Dmg/Rchg(3), SprGntFis-Acc/Dmg/Rchg(3), SprGntFis-Dmg/EndRdx/Rchg(5), SprGntFis-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Nimble Slash -- KntCmb-Dmg/EndRdx/Rchg(A), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx(7), KntCmb-Acc/Dmg(9)
Level 2: Healing Flames -- Prv-Heal/Rchg/EndRdx(A), Prv-Heal/Rchg(9), Prv-EndRdx/Rchg(11), Prv-Heal/EndRdx(11), Prv-Heal(13), Prv-Absorb%(13)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 6: Ablating Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(19), KntCmb-Dmg/EndRdx/Rchg(21), TchofDth-Dam%(21), AchHee-ResDeb%(23)
Level 8: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(23), Rct-ResDam%(25), Ksm-ToHit+(25)
Level 10: Fire Shield -- GldArm-3defTpProc(A), UnbGrd-ResDam(27), UnbGrd-ResDam/EndRdx(27), UnbGrd-Max HP%(29), UnbGrd-ResDam/EndRdx/Rchg(29)
Level 12: Plasma Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), StdPrt-ResDam/Def+(33)
Level 14: Consume -- SynSck-EndMod/+RunSpeed(A), SynSck-Dam/Rech/Acc(33), SynSck-EndMod/Rech(33), SynSck-Dam/Rech(34), SynSck-EndMod(34), SynSck-Dam/Acc/End(34)
Level 16: Typhoon's Edge -- SprAvl-Rchg/KDProc(A), SprAvl-Dmg/EndRdx(36), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(36), SprAvl-Acc/Dmg/EndRdx/Rchg(37)
Level 18: Burn -- HO:Nucle(A), HO:Nucle(37), Obl-%Dam(37), ScrDrv-Dam%(39), Arm-Dam%(39), Erd-%Dam(39)
Level 20: Blinding Feint -- SprBlsCol-Acc/Dmg/EndRdx(A), SprBlsCol-Acc/Dmg(40), RctRtc-ToHit(40), SprMghoft-Rchg/Res%(40), RctRtc-Pcptn(42), TchofDth-Dam%(42)
Level 22: Fly -- BlsoftheZ-ResKB(A), WntGif-ResSlow(42)
Level 24: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(43)
Level 28: Vengeful Slice -- HO:Nucle(A), HO:Nucle(43), TchofDth-Dam%(43), GldStr-%Dam(45), Hct-Dam%(45), FrcFdb-Rechg%(45)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46)
Level 32: Boxing -- Empty(A)
Level 35: Sweeping Strike -- HO:Nucle(A), HO:Nucle(46), Obl-%Dam(46), ScrDrv-Dam%(48), Erd-%Dam(50), FuroftheG-ResDeb%(50)
Level 38: Focused Accuracy -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(48)
Level 41: Tough -- EndRdx-I(A)
Level 44: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def(50)
Level 47: Physical Perfection -- PrfShf-End%(A)
Level 49: Assault -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
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: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15), NmnCnv-Regen/Rcvry+(15)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Musculature Core Paragon
Level 50: Pyronic Core Final Judgement
Level 50: Reactive Radial Flawless Interface
Level 50: Banished Pantheon Radial Superior Ally
Level 50: Barrier Core Epiphany
Level 50: Assault Core Embodiment
------------

 

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