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Posted

Hey all,

So for the first time ever I read through all the set bonus rules and the diversification thingies and picked out the sets that looked cool.

I suspect there are some inefficiencies in here (like I didn't need both consume powers when i have ageless).

But like I said, first build, looking for thoughts.

Ember - Brute (Dark Melee).mxd

Posted

Dark Melee is primarily a single-target set. For farming, you'll go dramatically faster with a primary with a lot of AoE. You may also want to bring your fire defense up to 45% so that you can crank the difficulty and still not have to worry about healing, just focus on damage. There are many farming threads, but this was one I enjoyed, and it has a number of builds for you to reference.

 

 

  • Like 1
Posted

Right. Already read that, and got my dude to level 50 full build.
I'm specifically looking for enhancement  feedback if anyone just loves monkeying around with builds.

Posted

While it's probably too late, this seems like a combo that works a lot better for a Tanker. Both Soul Drain and Shadow Maul benefit from Tanker over Brute and Fiery Aura both develops more quickly and is easier to slot up for general purposes on a Tanker.

Posted

My latest Fire farmer is a dark/fire/MU.  Mu Mastery is horrifically important.  30 seconds of a nice 8-10 target Soul Drain and enough recharge through IOs/incarnate getting it near perma is what makes it awesome

 

Soul Drain, use AoEs.  Burn>Fences>Ball>burn  Static Discharge Cone is nice for pulling and Shadow Maul is low priority unless enemies line up for it.

 

Mu Mastery is where the damage comes from most fire farmers.  Sure Burn is a contributing factor but Mu Mastery people overlook/dont wanna switch to villain for 30-60 minutes/dont know about.

Posted
1 hour ago, kelika2 said:

Mu Mastery is where the damage comes from most fire farmers.  Sure Burn is a contributing factor but Mu Mastery people overlook/dont wanna switch to villain for 30-60 minutes/dont know about.

Ball Lightning and Electrifying Fences together have a base dps of 2.85.

 

Quills is 3.13 dps and Blazing Aura is 4.59 dps, for a total of 7.72 dps. So you'd need ~+200% recharge (entirely reasonable) before the Mu Mastery powers start overtaking them dps-wise.

 

Spine Burst has 2.47 dps, so it's better than either Ball Lightning or Electrifying Fences individually. Atom Smasher is 2.57 dps, so again better than either of those two powers individually.

 

On the build I currently use for farming (albeit as a Tanker), I use Dragon's Tail. For a Brute, this has 3.14 dps - more than the sum of the two Mu Mastery powers - and it's actually quite a bit better than those numbers would indicate since you can effectively be under perma-Force Feedback with it.

 

Shadow Maul is a whopping 6.66 dps. On a perma-Soul Drain build, you only have 2.75 secs between Shadow Mauls (occurring on a 5.25 sec cycle). This tends to sharply reduce the value of Mu Mastery since you're trying to squeeze those relatively weak AEs in between your very good ones. So I think Mu is a lot less crucial than you're making out.

Posted (edited)
2 hours ago, Hjarki said:

Ball Lightning and Electrifying Fences together have a base dps of 2.85.

 

Quills is 3.13 dps and Blazing Aura is 4.59 dps, for a total of 7.72 dps. So you'd need ~+200% recharge (entirely reasonable) before the Mu Mastery powers start overtaking them dps-wise.

 

Spine Burst has 2.47 dps, so it's better than either Ball Lightning or Electrifying Fences individually. Atom Smasher is 2.57 dps, so again better than either of those two powers individually.

please factor in perma-ish soul drain.

also enemy resistance, not all firefarms are the same.  but the cave firefarm comicon map has a reasonable amount of lethal resist.  quills and blazing aura should do the same amount of damage, but dont.

Edited by kelika2
Posted

a large part of why Mu works out to be great for farming is the very low cast times of Fences & Ball, which then become far better than SpineBurst in that regard. combined with high target limits & the use of -Res procs, they pull a lot of weight. how many targets are you hitting on avg with Dragon's Tail?...not likely 16, right? with how often the 5s boost is up, do you think the FF +Rech proc is helping you deal 20% more dmg on all attacks over the entire farm run?

the big hurdle you guys are going uphill against, is the lack of a 2nd Dmg Aura in DM & MA. it's a lot of free DPS to leave out.

as for the posted build from the OP, i agree with Werner about hitting Def softcap, & suggest you take a clean new look at which sets contribute to that goal first before trying to tweak small things for efficiency. lots of +Rech is great, but you're going to cut into that bonus DPS a ton by spending time on powers to recoup HP and End. less time spent surviving is more time spent killin.

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