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Radiation Melee / Fiery Aura Brute


Small Onez

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On 3/25/2021 at 5:06 AM, Small Onez said:

What is the best build for a RAD / FIRE brute for doing missions / TF?

Already got him build for farming but need a build for missions / TF.

 

 

Spoiler

Villain Plan by Mids' Reborn : Hero Designer 3.0.1.9
https://github.com/Reborn-Team/Hero-Designer

Click this DataLink to open the build!

Level 50 Technology Brute
Primary Power Set: Radiation Melee
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Radioactive Smash -- SprBrtFur-Dmg/Rchg(A), SprBrtFur-Dmg/EndRdx/Rchg(3), SprBrtFur-Rech/Fury(3), CrsImp-Acc/Dmg(5), CrsImp-Acc/Dmg/Rchg(5)
Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-EndRdx/Rchg(7), UnbGrd-ResDam/EndRdx/Rchg(9), GldArm-3defTpProc(9)
Level 2: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(11), SprAvl-Acc/Dmg/EndRdx(11), SprAvl-Acc/Dmg/Rchg(13), SprAvl-Acc/Dmg/EndRdx/Rchg(13)
Level 4: Healing Flames -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(15), Pnc-Heal/Rchg(15), Pnc-Heal/EndRedux/Rchg(17), Pnc-Heal(17)
Level 6: Proton Sweep -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Acc/Dmg/Rchg(19), SprBrtFur-Acc/Dmg/EndRdx/Rchg(19), Obl-Acc/Dmg/Rchg(21), Obl-%Dam(21)
Level 8: Fusion -- RechRdx-I(A), GssSynFr--Build%(23)
Level 10: Super Jump -- Empty(A)
Level 12: Contaminated Strike -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Acc/Dmg/Rchg(23), SprUnrFur-Dmg/EndRdx/Rchg(25), SprUnrFur-Acc/Dmg/EndRdx/Rchg(25), SprUnrFur-Rchg/+Regen/+End(27)
Level 14: Maneuvers -- Ksm-Def/EndRdx(A), Ksm-Def/Rchg(27), Ksm-Def/EndRdx/Rchg(29), LucoftheG-Def/Rchg+(29)
Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-EndRdx/Rchg(31), UnbGrd-ResDam/EndRdx/Rchg(31), StdPrt-ResDam/Def+(33), StdPrt-ResKB(33)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 20: Consume -- PrfZng-Taunt(A), PrfZng-Taunt/Rchg(34), PrfZng-Taunt/Rchg/Rng(34), PrfZng-Acc/Rchg(34), PrfZng-Taunt/Rng(36), PrfZng-Dam%(36)
Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-Def/EndRdx(36), Ksm-Def/Rchg(37), Ksm-Def/EndRdx/Rchg(37), ShlWal-ResDam/Re TP(37), Rct-ResDam%(39)
Level 24: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40)
Level 26: Devastating Blow -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(40), Hct-Acc/Rchg(42), Hct-Dmg/EndRdx(42), Hct-Dam%(42)
Level 28: Irradiated Ground -- Erd-%Dam(A), Obl-%Dam(43), Obl-Acc/Dmg/Rchg(43), AchHee-ResDeb%(43), FuroftheG-ResDeb%(45)
Level 30: Tough -- GldArm-End/Res(A), GldArm-Res/Rech/End(45), GldArm-ResDam(45)
Level 32: Atom Smasher -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(46), Arm-Acc/Rchg(46), Arm-Dmg/EndRdx(46), Arm-Dam%(47), AchHee-ResDeb%(47)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(48)
Level 38: Weave -- Ksm-Def/EndRdx(A), Ksm-Def/Rchg(48), Ksm-Def/EndRdx/Rchg(48), LucoftheG-Def/Rchg+(49)
Level 41: Tactics -- GssSynFr--ToHit/EndRdx(A)
Level 44: Superior Conditioning -- PreOptmz-EndMod/End/Rech(A)
Level 47: Physical Perfection -- PrfShf-End%(A)
Level 49: Vengeance -- 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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PreOptmz-EndMod/End/Rech(A)
Level 50: Degenerative Total Radial Conversion 
Level 50: Ageless Core Epiphany 
Level 50: Agility Total Radial Revamp 
Level 1: Momentum 
------------

Tossed out Burn, unless you are soloing its next to useless in a group.

Edited by Outrider_01

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

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  • 2 weeks later
1 hour ago, Sovera said:

Oh wow.. Tossing out Burn... Why bother go Fire Armor then?

If you are in a group, most minions will be dead by the time the animation is done and the DoT damage is over 10 seconds; you team will kill most bosses in 6-8 seconds.  Its radius is 8, your buddy groupmates will toss out an AoE Immobilize and holds have a radius of 30; basically you cast and minions are dead the boss starts to turn crispy then a team mate throws out immobilize outside the radius; even an AV with triangles down can't take damage if its 8.1 radius outside the burn.  AV fights are where Burn would shine, but triangles up/down and team mates can cause havoc.

 

If you are solo; you got all the time in the world.  Nothing to interfere with using Burn unless you got Significant Other aggro or your computer crashes.

 

tl;dr - outside a farm or solo, Burn is less then useful  If you want 4 minutes of immobilize protection which is in Burn (kind of like Super Reflex click mez), that's useful but easily replaceable with CJ.

 

And you picked Radiation/Fire, which is the premier farming combo.  I assumed you wanted to use it for other purposes, since you can use an alternate build, and didn't want to roll something else.  You have 999 other character slots, you can always stomp through content with a different primary/secondary. 

 

I got a Mace/Electric with 45% smashing/lethal defense avoiding most attacks and about 80% S/L/F/C 90% energy resists to shrug off what gets through; 9 KB protection on top of what grounded gives (another 15, the 9 is if tagged in mid air) and its heal click is a 30 regen with half hit point recovery and endurance reduction on top of it.  Probably 75% of content at 50 is easily to tank (high end stuff, kind of squish after debuffs hit), but his damage sucks unless hit with Fulcrum Shift to cap it (animations are slow as well) and the only weakness is -def or -regen (CoT mages in PI radio just floor it).  The biggest bonus though, the guy can do S/L/ENG farms and PVE on the same build; the farms have to run at +2 cause after the minions are dead at +4 you end up fighting like 9 bosses/EB at the same time; lots of HP to chew through and its boring (+4 is doable, just really slow).

 

Note:  My Mace/Electric has to pick and choose Energy farm; the good ones have Energy Blast/Melee only as you can avoid the SM component, resist the energy and smashing, while shrugging off the KB.  The piss farms has electric melee / blast which just drain endurance.  This guy would of been better off as a tank.  The /Electric armor slotting can be swapped with something else like Martial Arts or Savage Melee for normal content and would be more enjoyable.

Edited by Outrider_01

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

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Burn takes to procs like a fish takes to water. A proccd out approach of slotting two +3 Hamis, one Eradication proc, one Scirocco proc, one Armaggedon proc, one Obliteration proc, has an average of 83% chance for the regular procs to go off and 90% for a purple proc. Plus the damage of Burn itself which at 80% fury is at nearly 350 damage (according to mids, clean build with only Burn taken and slotted). With all the procs it goes up to 692. This is without BU + Gaussian or Fiery Embrace muddling things, but, again, burst damage is king so with BU and Gaussian this goes up to 756 or with FE instead it goes up to 747.

 

The pseudo pet also brings its own second (lower) chance of all the procs going off again which muddles the waters a bit since it's no longer that 90 and 83% chance but still increases damage further.

 

Since it has a very low endurance cost of 5.2 it does not require endurance reduction and even procced out and with no recharge slotted it is back in about 10 seconds.

 

 

To compare it Rad Melee's heavy hitter Devastating Blow takes nearly 3 seconds to animate (Burn is 2.3) and with a full five purples and a second damage proc it does 614 damage with a much much lower chance of 46% for the purple proc and 36% for the regular damage proc. In a full build it will recharge in about 5 seconds ish which puts it ahead of Burn for ST (since two can go off for each Burn), but Burn will hit five enemies, not even to mention how a reliable 83% minimum is, well, more reliable, than a minimum 36%.


Everything else you've said is correct but a Brute generates agro and jumping into a pack and unloading is still a lot of bursty damage that will be available the next pack. Or even twice in a pack if not in a team at kills a whole pack of enemies in 6-7 seconds.

 

 

Your concern about the DoT has value though even if I feel you're exaggerating a bit.

 

Looking at Mids' power data Burn will do an immediate 60 damage front loaded followed by 13 ticks of 3.3 damage. To clean the math I remove Fury and look at the base damage of Burn which is 103. This jives. 3.3 x 13 is 42.9 and the front loaded 60.06 makes 103. That means roughly 60% of the damage is front loaded followed by 10 seconds of DoTs.

 

With just two +3 Hamis and Fury at 80% the damage goes from 103 to 347 (I'll round it up to 350). 60% of that is 210. With procs added the 350 goes to 622 which is a near 78% damage increase. 78% added to 210 brings it to 373.

 

So, ignoring the DoT component completely Burn will do 373 minimum, more if the pseudo pet activates the procs a second time (again, much lower chance from the pet than the activation of the power).

 

Radiation Melee's second heavy hitter is Radiation Siphon which with Fury at 80% + regular slotting + two damage procs does 363. But both damage procs only have 33% chance of going off. It has roughly the same activation time of Burn, but, Burn will hit five mobs.

 

Anytime someone is to click on Radioactive Smash or Radiation Siphon they can click on Burn instead and do minimum as much damage as using those skills, and will do double the damage if hitting at least a second mob with it, triple if hitting three mobs, etc, and 40% more of that if the DoT has the time to run off.

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