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Rad/Stone build and compilation of Stone Armor builds.


Sovera
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I've made a DB/Stone brute. For one, I've never done DB, and Two, I had a concept. I'm a little discouraged because you're basically saying it's weak. Oh well, I will level and IO this thing out, bc, like I said, I had a concept and want it to work 

 I also have not played Savage. That set is next on my list,  but not sure I'll pair it with Stone (bc of the DB/Stone). Maybe Energy Aura. I'll have to ponder...

 But first, gotta get the DB/Stone done first.

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55 minutes ago, Xandyr said:

I've made a DB/Stone brute. For one, I've never done DB, and Two, I had a concept. I'm a little discouraged because you're basically saying it's weak. Oh well, I will level and IO this thing out, bc, like I said, I had a concept and want it to work 

 I also have not played Savage. That set is next on my list,  but not sure I'll pair it with Stone (bc of the DB/Stone). Maybe Energy Aura. I'll have to ponder...

 But first, gotta get the DB/Stone done first.

 

Lemme know how it goes. Different persons, different perspectives.

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5 hours ago, Sovera said:

 

Lemme know how it goes. Different persons, different perspectives.

 

 Stone armor is just...cheating I believe. I did NOT take Granite, and here's my (in-game) stats:

DEFENSE

S/L  51.1%

F/C  45.05%

E/N.E  48.07%

PSI  47.05%

Toxic 12.94%

 

RESISTS

S/L  54.48%

F/C  72.25%

E/N.E  25.56%

PSI  8%

Toxic 42.69%

 

I say "in game" stats because when I played in Mids, it had my Psi defense at like 47% with just 2 slots in Minerals. IN GAME, with 2 slots in Minerals, my Psi defense was 42% (IIRC). So, I respecced, added a 3rd slot to Minerals, to get it over the soft cap.

 

 

With NO Accolades/Temps/Incarnates/etc etc my Max HP is 1830.97

Regen Rate (obviously with Rooted on)  42.61 hp/sec

With Earth's Embrace my max HP is 2573.70

Regen rate is 59.89 hp/sec

Recovery Rate is 3.92 end/sec.

 

 

 

 

DB feels....well, it does feel weak a little. There is NO comparison between DB and Rad. That's a very unfair comparison. HOWEVER, DB is flashy. It's stylish, it's quick, and has a good range. It almost feels like Staff....you hit a LOT of baddies around you, you see LOTS of DoTs, but it takes a while to whittle them down. I feel like it's advantage is the quick recharge, quick attacks, and AoE. Blinding Feint is nice.

   My rotation was BF>Sweeping Strike>1000 Cuts>BF>Sweeping Strike<Nimble Slash>Ablating Strike<Typhoon's Edge repeat.  I'm not one that researches and adds up animation time, damage, damage per activation, etc etc. I take powers that I want/like/need for IOs and make the most of it. This combo, while probably isn't the absolute "best", works for me. It just....flows right. Blinding Feint gives you a 10% To hit bonus and a 30% damage boost for 10 seconds. While it doesn't sound like much, every little bit helps.

  By using the above attack chain, I was using the "Weaken" combo, which lowers enemies' To Hit (by 10%) and their Defense (by same amount...if I'm wrong on these values please correct me). I never had a problem with my accuracy, and like I said, this attack chain just flowed perfectly.

 

 I had a concept for this toon, and it works. Is it the most damaging? No. Is it fun? Yep. And to me, that's what matters.

 

This Villain build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Natural Brute
Primary Power Set: Dual Blades
Secondary Power Set: Stone Armor
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Nimble Slash -- PndSlg-Acc/Dmg:30(A), PndSlg-Dmg/EndRdx:30(46)
Level 1: Rock Armor -- Ksm-ToHit+:30(A)
Level 2: Ablating Strike -- PndSlg-Acc/Dmg:30(A), PndSlg-Dmg/EndRdx:30(46)
Level 4: Stone Skin -- LucoftheG-Def:50(A), UnbGrd-Max HP%:50(7), Ags-ResDam:50(50), Ags-ResDam/EndRdx:50(50), Ags-ResDam/Rchg:50(50)
Level 6: Earth's Embrace -- NmnCnv-Heal/Rchg:50(A), NmnCnv-Heal/EndRdx/Rchg:50(7)
Level 8: Typhoon's Edge -- SprUnrFur-Dmg/EndRdx/Rchg:50(A), SprUnrFur-Acc/Dmg/Rchg:50(9), SprUnrFur-Dmg/Rchg:50(9), SprUnrFur-Acc/Dmg:50(45), SprUnrFur-Rchg/+Regen/+End:50(45), SprUnrFur-Acc/Dmg/EndRdx/Rchg:50(45)
Level 10: Blinding Feint -- SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(A), SprBlsCol-Rchg/HoldProc:50(11), SprBlsCol-Acc/Dmg:50(11), SprBlsCol-Dmg/EndRdx:50(43), SprBlsCol-Acc/Dmg/EndRdx:50(48), SprBlsCol-Acc/Dmg/Rchg:50(48)
Level 12: Mud Pots -- SprAvl-Acc/Dmg/EndRdx/Rchg:50(A), SprAvl-Acc/Dmg:50(13), SprAvl-Rchg/KDProc:50(13), SprAvl-Dmg/EndRdx:50(15), SprAvl-Acc/Dmg/EndRdx:50(15), SprAvl-Acc/Dmg/Rchg:50(43)
Level 14: Kick -- Empty(A)
Level 16: Rooted -- NmnCnv-Regen/Rcvry+:50(A), NmnCnv-Heal:50(17), NmnCnv-Heal/EndRdx:50(17), NmnCnv-EndRdx/Rchg:50(19), NmnCnv-Heal/Rchg:50(19), NmnCnv-Heal/EndRdx/Rchg:50(21)
Level 18: Tough -- GldArm-3defTpProc:50(A), StdPrt-ResDam/Def+:30(21), Ags-ResDam:50(23), Ags-ResDam/EndRdx:50(23), Ags-ResDam/Rchg:50(25)
Level 20: Brimstone Armor -- Ags-ResDam:50(A), Ags-ResDam/EndRdx:50(25), Ags-ResDam/Rchg:50(27), ImpSki-Status:30(27)
Level 22: Weave -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(40), LucoftheG-Def/EndRdx:50(40)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+:50(A), ShlWal-ResDam/Re TP:50(39), ShlWal-Def:50(39), ShlWal-Def/EndRdx:50(40), Rct-Def:50(43), Rct-ResDam%:50(48)
Level 26: Sweeping Strike -- Erd-Acc/Rchg:30(A), Erd-Acc/Dmg/Rchg:30(36), Erd-Acc/Dmg/EndRdx/Rchg:30(37), Erd-Dmg:30(37), Erd-Dmg/Rchg:30(37), Erd-%Dam:30(39)
Level 28: Crystal Armor -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(29), LucoftheG-Def/EndRdx:50(29), LucoftheG-Def/Rchg:50(36)
Level 30: Tactics -- GssSynFr--Rchg/EndRdx:50(A), GssSynFr--ToHit/Rchg/EndRdx:50(31), GssSynFr--ToHit/Rchg:50(31), GssSynFr--ToHit:50(31), GssSynFr--Build%:50(34), GssSynFr--ToHit/EndRdx:50(36)
Level 32: One Thousand Cuts -- SprBrtFur-Dmg/Rchg:50(A), SprBrtFur-Acc/Dmg:50(33), SprBrtFur-Acc/Dmg/Rchg:50(33), SprBrtFur-Dmg/EndRdx/Rchg:50(33), SprBrtFur-Acc/Dmg/EndRdx/Rchg:50(34), SprBrtFur-Rech/Fury%:50(34)
Level 35: Minerals -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(42), LucoftheG-Def/EndRdx:50(46)
Level 38: Superior Conditioning -- PrfShf-End%:50(A)
Level 41: Physical Perfection -- Prv-Absorb%:50(A), RgnTss-Regen+:30(42), Mrc-Rcvry+:40(42)
Level 44: Combat Jumping -- LucoftheG-Def/Rchg+:50(A)
Level 47: Super Jump -- BlsoftheZ-ResKB:50(A)
Level 49: Hasten -- RechRdx-I:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Fury 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Health -- Pnc-Heal/+End:50(A), Pnc-Heal:50(3)
Level 1: Hurdle -- Empty(A)
Level 1: Stamina -- PwrTrns-+Heal:50(A), PwrTrns-EndMod:50(3), PrfShf-End%:50(5), PrfShf-EndMod:50(5)
Level 47: Double Jump 
------------

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I was wanting to roll a stone armour toon but I am waffling on tank or brute. No idea which would be more for me. Anyway, I liked a lot of the OP and changed the one of his rad/stone builds. Here is what I cam up with. Anyone see any issues or concerns etc?

 

https://www.midsreborn.com/builds/download.php?uc=1435&c=685&a=1370&f=HEX&dc=78DA65945B4F534110C7F7B4A7624BB99472AB40B90805450E45E5DD0B3411684449D410B569605B8E62DBB43591EF605440E38B17F092E8C7F0C9BB7E0DB99BF8E48339CED9F9AF36A149FBEBCC99FFCECCCEEE49DE190B66328953C2A83EBB982E9552678AB7CBD2974C67ED39AFA04F157DDB943395948B525A17D3F376BA6CE7736C47F8D998CCC85C495A33E57C4EA64E176FE58BA2663A9F5FB4127676A16CE7B20165CD14A49CAF537FA7647A5E164B0B7621A8ED02C545C60BF69C359E93C5EC522A992E95657189AB6AA5527AE97B37463F86E156E7F8C42CA1DF149E147895695E03AF330FBCF3081136C57B57A6B4C2F1885FD4E3083DDC631E6C32143FFC4B40198C93EC0CC6C11166ED09B096591F607E2495DA3A57EC85A81EA2062CD6709ED938C98C269906EDB70F99850F3DDD8FB97340C3550F4C562E339B57C05566EB23F021F313A9FCBA17FF1A377A681D7CC16C7F09BE62465F33EF51E66AF422AADF7A94B3876AACD1CE9A41C2885F7C26D4E9AEEB7EB0BC6B03DC64766F81DBE00E7399D284748DA1275CF8E1A7E033F039B3770D5C677E25551862338C09F63EE65A63BB9C218609C7563CAADC10F5D00491D104515723334C0F5B74832D6F78A515AA31A28710B92994B3FF0698611EC9820BA0CD13FCE6DE223DD6B651F75E794533A5E9D03574A086E81F323B4CB14AE93A75BACE0D8F721EDD04B798C7B6C15D7087F985543D7A3F7B70E4867014877014874699D671DE1AABC550627F48883EDD7D1FF63148CE01DDC0009CDFC91AD49183BF79192F756521D26B21B785DCC3C83D8CBB6352705C07C713BC427C129C00CF3113A60A742FBCE3B4B3C1B9C9761C31B5DF356DEACB4E2E43B97602FF5F0088DADDEFDA0B54BE26BAF17A9830D434039778A77E560419029B12C0099B0A1390DAB910A8302E571A572A8DD94AE32F8093D8BF

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5 minutes ago, BurtHutt said:

I was wanting to roll a stone armour toon but I am waffling on tank or brute. No idea which would be more for me. Anyway, I liked a lot of the OP and changed the one of his rad/stone builds. Here is what I cam up with. Anyone see any issues or concerns etc?

 

https://www.midsreborn.com/builds/download.php?uc=1435&c=685&a=1370&f=HEX&dc=78DA65945B4F534110C7F7B4A7624BB99472AB40B90805450E45E5DD0B3411684449D410B569605B8E62DBB43591EF605440E38B17F092E8C7F0C9BB7E0DB99BF8E48339CED9F9AF36A149FBEBCC99FFCECCCEEE49DE190B66328953C2A83EBB982E9552678AB7CBD2974C67ED39AFA04F157DDB943395948B525A17D3F376BA6CE7736C47F8D998CCC85C495A33E57C4EA64E176FE58BA2663A9F5FB4127676A16CE7B20165CD14A49CAF537FA7647A5E164B0B7621A8ED02C545C60BF69C359E93C5EC522A992E95657189AB6AA5527AE97B37463F86E156E7F8C42CA1DF149E147895695E03AF330FBCF3081136C57B57A6B4C2F1885FD4E3083DDC631E6C32143FFC4B40198C93EC0CC6C11166ED09B096591F607E2495DA3A57EC85A81EA2062CD6709ED938C98C269906EDB70F99850F3DDD8FB97340C3550F4C562E339B57C05566EB23F021F313A9FCBA17FF1A377A681D7CC16C7F09BE62465F33EF51E66AF422AADF7A94B3876AACD1CE9A41C2885F7C26D4E9AEEB7EB0BC6B03DC64766F81DBE00E7399D284748DA1275CF8E1A7E033F039B3770D5C677E25551862338C09F63EE65A63BB9C218609C7563CAADC10F5D00491D104515723334C0F5B74832D6F78A515AA31A28710B92994B3FF0698611EC9820BA0CD13FCE6DE223DD6B651F75E794533A5E9D03574A086E81F323B4CB14AE93A75BACE0D8F721EDD04B798C7B6C15D7087F985543D7A3F7B70E4867014877014874699D671DE1AABC550627F48883EDD7D1FF63148CE01DDC0009CDFC91AD49183BF79192F756521D26B21B785DCC3C83D8CBB6352705C07C713BC427C129C00CF3113A60A742FBCE3B4B3C1B9C9761C31B5DF356DEACB4E2E43B97602FF5F0088DADDEFDA0B54BE26BAF17A9830D434039778A77E560419029B12C0099B0A1390DAB910A8302E571A572A8DD94AE32F8093D8BF

 

You already got a build to follow, so changes made are to suit your playstyle. We can't interject on what is your playstyle and decisions.

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10 minutes ago, Sovera said:

 

You already got a build to follow, so changes made are to suit your playstyle. We can't interject on what is your playstyle and decisions.

Yes. I realize that. Thanks. But, any thoughts on this build? Is it lacking or am I missing something...a glaring error....etc etc

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26 minutes ago, BurtHutt said:

Yes. I realize that. Thanks. But, any thoughts on this build? Is it lacking or am I missing something...a glaring error....etc etc

 

You already have a build that was posted. Just check the numbers in resists/defenses from one to the other and if your changes are improvements.

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So I decided to try the new Contaminated Strike rotation. And obviously this mean deleting the level 50 Rad/Fire Brute and start again.

 

...what do you mean I could have just resppeced?

...or used the test server?

 

Nonsense.

 

Anyway. Obviously having Contaminated Strike makes for a much nicer leveling experience since it's available so soon after having been used. There is a lot less slow feeling with something to press all the time.

 

Soloed (easily) Posi 1 and 2 at 0x8  with a couple of deaths along the way but interestingly not from the usual CoT BS. Rather a couple Luminous Vhaz in the same spawn and getting a few lucky hits that debuffed me hard and human stupidity such as trying to save 50 inf insps while tanking three Earthquakes. Play stupid games, etc.

 

By the time I had reach Yin I was level 37 and the final rotation was juuuuuuuust there, almost with a small gap, and I still had a LotG and Earth's Embrace to slot. I do have amplifiers running though, but at 50 that is replaced by the purple sets. I started using it despite the small gap... and it feels good. Spamming Radiation Siphon on cooldown makes for heftier healing than the usual rotation (Siphon every 6.3 seconds with Devastating VS Siphon every 3 seconds with Contaminated).

 

Yin was done in 45 minutes, it did not feel slow and Clamor with ambush, and ambush after she flees, being tanked in the middle of the room.

 

Endurance so far has been ok despite Rad Melee and Stone Armor being heavy. I only used Recovery Serums at Yin because dem Super Stunners. I did not look at it but I would not be surprised if the endurance protection also scaled with level. I am monitoring endurance reduction to see Unrelenting Fury's endurance discount and.. it's.. doing something. A stack of the normal proc gives 4.75% if not mistaken and I'm usually hovering at 10-15% which is obviously helping considering the lack of Recovery Serum guzzling. I'm not sure if this state of grace will hold on with more and more toggles added in, soon to be Brimstone, tough and Weave.

 

 

 

Another slightly different approach was slotting an accuracy/endurance IO in Irradiated Ground. It -felt- better (especially in Posi), but, feelings.

 

Looking at City of Data Irradiated Ground itself has 1.0 accuracy (https://cod.uberguy.net/html/power.html?power=brute_melee.radiation_melee.irradiated_ground&at=brute) and spawns a pseudo-pet who also has a 1.0 accuracy (https://cod.uberguy.net/html/power.html?power=pets.radiation_melee.irradiated_ground&at=minion_pets). That 1.0 is what other powers have so it should translate to a 48% chance to hit +3. Mids does not show IG's hit chance but looking at a random power and removing all slots, then looking at it's accuracy chance with Mids factoring in set bonuses and focused Accuracy it has a 73% chance of hitting. Slotting the +5 boosted ACC/END pushes it to 91%. Whether the 18% accuracy boost is worth one less damage proc is for mathmagicians like Bopper to answer, but the 33% endurance discount is welcomed as well.

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Finally reached Manticore and soloed it again to pit myself against the tanky AVs at the end. I got to say I'm impressed with the healing output of the new rotation. Siphon has always been a bit eh because of the need of the Contaminated mechanic (not to be mistaken with the skill) but now that it's being spammed in half the time of the usual rotation the heals come in hot.

 

Which was good because amplifiers ran out and then the AVs did not stay separated and I had to take both at the same time. Without amplifiers the endurance drain (and I didn't even have Focused Accuracy on) forced me to use Recovery Serums for the AVs. But careful monitoring of Earth's Embrace to keep the HP buff and the occasional green saw me through the amplifiers-ran-out-so-psi-is-at-36%-and-E/N-at-38%. No purples used.

 

 

Now in the 'end game' rotation I notice the stacks of Unrelenting Fury are not building up (Brute ATOs useless? Say it isn't so!). I'll test in the aura again but where two Contaminated Strikes per rotation helped building stacks a single one with the low chance is not making it useful. It's still the normal Unrelenting Fury with 6 PPM though, the superior goes to 7 PPM.

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Went to the PTS to test this.

 

 

Using the normal version.

 

- Placing it in Contaminated Strikes indeed is not good as it does not stay up using the high recharge rotation.

- Placing it in the aura against a single enemy (pylon) it gave me two stacks semi reliably, rarely three, rarely just one.

- Placing it in the aura and surrounding myself with enemies -seemed- to make it go off more reliably.

 

 

Switching to the superior version made the proc go from 4.75% to 6.25%.

 

- In the aura and surrounded by enemies I reliably obtained three stacks (15%) from the proc.

- In the aura and against a single enemy it was difficult to get an average since it was all over the place. Sometimes 6%, sometimes 21%, sometimes in-between. I'm going to roughly say 11 to 16% though there were plenty of times with 6%.

- In Contaminated Strikes there might be periods where it simply did not get a stack, then it would stick to one stack, perhaps two. Using the low recharge rotation with one more Contaminated Strike gave more stacks but not more reliably since it could drop to zero stacks.

- Radioactive Smash's testing with Unrelenting Fury  gave -very- good results averaging 21% reliably, sometimes 25% (four stacks).

 

 

Considering this:

- Radiation Siphon is the heavy hitter of the set. Placing Unrelenting Fury there reduces the damage from 495 to 411.

- Radioactive Smash losing a damage proc is not a big thing since it just goes from 336 to 310. But is the only place to place the FF proc. The FF proc might not be -completely- necessary since Earth's Embrace is easily permanent, but it does push Fusion (Build-up), Hasten, Atom Smasher, and even Recovery Serums.

- A damage proc brings low dividends in Contaminated Strike (176 to 187) so it's still a good place to six slot something.

 

 

It was a quick and dirty test but it does look like placing the endurance reduction back in the aura is the best place. It's a pity we can't place it in Irradiated Ground, eh? I'm not 100% sold on the aura since it has that awkward 10 second cycle which makes it slow to start and then if a miss happens, welp, gotta wait ten seconds.

 

 

But since I'm over the PTS I might as well test if it's necessary to really putz around with this. I'm going to incarnate, get the final slotting, and then place Unrelenting in the aura.

 

 

Alright, testing done.

 

Had to tweak the build since Mids shows incorrect values for Minerals. Builds shows 44.8% psi defense but in-game it was 39.1%. Now the build shows 51.3% but in-game it's image.png.30736c4a992fcdbdabe262621822463b.png

 

 

Two tests with everything toggled on including Focused Accuracy. Both reached the three minutes mark on non stop hitting. With normal gameplay there would be pauses and the endurance ought to last longer.

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While in the PTS and all incarnated and slotted I might as well do the pylon test... and it was a bit ghastly.

 

4 minutes. Ow.

3:25

4:37. Double ow.

 

 

The safety of Stone Armor had to be paid.

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New day. Time to test with Devastating Blow.

 

Placing Unrelenting Fury in Radiation Siphon was not enough with the more infrequent use. Averaged 11% endurance discount and the big costs in Devastating meant it reliably detoggled at the two minute mark.

 

First pylon about 2:50... which is reasonable considering EM/Fire did it in 2:30.

 

Next try 3 minutes.

 

It's reasonable times but skewed by the -res procs. The EM/Fire achieved 2:30 on pure raw power, and if someone brought -res procs it would just go lower.

 

But 3 minutes is good enough. It's not Scrapper times who would probably shave another minute off it but they don't get Stone Armor (not with an agro aura anyway).

 

 

Regardless despite all the math the Devastating Blow rotation is securely ahead in actual gameplay,

Edited by Sovera
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I've been following this thread with interest and it has inspired me to go back to my rad/sr brute and finish incarnating her etc. I'm a little disappointed to hear that the devastating blow rotation comes out solidly ahead as I have just dropped it and am much happier with the character as a result. I'm going to stick without it I think even if it costs me dps, a character I enjoy playing is always going to out dps one I never log into!

 

My next big debate is the placement of the ato sets. Unlike stone I have no damage aura (obviously not going to ruin irradiated ground with an ATO set) and can only reasonably fit one of them into my main attack chain (and even then it'll be in contaminated strike with a slightly piddling chance to fire). Ideally I'd like to use the unrelenting fury set to help the sustain but I've no idea how much I'd be giving up in terms of extra fury and therefore dps. I'll go and do a couple of pylons on test to see if there is a big difference but I find pylon times so swingy that I don't entirely trust them. Does the brute's fury proc actually have a significant impact?

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Devastating Blow comes out ahead when other people are not involved? 

 

I ask because one of my strikes against it was things dying while it was animating. Sure, nobody cares about rotations when things are dying quickly, but if I am having to remind myself not to use it then I might as well have something else I can use.

If I have you on ignore it is due to perceived provocations on your part. It is likely temporary--a sort of time out for both of us--unless you really worked to deserve being permanently ignored.

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30 minutes ago, Parabola said:

I've been following this thread with interest and it has inspired me to go back to my rad/sr brute and finish incarnating her etc. I'm a little disappointed to hear that the devastating blow rotation comes out solidly ahead as I have just dropped it and am much happier with the character as a result. I'm going to stick without it I think even if it costs me dps, a character I enjoy playing is always going to out dps one I never log into!

 

My next big debate is the placement of the ato sets. Unlike stone I have no damage aura (obviously not going to ruin irradiated ground with an ATO set) and can only reasonably fit one of them into my main attack chain (and even then it'll be in contaminated strike with a slightly piddling chance to fire). Ideally I'd like to use the unrelenting fury set to help the sustain but I've no idea how much I'd be giving up in terms of extra fury and therefore dps. I'll go and do a couple of pylons on test to see if there is a big difference but I find pylon times so swingy that I don't entirely trust them. Does the brute's fury proc actually have a significant impact?

 

I went back to test and without the proc in I could only get an average of 82 fury, or 165% damage bonus. When I placed the proc in Radiation Siphon I reliably went to 180-185% and sometimes broke the 190% barrier. But Radiation Siphon is good for procs unlike Contaminated.

 

I can't tell you how much 20%-25% damage boost actually is because of things like Assault where a 15% damage boost is actually 4-5%. I don't know if it is the same with Fury or not.

 

But as for your question I'd put Unrelenting in Siphon (loss of a damage proc, but endurance sustain) and Brute's Fury either in Atom Smasher or in Contaminated (in either less for the proc and more for six slotting).

 

 

But this is a bit moot because I have a big doubt you'll manage to have endurance to sustain yourself at 50 and with all the toggles and etc. Once you then head to incarnates to help with this then the placement of Unrelenting Fury becomes less important. Then maybe swap the ATOs for more damage.

 

 

23 minutes ago, Erratic1 said:

Devastating Blow comes out ahead when other people are not involved? 

 

I ask because one of my strikes against it was things dying while it was animating. Sure, nobody cares about rotations when things are dying quickly, but if I am having to remind myself not to use it then I might as well have something else I can use.

 

When other people are around our damage becomes irrelevant. With eight people around shooting, nuking, and blasting it's not a bit more or a bit less that makes a damage with all the overkill floating around. You are correct that Devastating is not a good skill for a player. The super long animatoin that may result in a whiff, choosing carefully whether to use it or not because of corpse blasting, the way it delays everything. Not something a pylon test reflects but the healing output of the Contaminated rotation was pretty amazing when I was tanking both AVs at the end of Manticore. It's not that Rad Siphon suddenly became good, just that it was being used twice as fast as before.

 

Like I said when I switched to Contaminated and started the character from scratch it just feels a lot better and a lot smoother to have a fast rotation from early and not fuss about which buttons are being pressed.

 

 

That said 4 minutes (with -res procs helping!) is just bad. It's just a metric, but the metric shows it's bad.

Edited by Sovera
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Well, I clearly suck at this because my pylon times are an embarrassment! I can see that having devastating blow is a bit of a must though. Sigh ... At least that solves my dilemma though - I'll take all four single target attacks and put unrelenting fury in strike, brute's fury in smash, proc out siphon and hecatomb in blow.

 

What incarnates do you suggest?

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3 minutes ago, Parabola said:

Well, I clearly suck at this because my pylon times are an embarrassment! I can see that having devastating blow is a bit of a must though. Sigh ... At least that solves my dilemma though - I'll take all four single target attacks and put unrelenting fury in strike, brute's fury in smash, proc out siphon and hecatomb in blow.

 

What incarnates do you suggest?

 

Nah, it's like I just posted on the pylon thread. All the uber mind maxed posts are slowly pushing a mindset that anything at 3-4 minutes is terrible when 3-4 minutes is actually the min maxed norm. But if we use Bio we shave a minute from a pylon time, if we use a snipe we shave another 30 seconds, and each -res proc is another 20-30 seconds.

 

I just come from testing EM who is the ST champ, but since it's not paired with a Bio it got 2:40 - 2:50 times. Of course on raw power, no -res involved.

 

As for incarnates it depends. Your defenses should be fine as a SR so perhaps you don't need Barrier and can go Ageless for your endurance needs Then Musculature 33% for a bit of damage and a bit of endurance both. Or try Cardiac for endurance and Rebirth for an emergency heal.

 

Definitely try it on the test server by wailing on things like a pylon that takes a while because I don't have a sure answer.

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4 minutes ago, Sovera said:

Nah, it's like I just posted on the pylon thread. All the uber mind maxed posts are slowly pushing a mindset that anything at 3-4 minutes is terrible when 3-4 minutes is actually the min maxed norm. But if we use Bio we shave a minute from a pylon time, if we use a snipe we shave another 30 seconds, and each -res proc is another 20-30 seconds.

 

I just come from testing EM who is the ST champ, but since it's not paired with a Bio it got 2:40 - 2:50 times. Of course on raw power, no -res involved.

I don't entirely trust pylon testing in general because whenever I do it repeatedly I see such huge swings in my times. I accept that a lot of that is likely user error but with the randomness of misses and proc chances it just seems inherently unreliable. I'm not prepared to grind out the number that would be needed to smooth all that out!

 

8 minutes ago, Sovera said:

As for incarnates it depends. Your defenses should be fine as a SR so perhaps you don't need Barrier and can go Ageless for your endurance needs Then Musculature 33% for a bit of damage and a bit of endurance both. Or try Cardiac for endurance and Rebirth for an emergency heal.

Yeah it's really the tricky issues of whether to go degenerative core or radial and assault core or radial that I struggle with. Whenever I've tried to test it I've not managed to come to a definitive answer (unreliable testing again!).

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1 hour ago, Parabola said:

I don't entirely trust pylon testing in general because whenever I do it repeatedly I see such huge swings in my times. I accept that a lot of that is likely user error but with the randomness of misses and proc chances it just seems inherently unreliable. I'm not prepared to grind out the number that would be needed to smooth all that out!

 

Yeah it's really the tricky issues of whether to go degenerative core or radial and assault core or radial that I struggle with. Whenever I've tried to test it I've not managed to come to a definitive answer (unreliable testing again!).

 

Degenerative 75% of damage proc is what I pick. Ithelps a wee bit in regular play and works on AVs. Assault is like you saw. If you test and do not get conclusive answers it just means it does not matter much.

Go with the damage boost I guess since it will increase all your damage and a single AoE can proc it multiple times making it east to keep stacks up.

The double chance is in theory better with a kin around, but gow often does that happen?

Edited by Sovera
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 Posted on the Scrapper Pylon thread

 

EM/Stone Brute.

 

Spoiler

This Villain build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Mutation Brute
Primary Power Set: Energy Melee
Secondary Power Set: Stone Armor
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Barrage -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(13), SprUnrFur-Acc/Dmg/Rchg(13), SprUnrFur-Dmg/EndRdx/Rchg(15), SprUnrFur-Acc/Dmg/EndRdx/Rchg(15), SprUnrFur-Rchg/+Regen/+End(17)
Level 1: Rock Armor -- Rct-ResDam%(A), Rct-Def/EndRdx(7), LucoftheG-Def/Rchg+(9)
Level 2: Bone Smasher -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(3), TchofDth-Dam%(3), TchofDth-Acc/Dmg/EndRdx(5), TchofDth-Dmg/EndRdx/Rchg(5), GldStr-%Dam(7)
Level 4: Hover -- LucoftheG-Def/Rchg+(A)
Level 6: Stone Skin -- Rct-Def/EndRdx(A), Rct-Def(17), LucoftheG-Def/Rchg+(34), RctArm-ResDam(34), RctArm-ResDam/Rchg(34), RctArm-ResDam/EndRdx(36)
Level 8: Whirling Hands -- Erd-Dmg/Rchg(A), Arm-Dam%(9), Erd-%Dam(40), Erd-Acc/Dmg/EndRdx/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-Acc/Dmg/Rchg(42)
Level 10: Mud Pots -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(23), SprBrtFur-Acc/Dmg/Rchg(23), SprBrtFur-Dmg/EndRdx/Rchg(25), SprBrtFur-Acc/Dmg/EndRdx/Rchg(25), SprBrtFur-Rech/Fury%(27)
Level 12: Build Up -- AdjTrg-ToHit/Rchg(A), GssSynFr--Build%(27), AdjTrg-EndRdx/Rchg(29), AdjTrg-Rchg(45)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 16: Rooted -- Pnc-Heal/+End(A), Pnc-Heal/EndRedux(31), Pnc-EndRdx/Rchg(31), Pnc-Heal(31), Pnc-Heal/EndRedux/Rchg(33)
Level 18: Total Focus -- Hct-Dam%(A), Hct-Dmg/Rchg(33), Hct-Acc/Dmg/Rchg(19), Hct-Acc/Rchg(19), Hct-Dmg/EndRdx(21), TchofDth-Dam%(21)
Level 20: Crystal Armor -- PrfShf-End%(A), ShlWal-Def/EndRdx(33), ShlWal-Def/Rchg(36), ShlWal-EndRdx/Rchg(36), ShlWal-Def/EndRdx/Rchg(37)
Level 22: Fly -- WntGif-ResSlow(A)
Level 24: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 26: Earth's Embrace -- Prv-Heal(A), Prv-Heal/EndRdx(37), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(39), Prv-Absorb%(43)
Level 28: Minerals -- ShlWal-Def/EndRdx/Rchg(A), ShlWal-Def/Rchg(37), ShlWal-Def/EndRdx(42), ShlWal-Def(46)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 32: Energy Transfer -- HO:Nucle(A), HO:Nucle(42), PrfZng-Dam%(43), Mk'Bit-Dam%(48), GldStr-%Dam(48), TchofDth-Dam%(48)
Level 35: Brimstone Armor -- TtnCtn-ResDam(A), GldArm-3defTpProc(43), TtnCtn-ResDam/EndRdx(45)
Level 38: Focused Accuracy -- AdjTrg-ToHit/EndRdx(A)
Level 41: Physical Perfection -- PrfShf-End%(A)
Level 44: Boxing -- Empty(A)
Level 47: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(47), RctArm-ResDam(47), StdPrt-ResDam/Def+(50)
Level 49: Weave -- ShlWal-Def/EndRdx(A), ShlWal-ResDam/Re TP(49), ShlWal-Def(49), ShlWal-Def/EndRdx/Rchg(50)
Level 1: Fury
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(11)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(11)
Level 1: Energy Focus
Level 50: Born In Battle
Level 50: High Pain Threshold
Level 50: Invader
Level 50: Marshal
Level 22: Afterburner
Level 50: Musculature Core Paragon
------------

 

I had my heart into trying this set and was pleasantly surprised. It managed to keep up with EM/Fire despite Stone not being as offense based as Fire.

 

2:34

2:32

 

It may not be Bio's time but it's nearly durable as a Shield and managed the output of a Fire Armor in ST.

 

Also, I had everything toggled including Focused Accuracy -and- took Musculature 45% instead of the 33% for the extra recovery. Even so the endurance kept up and at the end of the each test I was at about half bar.

 

I'm going to level it and see how it behaves and if EM's AoE without Burn or Power Crash will be too annoying or not.

 

 

Also, for those not yet aware of it Solarverse rose up to the situation and made a mod that lowers the noise from the Stone Armor toggles. This is -so- welcome. Be sure to deluge the guy in thumbs-up because he deserves every one of them. It can be downloaded from here.

Edited by Sovera
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Ran the 'Yin test' (no inspirations except those needed to survive, somewhat at level (was 35)). Had to use Recovery Serums.

 

It did it in a healthy 45 minutes. Three minutes slower than the Savage/Stone, five minutes slower than the Rad/Fire Brute which is supposed to be a colossus of AoE. And the build is still lacking Brimstone.

 

The gaps while leveling are alleviated once reaching Yin with the recharge of five LotGs suddenly coming to bear on top of Minerals. Energy Punch instead of Barrage might be better all around. I just take Barrage because there will be a one second gap before TF recharges so I might as well have Barrage who neatly adds one second to the rotation and is a touch heavier hitting than Energy Punch.

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Not sold on Barrage and how it keeps 'stealing' Energy focus when ET misses or I decide not to use ET on low HP mobs and use one of the fillers. Considering how gap-ey the first three TFs were I'm going to accept the one second gap and switch to Energy Punch. Regardless if someone throws a recharge buff (Ageless, Speed Boost, Accelerated Metabolism, the whatever thingy from Electricity) that one second will vanish.

 

I wanted to see if this would close the gap in the low levels... so of course I deleted the character again and started over, again. What's another Synapse between friends, eh? At least it's the WST.

 

I decided to go with Energy Punch and Barrage until Moonfire to see if it felt better, and then respec Barrage out and grab ET.

 

Well, not gonna lie, it -does- feel better but the gaps are still present, just less evident. I've only soloed Posi 1 and 2 so it's not a complete test yet but it felt smoother and it's going to be my advice when I post a leveling build for it. Bone smasher, while more stun and more damage, is just a drag to try leveling with the waits for skills to recharge.

 

Later on there will be global recharge even down to Posi 1 but right now all that is lacking.

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Decided to try Elec Melee.

 

I know, I know... But I have a secret to confess that I keep trying to make certain things work and see if I can find something that no one else did.

 

So far it has the behavior expected from the 'AoE set' with a Yin cleared in 58 minutes, realizing I had slotted no damage procs in Chain Induction, starting over, and getting 53 minutes. Savage Melee got 42 minutes 🙂

 

There is some RNG involved from Freak Tanks healing, or not, and ressurecting, or not. But like Dark Melee it's just not keeping up.  Now I do suspect Brimstone will play particularly well with Chain Induction (not backed by math) and I should find a short test in the level 35-ish range just for metrics since for level 50 metrics its usually the Trapdoor and pylon tests.

 

Usual complaints apply (Thunderstrike not hitting hard enough for what it does, ST damage way too light, secondary effects as useless as Brute ATOs) but perhaps Brimstone can tip the balance a bit If Chain Induction proves to be a good carrier.

 

 

Spoiler

This Villain build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Mutation Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Stone Armor
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Charged Brawl -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(3), SprUnrFur-Acc/Dmg/Rchg(3), SprUnrFur-Dmg/EndRdx/Rchg(5), SprUnrFur-Acc/Dmg/EndRdx/Rchg(5), SprUnrFur-Rchg/+Regen/+End(7)
Level 1: Rock Armor -- Rct-ResDam%(A), Rct-Def/EndRdx(7), LucoftheG-Def/Rchg+(9)
Level 2: Havoc Punch -- TchofDth-Acc/Dmg(A), TchofDth-Dam%(13), TchofDth-Dmg/Rchg(13), TchofDth-Acc/Dmg/EndRdx(15), TchofDth-Dmg/EndRdx/Rchg(15), GldStr-%Dam(17)
Level 4: Hover -- LucoftheG-Def/Rchg+(A)
Level 6: Stone Skin -- Rct-Def/EndRdx(A), Rct-Def(17), LucoftheG-Def/Rchg+(34), RctArm-ResDam(34), RctArm-ResDam/Rchg(34), RctArm-ResDam/EndRdx(36)
Level 8: Thunder Strike -- Arm-Dam%(A), Arm-Dmg/Rchg(9), Arm-Acc/Dmg/Rchg(37), Arm-Acc/Rchg(40), Arm-Dmg/EndRdx(40), FrcFdb-Rechg%(40)
Level 10: Mud Pots -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(23), SprBrtFur-Acc/Dmg/Rchg(23), SprBrtFur-Dmg/EndRdx/Rchg(25), SprBrtFur-Acc/Dmg/EndRdx/Rchg(25), SprBrtFur-Rech/Fury%(27)
Level 12: Build Up -- AdjTrg-Rchg(A), AdjTrg-ToHit/Rchg(27), AdjTrg-EndRdx/Rchg(29), GssSynFr--Build%(42)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 16: Rooted -- Pnc-Heal/+End(A), Pnc-Heal/EndRedux(31), Pnc-EndRdx/Rchg(31), Pnc-Heal(31), Pnc-Heal/EndRedux/Rchg(33)
Level 18: Chain Induction -- TchofDth-Dam%(A), Hct-Dmg/Rchg(33), Hct-Acc/Dmg/Rchg(19), Hct-Acc/Rchg(19), Hct-Dmg/EndRdx(21), Hct-Dam%(21)
Level 20: Crystal Armor -- PrfShf-End%(A), ShlWal-Def/EndRdx(33), ShlWal-Def/Rchg(36), ShlWal-Def(36), ShlWal-Def/EndRdx/Rchg(37)
Level 22: Fly -- WntGif-ResSlow(A)
Level 24: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 26: Earth's Embrace -- Prv-Heal(A), Prv-Heal/EndRdx(37), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(39), Prv-Heal/Rchg/EndRdx(39), Prv-Absorb%(43)
Level 28: Minerals -- ShlWal-Def/EndRdx/Rchg(A), ShlWal-Def(45), ShlWal-Def/Rchg(46), ShlWal-Def/EndRdx(46)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 32: Boxing -- Empty(A)
Level 35: Brimstone Armor -- RctArm-ResDam(A), RctArm-ResDam/EndRdx(42), GldArm-3defTpProc(43), RctArm-ResDam/EndRdx/Rchg(43)
Level 38: Focused Accuracy -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit(42), AdjTrg-EndRdx/Rchg(45), AdjTrg-ToHit/EndRdx/Rchg(45), AdjTrg-ToHit/Rchg(46), AdjTrg-Rchg(48)
Level 41: Physical Perfection -- PrfShf-End%(A)
Level 44: Superior Conditioning -- PrfShf-End%(A)
Level 47: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(47), RctArm-ResDam(47), StdPrt-ResDam/Def+(48)
Level 49: Weave -- ShlWal-Def/EndRdx(A), ShlWal-ResDam/Re TP(49), ShlWal-Def(49), ShlWal-Def/EndRdx/Rchg(50)
Level 1: Fury
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(11)
Level 1: Stamina -- PrfShf-End%(A)
Level 50: Musculature Radial Paragon
Level 50: Born In Battle
Level 50: High Pain Threshold
Level 50: Invader
Level 50: Marshal
Level 22: Afterburner
------------

 

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Spun up an Ice/Stone. Stone is too tough to really need a defense primary but the extra recharge allowed it to to Freezing touch, Ice Sword, Frost. Repeat. That's one less Ice Sword than the usual rotation and with Brimstone helping I thought I'd see if it could make things happen.

 

But it didn't. Both tries went over the 4 minute mark.

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While at it I tested the Savage build as well. The enduranced stayed at 90% even with Savage Leap so removing a few slots like from Crystal Armor should be okay.

 

3:20 without savage leap.

3:21 with Savage Leap replacing the T1.

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