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How do you build your Kin's and why?


Mezegis

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Lurking in various build threads for Kins, there is a lot of different schools of thought regarding building for Defense, resistances, recharge, or decent in all 3 but not hard focusing.  This got me to thinking, and hence the thread:

 

What do you build for and why?  Do you all in on defenses?  Are you pushing your resistances as high as you can?  Do you love perma hasten and getting fulcrum shift down to like 10 seconds?

 

Thanks for letting me pick your noodle!

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image.png.56676867e10edf3c2544ae034d342298.pngbrb with better answer

 

While leveling I chase recharge and then some ranged defense. (see the attached)

The powers crossed out above can be skipped but might make a good mule for a specific unique global IO or set bonus.

Travel power.. this is a personal choice. I just use Hover+Siphon Speed.

Once Ancillary/Epic are select-able a respec and reprioritization is likely in order.

Corruptor - Cheap Kinetics Blank.mxd

Edited by Troo

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

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1 hour ago, Krimson said:

Inertial Reduction takes Resist sets. Put 2/3 Steadfast Protection in it and get KB protection and that extra 3% DEF.

Increase Density takes resist sets. Inertial Reduction takes leaping and universal travel sets.

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@Krimson is one of the few other people I'm aware that has a well built elec/kin corruptor. She exceeds my experience with the combo for sure.

 

As far as building kins, the set by itself has no reason to build for Recharge on its own. This becomes more necessary when combined with a powerset like Illusion from the controller primary or thugs from the mastermind primary. Regarding corruptors, recharge is useful if your evening out your attack rotation or trying to chase something like Perma Drain Soul (not typically a high priority for a kin though, but an APP summon could be sought to be Perma). I like to build my corruptors for defense based IO slotting as I like to aim towards melee/ranged non-incarnate softcaps and use clarion and p2w buffs for mez protection, especially for a kinetic corruptor as it's all about getting in heavy melee saturation popping FS and melting entire groups of mobs.

 

Repel is interesting but I typically find that it does too little for it's added end cost per mob affected. I'm kinda selfish as a kin where I'll often skip siphon power, repel, and wait for it....speed boost (as most oftentimes I'm focusing on ending the threat and got tired or people complaining about moving fast). Kinetics allows for some gracious slotting on the primary as well.

 

Hope this helps.

Edited by SeraphimKensai
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7 hours ago, Mezegis said:

What do you build for and why?  Do you all in on defenses?  Are you pushing your resistances as high as you can?  Do you love perma hasten and getting fulcrum shift down to like 10 seconds?

 

Once you unlock Incarnate stuff, (or just by hitting level 50), you get 3 total builds available to you.  I have a defense-based build using Scorpion's PPP.  My 2nd build uses Ghost Widow's PPP and is more resist-focused.  I haven't decided on what I want to do with my 3rd build, yet.  Regardless, I basically take and use all the kinetics powers, save for repel and inertial reduction, as I want to be able to support my team best, and both speed boost and increase density now buff in an AoE, so it's much easier to buff my entire team all at once.  As for IOs, I rarely use the set bonuses, as I'm not as interested in playing the associated meta-game...

Edited by biostem
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My DP/Kin is built for Def. Specifically melee (capped) and ranged (capped with the Defensive p2win buff). It just means I can charge in with abandon. Also have Forced Feedback in the two DP aoes so recharge isn't generally an issue.

 

Building for melee and ranged means I have Dark as an epic, giving decent s/l resists and soul drain (because another PBAoE which also makes sure I've capped Dam isn't the worst thing in the world)

 

Spoiler

This Villain build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Bullitt Time: Level 50 Technology Corruptor
Primary Power Set: Dual Pistols
Secondary Power Set: Kinetics
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Dark Mastery

Villain Profile:
Level 1: Pistols -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(5), Thn-Acc/Dmg/Rchg(7)
Level 1: Transfusion -- NmnCnv-Heal/EndRdx(A), NmnCnv-Regen/Rcvry+(7), NmnCnv-Heal(9), NmnCnv-Heal/EndRdx/Rchg(9), NmnCnv-Heal/Rchg(11), NmnCnv-EndRdx/Rchg(11)
Level 2: Empty Clips -- FrcFdb-Rechg%(A), SprScrBls-Acc/Dmg/Rchg(13), SprScrBls-Dmg/EndRdx/Rchg(13), SprScrBls-Acc/Dmg/EndRdx/Rchg(15)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Swap Ammo 
Level 8: Bullet Rain -- FrcFdb-Rechg%(A), SprScrBls-Acc/Dmg(17), SprScrBls-Dmg/Rchg(17), SprScrBls-Rchg/+End(19)
Level 10: Siphon Speed -- Acc-I(A)
Level 12: Kick -- Empty(A)
Level 14: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam/EndRdx(19), UnbGrd-ResDam/EndRdx/Rchg(21), UnbGrd-ResDam(21), UnbGrd-Rchg/ResDam(23)
Level 16: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(23), DefBuff-I(25), ShlWal-ResDam/Re TP(25), Rct-ResDam%(27)
Level 18: Executioner's Shot -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(27), SprMlcoft-Acc/Dmg/Rchg(29), SprMlcoft-Dmg/EndRdx/Rchg(29), SprMlcoft-Acc/Dmg/EndRdx/Rchg(31), SprMlcoft-Rchg/Dmg%(31)
Level 20: Speed Boost -- BlsoftheZ-ResKB(A)
Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), DefBuff-I(33)
Level 24: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(33), GssSynFr--ToHit/Rchg/EndRdx(33), GssSynFr--Rchg/EndRdx(34), GssSynFr--ToHit/EndRdx(34), GssSynFr--Build%(34)
Level 26: Piercing Rounds -- Artl-Acc/Dam(A), Artl-Dam/End(36), Artl-End/Rech/Rng(36), Artl-Dam/Rech(36), Artl-Acc/Rech/Rng(37), Artl-Acc/Dam/Rech(37)
Level 28: Increase Density -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(37), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(39), UnbGrd-Max HP%(39)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 32: Hail of Bullets -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(40), SprAvl-Acc/Dmg/Rchg(40), SprAvl-Acc/Dmg/EndRdx/Rchg(42), SprAvl-Rchg/KDProc(42), Arm-Dam%(42)
Level 35: Transference -- Acc-I(A)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(43), RechRdx-I(43)
Level 41: Dark Consumption -- Obl-Dmg(A), Obl-Acc/Rchg(43), Obl-Dmg/Rchg(45), Obl-Acc/Dmg/Rchg(45), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-%Dam(46)
Level 44: Dark Embrace -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(46), UnbGrd-ResDam/EndRdx/Rchg(46), UnbGrd-Rchg/ResDam(48)
Level 47: Soul Drain -- Obl-Dmg(A), Obl-Acc/Rchg(48), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(50), Obl-Acc/Dmg/EndRdx/Rchg(50), Obl-%Dam(50)
Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 1: Scourge 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(15)
Level 50: Cardiac Core Paragon 
Level 50: Void Radial Final Judgement 
Level 50: Degenerative Core Flawless Interface 
Level 50: Clarion Total Core Invocation 
Level 50: Support Core Embodiment 
Level 6: Chemical Ammunition 
Level 6: Cryo Ammunition 
Level 6: Incendiary Ammunition 
------------

 

Edited by Carnifax
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My Ice/Kin is soft capped to S/L, close to it on En, and mid 20s on everything else. I haven't slotted any purples or Winter O's yet. I don't have Hasten. I do have Stealth and Combat Teleport for dropping FS and Blizzard in the middle of spawns.

 

Spoiler

This Villain build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Uunchill: Level 50 Mutation Corruptor
Primary Power Set: Ice Blast
Secondary Power Set: Kinetics
Power Pool: Concealment
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Teleportation
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Ice Blast -- SprScrBls-Acc/Dmg(A), SprScrBls-Acc/Dmg/Rchg(3), SprScrBls-Dmg/EndRdx/Rchg(3), Dvs-Dmg/Rchg(5), Dvs-Acc/Dmg/EndRdx/Rchg(5), Dvs-Hold%(7)
Level 1: Transfusion -- ThfofEss-Heal(A), ThfofEss-Heal/Rchg(7), ThfofEss-Acc/Heal(9), ThfofEss-Acc/EndRdx/Heal(9), ThfofEss-Acc/EndRdx/Rchg(11), ThfofEss-+End%(11)
Level 2: Ice Bolt -- Thn-Acc/Dmg(A), IceMisTrmt-+ColdDmg(13), Thn-Acc/Dmg/Rchg(13), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(15), ImpSwf-Dam%(17)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Frost Breath -- Artl-Acc/Dam(A), Artl-Dam/End(17), PstBls-Dam%(19), Bmbdmt-+FireDmg(19), IceMisTrmt-+ColdDmg(21), ImpSwf-Dam%(21)
Level 8: Freeze Ray -- SprScrBls-Dmg/Rchg(A), SprScrBls-Acc/Dmg/EndRdx/Rchg(23), SprScrBls-Rchg/+End(23), Dvs-Acc/Dmg(25), Dvs-Dmg/EndRdx(25), Dvs-Acc/Dmg/Rchg(27)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(27)
Level 12: Ice Storm -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(29), Ann-Acc/Dmg/Rchg(29), Ann-Acc/Dmg/EndRdx(31), Ann-Acc/Dmg/EndRdx/Rchg(31), Ann-ResDeb%(31)
Level 14: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(46)
Level 16: Increase Density -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(45)
Level 18: Bitter Ice Blast -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(33), SprMlcoft-Acc/Dmg/Rchg(33), SprMlcoft-Dmg/EndRdx/Rchg(33), SprMlcoft-Acc/Dmg/EndRdx/Rchg(34), SprMlcoft-Rchg/Dmg%(34)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Kick -- Acc-I(A)
Level 24: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-Max HP%(36), UnbGrd-EndRdx/Rchg(46), UnbGrd-Rchg/ResDam(46)
Level 26: Weave -- Rct-Def(A), Rct-Def/EndRdx(36), Rct-Def/EndRdx/Rchg(37), Rct-ResDam%(37), Rct-EndRdx/Rchg(45), Rct-Def/Rchg(45)
Level 28: Inertial Reduction -- BlsoftheZ-ResKB(A)
Level 30: Aim -- RechRdx-I(A)
Level 32: Blizzard -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(37), Bmbdmt-Dam/Rech(39), Bmbdmt-Acc/Dam/Rech(39), Bmbdmt-Acc/Dam/Rech/End(39), Bmbdmt-+FireDmg(40)
Level 35: Transference -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(40), EffAdp-EndMod/Acc/Rchg(40), EffAdp-EndMod/Acc(42), EffAdp-EndMod/EndRdx(42)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(42), RechRdx-I(43)
Level 41: Scorpion Shield -- GifoftheA-Def/EndRdx(A), GifoftheA-Def(43), GifoftheA-Run+(43)
Level 44: Maneuvers -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(48)
Level 47: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(48), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--Rchg/EndRdx(50), GssSynFr--ToHit/EndRdx(50), GssSynFr--Build%(50)
Level 49: Combat Teleport -- WntGif-ResSlow(A)
Level 1: Scourge 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- RgnTss-Regen+(A)
Level 2: Stamina -- EndMod-I(A)
Level 50: Agility Core Paragon 
Level 50: Cryonic Radial Final Judgement 
Level 50: Clarion Radial Epiphany 
Level 50: Support Radial Embodiment 
Level 50: Reactive Radial Flawless Interface 
Level 50: High Pain Threshold 
Level 50: Invader 
Level 50: Born In Battle 
Level 50: Marshal 
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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On 5/6/2022 at 5:11 PM, Krimson said:

Inertial Reduction Increased Density takes Resist sets. Put 2/3 Steadfast Protection in it and get KB protection and that extra 3% DEF.

The 20%+ smash/energy res for allies is good as well

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  • 1 month later
On 5/6/2022 at 4:06 PM, Krimson said:

Yeah that happened without changing a single thing on my build the moment the revamped Electric Blast happened. Back in 2019, I originally made the build with the intention of sapping. I could totally sap GMs back then, but now I can sap entire group. Volataic Sentinel becoming a toggle really helps as well. I have NOT soloed any AVs with Blue as yet, because I haven't tried. For GMs though, quite a few. Honestly, the secret is DPS and having a supply of Envenomed Daggers from P2W. 

 

EDIT: +4 AVs may be doable, but I will probably start with 50s just to see what kind of challenge we are dealing with. Like if it's Kraken level of easy or Deathsurge level of annoying.

That Elec/Kin seems interesting. I'd be likewise interested in seeing your build if that's okay with you? I'm not sure how you went about building it aside from the fire res/def caps, but I did throw one together that in mids, seems to check the boxes.

 

This Villain build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Electrix Zazz: Level 50 Magic Corruptor
Primary Power Set: Electrical Blast
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Flame Mastery

Villain Profile:
Level 1: Lightning Bolt -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(3), SprWntBit-Acc/Dmg/EndRdx:50(3), SprWntBit-Acc/Dmg/Rchg:50(5), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(5), SprWntBit-Rchg/SlowProc:50(7)
Level 1: Transfusion -- TchoftheN-Acc/Heal:50(A), TchoftheN-Acc/EndRdx/Heal/HP/Regen:50(7), TchoftheN-Acc/EndRdx/Rchg:50(9), TchoftheN-Heal/HP/Regen/Rchg:50(9)
Level 2: Ball Lightning -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(13), SprFrzBls-Acc/Dmg/EndRdx:50(15), SprFrzBls-Acc/Dmg/Rchg:50(15), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(17), SprFrzBls-Rchg/ImmobProc:50(17)
Level 4: Combat Jumping -- LucoftheG-Def/Rchg+:50(A), ShlWal-ResDam/Re TP:50(19), Rct-ResDam%:50(19), Ksm-ToHit+:30(46)
Level 6: Siphon Power -- Acc-I:50(A)
Level 8: Short Circuit -- Mlt-Dmg/EndRdx:50(A), Mlt-Dmg/EndRdx/Rchg:50(21), Arm-Acc/Dmg/Rchg:50(21), Arm-Acc/Rchg:50(23), Mlt-Acc/Dmg/EndRdx:50(23), Arm-Dam%:50(25)
Level 10: Siphon Speed -- Acc-I:50(A)
Level 12: Charge Up -- GssSynFr--Build%:50(A)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25)
Level 16: Increase Density -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(48)
Level 18: Maneuvers -- LucoftheG-Def/Rchg+:50(A), Rct-Def:50(29), Rct-Def/EndRdx:50(29), Rct-Def/Rchg:50(31), Rct-Def/EndRdx/Rchg:50(31)
Level 20: Speed Boost -- EndMod-I:50(A)
Level 22: Kick -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(33), SprBlsCol-Acc/Dmg/EndRdx:50(33), SprBlsCol-Acc/Dmg/Rchg:50(33), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(34), SprBlsCol-Rchg/HoldProc:50(34)
Level 24: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(27), UnbGrd-EndRdx/Rchg:50(27), UnbGrd-Rchg/ResDam:50(31), UnbGrd-ResDam/EndRdx/Rchg:50(46), UnbGrd-Max HP%:50(46)
Level 26: Voltaic Sentinel -- BldMnd-Acc/Dmg:50(A), BldMnd-Dmg/EndRdx:50(34), BldMnd-Acc/EndRdx:50(36), BldMnd-Acc/Dmg/EndRdx:50(36), BldMnd-Dmg:50(36)
Level 28: Zapp -- Dvs-Acc/Dmg:50(A), Dvs-Dmg/EndRdx:50(37), Dvs-Dmg/Rchg:50(37), Dvs-Acc/Dmg/Rchg:50(37), Dvs-Acc/Dmg/EndRdx/Rchg:50(39)
Level 30: Weave -- LucoftheG-Def/Rchg+:50(A), Rct-Def:50(39), Rct-Def/EndRdx:50(39), Rct-Def/Rchg:50(40), Rct-Def/EndRdx/Rchg:50(40)
Level 32: Thunderous Blast -- Ann-Acc/Dmg:50(A), Ann-Dmg/Rchg:50(40), Ann-Acc/Dmg/Rchg:50(42), Ann-Acc/Dmg/EndRdx:50(42), Ann-Acc/Dmg/EndRdx/Rchg:50(42), Ann-ResDeb%:50(43)
Level 35: Transference -- PrfShf-EndMod:50(A), PrfShf-EndMod/Rchg:50(43), PrfShf-EndMod/Acc/Rchg:50(43), PrfShf-Acc/Rchg:50(45), PrfShf-EndMod/Acc:50(45), PrfShf-End%:50(45)
Level 38: Fulcrum Shift -- Acc-I:50(A)
Level 41: Consume -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(50), Arm-Dmg/EndRdx:50(50)
Level 44: Fire Shield -- Ags-ResDam/EndRdx:50(A), Ags-ResDam:50(48), Ags-ResDam/EndRdx/Rchg:50(48), Ags-ResDam/Rchg:50(50)
Level 47: Rise of the Phoenix -- RechRdx-I:50(A)
Level 49: Assault -- EndRdx-I:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Scourge 
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I:50(A)
Level 1: Health -- NmnCnv-Regen/Rcvry+:50(A), Mrc-Rcvry+:40(11), Prv-Absorb%:50(11)
Level 1: Hurdle -- Jump-I:50(A)
Level 1: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(13)
Level 1: Shocked 
Level 49: Quick Form 
Level 50: Musculature Radial Paragon 
Level 50: Ion Radial Final Judgement 
Level 50: Diamagnetic Core Flawless Interface 
Level 50: Talons of Vengeance Radial Superior Ally 
Level 50: Ageless Core Epiphany 
Level 50: Assault Core Embodiment 
Level 50: Born In Battle 
Level 50: High Pain Threshold 
Level 50: Invader 
Level 50: Marshal 
------------
------------
Set Bonus Totals:

  • 5.5% DamageBuff(Smashing)
  • 5.5% DamageBuff(Lethal)
  • 5.5% DamageBuff(Fire)
  • 5.5% DamageBuff(Cold)
  • 5.5% DamageBuff(Energy)
  • 5.5% DamageBuff(Negative)
  • 5.5% DamageBuff(Toxic)
  • 5.5% DamageBuff(Psionic)
  • 11.63% Defense(Melee)
  • 12.56% Defense(Smashing)
  • 12.56% Defense(Lethal)
  • 33.81% Defense(Fire)
  • 33.81% Defense(Cold)
  • 11% Defense(Energy)
  • 11% Defense(Negative)
  • 6% Defense(Psionic)
  • 8.5% Defense(Ranged)
  • 31.63% Defense(AoE)
  • 1.35% Max End
  • 5.5% Enhancement(Max EnduranceDiscount)
  • +5% Enhancement(Heal)
  • +9% Enhancement(Accuracy)
  • +22.5% Enhancement(RechargeTime)
  • 22.5% SpeedFlying
  • GrantPower Preventive Medicine (when PreventiveMedicine, if Scourge)
  • 184.7 HP (17.25%) HitPoints
  • 22.5% JumpHeight
  • 22.5% SpeedJumping
  • 107.5% MezResist(Confused)
  • 107.5% MezResist(Held)
  • 107.5% MezResist(Immobilized)
  • 107.5% MezResist(Sleep)
  • 107.5% MezResist(Stunned)
  • 107.5% MezResist(Terrorized)
  • 200% MezResist(Teleport) (20% chance)
  • 24% (0.4 End/sec) Recovery
  • 22% (0.98 HP/sec) Regeneration
  • 45% ResEffect(SpeedFlying)
  • 45% ResEffect(RechargeTime)
  • 45% ResEffect(SpeedRunning)
  • 15.5% Resistance(Smashing)
  • 56.75% Resistance(Fire)
  • 56.75% Resistance(Cold)
  • 12.5% Resistance(Energy)
  • 12.5% Resistance(Negative)
  • 11.75% Resistance(Toxic)
  • 11.75% Resistance(Psionic)
  • 15.5% Resistance(Lethal)
  • 22.5% SpeedRunning

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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1 hour ago, Krimson said:

I don't wanna give away all my secrets, but I'll give you this.

Screenshot (189).png

Is part of your secret not showing the other pool powers? Cuz that secret is drving me batty. 🙂 I guess it or they could be, Hasten and or picks from the stealth pool. Maybe CJ. But, grrr...

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12 hours ago, Echo Night said:

aside from the fire res/def caps

Only relevant for fire farms. Is that all you plan to do?

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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Even for a fire farm build the only numbers you've successfully hit are the def/res numbers. Assuming incarnate level shift you are fighting +3s and some of your powers have less than 95% chance to hit. Go to mids->Options->configuration->Exemping and base values and set your base to hit to 39 to simulate your to hit against +4s. You can find the to hit value for +3s here: https://cityofheroes.fandom.com/wiki/Attack_Mechanics

 

The point of a kin on a fire farm is to ensure the team can stay at damage cap. There are 3 points to this: 1) cycling FS faster helps ensure that the team can stay at damage cap. 2) assault gives a lot less bang for the buck when you have FS. 3) The mob siphon/stacking portion of FS is also not autohit and it will suffer the same pitfall as your siphon speed which in your build only has a 75% chance to hit against +4s. The below thread discusses the mechanics in the second post.

 

When facing the easiest content in the game that doesn't carry any debuffs/mez, anything more than 45% defense and 75% resist is wasted bonuses, and you went over on both. With some rebuilding you can end up with much higher global ACC and global recharge. Since endurance is a non-issue with ageless, you also don't need the extra recovery slots in health and stamina.

 

The challenge with a fire farm build is that it almost requires you to use as many full winter sets in attacks as possible to get to 45/75 which limits your ability to use procs, otherwise you can find a lot more opportunities for damage procs which can help you surpass the damage cap.

 

This Villain build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Electrix Zazz: Level 50 Magic Corruptor
Primary Power Set: Electrical Blast
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Flame Mastery

Villain Profile:
Level 1: Lightning Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(7)
Level 1: Transfusion -- Pnc-Heal/EndRedux(A), Pnc-Heal/Rchg(7), Pnc-Heal/EndRedux/Rchg(9), Pnc-Heal(9), Pnc-EndRdx/Rchg(11), Acc-I(11)
Level 2: Ball Lightning -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(13), Rgn-Acc/Rchg(15), Rgn-Dmg/EndRdx(15), Rgn-Knock%(17), Ann-ResDeb%(17)
Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(19), ShlWal-ResDam/Re TP(19)
Level 6: Charged Bolts -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(21), SprScrBls-Acc/Dmg/Rchg(21)
Level 8: Short Circuit -- FuroftheG-ResDeb%(A), FuroftheG-Acc/Dmg/End/Rech(23), SprScrBls-Dmg/EndRdx/Rchg(23), SprScrBls-Acc/Dmg/EndRdx/Rchg(25), SprScrBls-Rchg/+End(25), Arm-Dam%(27)
Level 10: Siphon Speed -- Acc-I(A)
Level 12: Charge Up -- GssSynFr--Build%(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 16: Increase Density -- GldArm-3defTpProc(A)
Level 18: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(29), Rct-Def/EndRdx(29), Rct-ResDam%(31), Rct-Def/EndRdx/Rchg(31)
Level 20: Speed Boost -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(31)
Level 22: Kick -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(33), SprBlsCol-Acc/Dmg/EndRdx(33), SprBlsCol-Acc/Dmg/Rchg(33), SprBlsCol-Dmg/EndRdx/Acc/Rchg(34), SprBlsCol-Rchg/HoldProc(34)
Level 24: Tough -- UnbGrd-Max HP%(A)
Level 26: Voltaic Sentinel -- BldMnd-Acc/EndRdx(A), BldMnd-Acc/Dmg(34), BldMnd-Dmg/EndRdx(36), BldMnd-Acc/Dmg/EndRdx(36), BldMnd-Dmg(36)
Level 28: Zapp -- SprMlcoft-Acc/Dmg(A), SprMlcoft-Dmg/Rchg(37), SprMlcoft-Acc/Dmg/Rchg(37), SprMlcoft-Dmg/EndRdx/Rchg(37), SprMlcoft-Acc/Dmg/EndRdx/Rchg(39), SprMlcoft-Rchg/Dmg%(39)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(39), Rct-Def/EndRdx(40), Rct-Def/Rchg(40), Rct-Def/EndRdx/Rchg(40)
Level 32: Thunderous Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/EndRdx(42), SprFrzBls-Acc/Dmg/Rchg(42), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43), SprFrzBls-Rchg/ImmobProc(43)
Level 35: Transference -- SynSck-Dam/Rech/Acc(A), SynSck-Dam/Acc/End(43), SynSck-EndMod/Rech(45), SynSck-EndMod/+RunSpeed(45), SynSck-EndMod(45)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(46)
Level 41: Consume -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(46), SprAvl-Acc/Dmg/EndRdx(46), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx/Rchg(48), SprAvl-Rchg/KDProc(48)
Level 44: Fire Shield -- UnbGrd-ResDam(A), StdPrt-ResDam/Def+(50), UnbGrd-ResDam/EndRdx(50)
Level 47: Tactics -- HO:Cyto(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Scourge
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A), Prv-Absorb%(13)
Level 1: Stamina -- PrfShf-End%(A), PwrTrns-+Heal(50)
Level 1: Shocked
Level 49: Quick Form
Level 50: Musculature Radial Paragon
Level 50: Ion Radial Final Judgement
Level 50: Diamagnetic Core Flawless Interface
Level 50: Talons of Vengeance Radial Superior Ally
Level 50: Ageless Core Epiphany
Level 50: Assault Core Embodiment
Level 50: Born In Battle
Level 50: High Pain Threshold
Level 50: Invader
Level 50: Marshal
------------

 

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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|-------------------------------------------------------------------|

 

Plenty of people hear 45% def and 75% resist preached and that's all they understand. Understanding why you do what you do will go a long way towards making better builds.

  • Like 1

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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I was working on this build this morning and when I went to submit an updated build, I saw your reply. Thank you. I took some suggestions and applied them. I then realized that after the 3 main aoe's are used, there may be a bit of a dead period where little damage is being applied. Let's face it. This isn't a rad/fire brute here where some damage is being applied constantly. So, I ditched the fire epic pool and went dark. 2 more aoe's (granted, they are long rchg) with great applications that I need. Added tactics and veng and moved some slots around that I saw were benificial from your revision. It looks like we more or less have the same end game going on, with some differences (23% rchg being one). But, I am a patient man and have an unhealthy love/hate/love relationship with respecs. Not sure how long it will take her to run the tunnel but as a refference for myself, my rad/fire brute can run it in about 8-9 minutes. Occasionally less when I really focus. I imagine her doing it in about 10-12 minutes initially while I figure out the timing and such. Should be an interesting journey. Thanks again for your reply.

 

This Villain build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Electrix Zazz: Level 50 Magic Corruptor
Primary Power Set: Electrical Blast
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Dark Mastery

Villain Profile:
Level 1: Lightning Bolt -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(3), SprWntBit-Acc/Dmg/EndRdx:50(3), SprWntBit-Acc/Dmg/Rchg:50(5), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(5), SprWntBit-Rchg/SlowProc:50(7)
Level 1: Transfusion -- Prv-Absorb%:50(A), Prv-Heal/EndRdx:50(7), Prv-Heal/Rchg:50(9), Prv-Heal/Rchg/EndRdx:50(9), Acc-I:50(11)
Level 2: Ball Lightning -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(13), SprFrzBls-Acc/Dmg/EndRdx:50(15), SprFrzBls-Acc/Dmg/Rchg:50(15), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(17), SprFrzBls-Rchg/ImmobProc:50(17)
Level 4: Combat Jumping -- LucoftheG-Def/Rchg+:50(A), ShlWal-ResDam/Re TP:50(19), Rct-ResDam%:50(19)
Level 6: Maneuvers -- LucoftheG-Def/Rchg+:50(A), Rct-Def:50(27), Rct-Def/EndRdx:50(27), Rct-Def/Rchg:50(29), Rct-Def/EndRdx/Rchg:50(29)
Level 8: Short Circuit -- Arm-Dmg/Rchg:50(A), Arm-Acc/Dmg/Rchg:50(11), Arm-Dam%:50(13), Arm-Dmg/EndRdx:50(21), FuroftheG-Dam/End/Rech:50(43), FuroftheG-Acc/Dmg/End/Rech:50(46)
Level 10: Siphon Speed -- Acc-I:50(A)
Level 12: Charge Up -- GssSynFr--Build%:50(A)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(21)
Level 16: Zapp -- Dvs-Acc/Dmg:50(A), Dvs-Dmg/EndRdx:50(23), Dvs-Dmg/Rchg:50(23), Dvs-Acc/Dmg/Rchg:50(25), Dvs-Acc/Dmg/EndRdx/Rchg:50(25)
Level 18: Tactics -- GssSynFr--ToHit/EndRdx:50(A)
Level 20: Speed Boost -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx:50(A), WntGif-ResSlow:50(50)
Level 22: Kick -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(31), SprBlsCol-Acc/Dmg/EndRdx:50(31), SprBlsCol-Acc/Dmg/Rchg:50(31), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(33), SprBlsCol-Rchg/HoldProc:50(33)
Level 24: Tough -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(33), UnbGrd-EndRdx/Rchg:50(34), UnbGrd-Rchg/ResDam:50(34), UnbGrd-ResDam/EndRdx/Rchg:50(34), UnbGrd-Max HP%:50(36)
Level 26: Voltaic Sentinel -- BldMnd-Acc/Dmg:50(A), BldMnd-Dmg/EndRdx:50(36), BldMnd-Acc/EndRdx:50(36), BldMnd-Acc/Dmg/EndRdx:50(37), BldMnd-Dmg:50(37)
Level 28: Weave -- LucoftheG-Def/Rchg+:50(A), Rct-Def:50(39), Rct-Def/EndRdx:50(39), Rct-Def/Rchg:50(39), Rct-Def/EndRdx/Rchg:50(40)
Level 30: Increase Density -- StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(40)
Level 32: Thunderous Blast -- Rgn-Dmg:50(A), Rgn-Dmg/EndRdx:50(37), Rgn-Dmg/Rchg:50(40), Rgn-Acc/Dmg/Rchg:50(42), Rgn-Acc/Rchg:50(42)
Level 35: Transference -- Acc-I:50(A)
Level 38: Fulcrum Shift -- RechRdx-I:50(A), Acc-I:50(46)
Level 41: Dark Consumption -- Mlt-Dmg/Rchg:50(A), Mlt-Dmg/EndRdx/Rchg:50(42), Mlt-Acc/Dmg:50(43), FuroftheG-Dam/Rech:50(43), FuroftheG-Dam/End/Rech:50(50)
Level 44: Dark Embrace -- Ags-ResDam/EndRdx:50(A), Ags-ResDam/Rchg:50(45), Ags-EndRdx/Rchg:50(45), Ags-ResDam/EndRdx/Rchg:50(45), Ags-ResDam:50(46)
Level 47: Soul Drain -- Mlt-Dmg/Rchg:50(A), Mlt-Dmg/EndRdx:50(48), Mlt-Dmg/EndRdx/Rchg:50(48), FuroftheG-Acc/End/Rech:50(48), FuroftheG-Acc/Dmg/End/Rech:50(50)
Level 49: Vengeance -- LucoftheG-Def/Rchg+:50(A)
Level 1: Scourge 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I:50(A)
Level 1: Hurdle -- Jump-I:50(A)
Level 1: Health -- Pnc-Heal/+End:50(A)
Level 1: Stamina -- PrfShf-End%:50(A)
Level 1: Shocked 
Level 49: Quick Form 
Level 50: Ion Radial Final Judgement 
Level 50: Diamagnetic Core Flawless Interface 
Level 50: Talons of Vengeance Radial Superior Ally 
Level 50: Born In Battle 
Level 50: High Pain Threshold 
Level 50: Invader 
Level 50: Marshal 
Level 50: Ageless Core Epiphany 
Level 50: Assault Core Embodiment 
Level 50: Musculature Radial Paragon 
------------
------------
Set Bonus Totals:

  • 3% DamageBuff(Smashing)
  • 3% DamageBuff(Lethal)
  • 3% DamageBuff(Fire)
  • 3% DamageBuff(Cold)
  • 3% DamageBuff(Energy)
  • 3% DamageBuff(Negative)
  • 3% DamageBuff(Toxic)
  • 3% DamageBuff(Psionic)
  • 12.56% Defense(Smashing)
  • 12.56% Defense(Lethal)
  • 31.94% Defense(Fire)
  • 31.94% Defense(Cold)
  • 11% Defense(Energy)
  • 11% Defense(Negative)
  • 6% Defense(Psionic)
  • 11.63% Defense(Melee)
  • 8.5% Defense(Ranged)
  • 27.88% Defense(AoE)
  • +30% Enhancement(Accuracy)
  • 2.5% Enhancement(Max EnduranceDiscount)
  • +40% Enhancement(RechargeTime)
  • 7.5% SpeedFlying
  • GrantPower Preventive Medicine (10% chance when PreventiveMedicine, if Scourge)
  • 164.7 HP (15.37%) HitPoints
  • 7.5% JumpHeight
  • 7.5% SpeedJumping
  • 142.5% MezResist(Confused)
  • 142.5% MezResist(Held)
  • 142.5% MezResist(Immobilized)
  • 142.5% MezResist(Sleep)
  • 142.5% MezResist(Stunned)
  • 142.5% MezResist(Terrorized)
  • 200% MezResist(Teleport) (20% chance)
  • 21.5% (0.36 End/sec) Recovery
  • 12% (0.54 HP/sec) Regeneration
  • 65% ResEffect(SpeedFlying)
  • 65% ResEffect(RechargeTime)
  • 65% ResEffect(SpeedRunning)
  • 19.25% Resistance(Smashing)
  • 19.25% Resistance(Lethal)
  • 76.25% Resistance(Fire)
  • 76.25% Resistance(Cold)
  • 10.25% Resistance(Energy)
  • 10.25% Resistance(Negative)
  • 11.75% Resistance(Toxic)
  • 11.75% Resistance(Psionic)
  • 7.5% SpeedRunning
| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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Edited by Echo Night
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Let's take some more time understanding the Why's

 

Why do you need more AoEs for a fire farming build?

 

Rad/Fire brutes take electrical mastery for electric fences and ball lightning to create a gapless AoE attack chain because both Electric Fences and Ball lightning can be slotted to reduce their respective recharge down to sub 10 seconds. Can you do the same with soul drain and dark consumption and create a gapless attack chain with those two + ball lightning and short circuit?

 

Why do people take fire armor for fire farm builds?

 

Fire armor gives you a higher fire resist starting point so you don't have to make extraordinary investments in your IO bonuses towards fire resist, which allows you to dedicate slots to other bonuses, primarily recharge.

 

Why is recharge desirable for a fire farm build?

 

Recharge allows for quicker cycle of attacks and contributes to the ability to form a seamless attack chain. Incidentally most purple sets that provide recharge at the 5th slot also give a substantial Acc bonus at the 4th slot, which helps with hit chance against +3/4s

 

It's impressive that you squeezed out 75% fire resist on that build, but don't miss the forest for the trees, understand the why's.

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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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41 minutes ago, Nemu said:

Why do you need more AoEs for a fire farming build?

Why wouldn't I want more AoE's? As I said, which you also mentioned, this isn't a farming brute. So, where is all the damage coming from? Just the 2 ST's, 2(3) AoE's and consume? Trying to ST kill an entire group of 4/8 with only 3 AoE's seem painfully slow to me. Not that you were implying this, but that's what would be happening.

 

44 minutes ago, Nemu said:

Rad/Fire brutes take electrical mastery for electric fences and ball lightning to create a gapless AoE attack chain because both Electric Fences and Ball lightning can be slotted to reduce their respective recharge down to sub 10 seconds. Can you do the same with soul drain and dark consumption and create a gapless attack chain with those two + ball lightning and short circuit?

No. No I can't. But that's why they're there. To add more AoE's. And with SD I get the +dmg/tohit buff that lasts until it comes back up, give or take .2 secs. while Ageless is up. Sure, your revision has a bit more recharge, but with my revision, I have added +dmg/tohit which, as I'm straining my inexperienced brain to think about, should/could/ will? compensate for the +rchg that you've put into it. Maybe I'm wrong. But I won't know until I get in there and bang heads with em. Thank you for taking the time to reply.

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You should know that my feedback references your build which I interpreted as a strict fire farm build. But since you've now indicated this is not meant to be a fire farm build,

 

Time for more why's

 

Why is fire def/res important for a non-farming build?

 

S/L is much more prevalent damage type outside of fire farms. So why, for a non-farming build are you choosing to emphasize this investment into 75% fire resist and 45% fire defense? Especially the second build where you dedicated a lot of your resources into hitting 75% fire resist.

 

Why do you think adding two powers, one with a 100 second recharge at best with moderate recharge bonuses + hasten (dark consumption) and another with 30ish second recharge (sould drain), helps your AoE rotation?

 

With high enough global recharge + hasten + ageless you can get the recharge of both short circuit and ball lightning under 6 seconds, it takes a combined 4.5 seconds to cast both which gives you room for 1 filler attack before those are ready to go again. With your slotting which guts global recharge you now have to use 2 fillers (especially if siphon speed misses), but at least you have 2 AoEs, both of which do less base damage than either ball lightning or short circuit, every 30 - 100 seconds that you can throw into your chain. The trade off doesn't seem worth it to me.

 

Why do you need the +dam from soul drain when you can already cap that with FS?

 

Have you looked at the amount of time required for such setup? FS takes about 2.4 seconds which can seem like a lifetime, soul drain takes about 2.5 seconds, you'd be lucky if you can get one off on a fast moving team before stuff starts to die and the FS buff whiffs due to corpse blasting. And if you can reliably keep yourself and the team at the damage cap through FS, the only benefit of Soul Drain is the to hit soooo

 

Why do you need the +to hit from soul drain going the route you went when you can instead build for more recharge and pick up +acc bonuses along the way?

 

More recharge bonuses mean that you are not as dependent on siphon speed to keep your powers recharging faster and that's one less click that you NEED to spam, which makes room for more attacks you can fit in between your other buffs/debuffs. Also, missing with siphon speed won't feel as bad since you will still have a higher global recharge baseline. You also need to hit with soul drain, so a typical engagement when you start is not to start with FS but soul drain first, and then you need to be mindful to keep it up along with all your other buffs. +Acc Bonuses ALWAYS work, and like I said, has synergy with +rech bonuses since most purple sets have both that you can pick up organically.

 

Also, if this is meant to be a non-farm build, a popular destiny for squishies without mez protection is clarion. If you take that you gut your recharge even further which means you are even more dependent on siphon speed, and that you will also need to monitor your end consumption and fit transference into your rotation. You can certainly stick to ageless, but then be prepared to pack a lot of breakfrees.

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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43 minutes ago, Nemu said:

You should know that my feedback references your build which I interpreted as a strict fire farm build. But since you've now indicated this is not meant to be a fire farm build,

I didn't say this wasn't a fire farm build. What I said was, "this isn't a farming brute." I guess I should have stated this is a fire farming Corr again, but I thought that showing a build with soft capped fire res/def was enough explanation. You interpreted correctly the first time.

 

49 minutes ago, Nemu said:

Why do you think adding two powers, one with a 100 second recharge at best with moderate recharge bonuses + hasten (dark consumption) and another with 30ish second recharge (sould drain), helps your AoE rotation?

 

With high enough global recharge + hasten + ageless you can get the recharge of both short circuit and ball lightning under 6 seconds, it takes a combined 4.5 seconds to cast both which gives you room for 1 filler attack before those are ready to go again. With your slotting which guts global recharge you now have to use 2 fillers (especially if siphon speed misses), but at least you have 2 AoEs, both of which do less base damage than either ball lightning or short circuit, every 30 - 100 seconds that you can throw into your chain. The trade off doesn't seem worth it to me.

Which is why I said, "Why wouldn't I want more AoE's? As I said, which you also mentioned, this isn't a farming brute. So, where is all the damage coming from? Just the 2 ST's, 2(3) AoE's and consume? Trying to ST kill an entire group of 4/8 with only 3 AoE's seem painfully slow to me. Not that you were implying this, but that's what would be happening." And this. "I'm straining my inexperienced brain to think about, should/could/ will? compensate for the +rchg that you've put into it. Maybe I'm wrong." Outside of my Rad/Fire Brute, I have almsot zero farming experience with anything else. I did farm my brute up with a Firex2 Sentinal, but that sucked. Everything you say makes sense, but, I keep wondering if those 2 quick recharging AoE's are enough damage (even in a quick rotation,) to take down the 4/8's that I want to take down? That's the reason I added the two other (long) AoE's from Dark (not realizing or even understanding that FS caps damage). I just thought "more AoE's=better" And capping both fire res/def w/o the fire shield amazed the hell outta me. 😁

 

The rest of your comments seem to stem from a misunderstanding of my intention for this build, so I'll not address them at this time. My revised build isn't in anyway shape or form set in stone, and I do take advice, knowledgable opinions and facts to heart as you see. I did change some of the build according to your revised build of my build. So, I'll will be making both builds (because I'm a stubborn nerd) and see how I feel after I work with them a bit.

 

Thank you again for taking the time to respond. I really do appreciate it.

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Ok, so it is used for fire farms, back onto the original track then.

 

It's not about the quantities of AoEs, it's about the quantities of AoEs with decently short recharge that you can string together for a seamless AoE Chain and that's why dark consumption and soul drain don't add consistent damage to your output as opposed to just getting more recharge for ball lightning and short circuit to cycle faster. In addition, cast time and base damage matters, we'll get to that in a bit.

 

The +recharge route helps you cycle BL and SC faster, compare that to your SD/DC chain, you can pull that full chain with BL/SC/SD/DC off every 100 seconds since DC is on a 100 second timer, otherwise you can pull off BL/SC/SD every 30 seconds. in between those cycles you are left with BL/SC + potentially 2 fillers, whereas a more recharge focused build can work consistently with BL/SC + 1 filler - repeat, those additional BL/SC casts add up over time, and since they both do higher base damage than SD/DC, they would far outpace the damage that SD and DC contribute when you look at your overall damage output over time.

 

Since soul drain has lower base damage and long cast time than ball lightning I don't even see a BL/SC/SD sequence outdamaging a BL/SC/zapp or lightning bolt/BL sequence. Add the cast time up for BL/SC/SD: 1.3+3.2+2.5 = 7 seconds. BL/SC/zapp (fast snipe)/BL = 1.3+3.2+1.3+1.3 = 7.1 seconds. Discounting snipes single damage, your total AoE damage unbuffed would be 169+188+84 = 441 for your first chain with SD and 169+188+169 = 526 aoe damage  for the 4 attack chain, and the snipe adds another 760 single target damage. All at the cost of an additional 0.1 seconds. The numbers are all there in mids. If you apply those values to the damage cap, the difference is amplified even more.

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Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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I have a rad/fire brute on my second account. I use it to powerlevel my lowbies on my primary account from time to time. The brute is designed with a singular purpose - fire farms. It never leaves AE, it doesn't do TFs or join normal teams because it doesn't have knockback protection or even plasma shield. Despite those build choices it does fire farms exceptionally well, so much so that I never considered another build on another AT to do the same thing, whether it's another fire farm or a S/L farm.

 

Why is the rad/fire brute the superior choice for fire farms?

 

- 90% fire resist cap that is very easy to achieve through power picks alone.

- 2 AoE damage auras that provides free damage while you are activating other attacks, both can take -res procs that further decrease enemy resistance every once in a while

- 4 AoE click attacks that you can chain with high enough recharge so that you never have to use single target fillers

- Taunt aura, to keep the runners in check, somewhat, and electric fences from patron.

- Higher HP, combined with 90% fire resist and 45% fire defense allows you to afk farm if you have enough passive regen. clicking a heal or popping defensive inspirations and such all mean loss of damage. either you are wasting time not doing it or you are not using inspirations to increase your damage.

 

I build my other toons on my primary account to handle regular content. None of them are specced for farms although some of them can do some farming just because my builds organically allows them to do such content. Conversely if I took my rad/fire brute on an +4/8 ITF or up against arachnos it would not fare as well, because the build doesn't incorporate tools to deal with mez/debuffs/damage types that type of content brings.

 

Some builds are better at doing one thing than others. That said you can try to build every single one of your toons around farms with varying degrees of efficacy. If that's your thing go for it.

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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I know what a Rad/Fire brute can do. As I've said already, I've got one. I just thought the idea of a Corr farming was interesting and want to try it. I too have two accounts and do the same thing that probably every farmer with two accounts does. I figure, if my Firex2 Sent can "farm", why not a Corr? So, I'm gonna give it a try, only I think I'll make 2 versions. One for FF and one for S/LF.

 

I spent the last couple of hours working on S/L versions and I'm about 8% off S/L resist cap (w/o Incarnates clicked on) while using Scorp shield. I have another S/L version using Power Mastery Ancillary. But when I looked at the defensive numbers, I was a little disappointed because I had PBU clicked on w/o realizing it which skewed the numbers by about 7% (also w/o Incarnates clicked on.) We'll see how it goes.

Edited by Echo Night
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