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Page 7 Farming Microguide (Maps + Builds)


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On 10/31/2023 at 8:31 AM, jprewitt73 said:

Yes, it still works. Not as effective as it once was, but you can do it pretty easily. I have my AFK farmer running during my work day in the background and I will periodically check in to make sure I need to reset. I can't really pay attention and play at the time, so it's a easy way to get recipes and influence built up for later. 

 

 

Do you still have the setup/map for this? This is more the kind of AFK setup I'm looking for. If I'm set up to be able to check back every 5/10 minutes to reset, I've got enough free time to run my active farmer instead.  🙂

@Penumbra Faust

 

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@Targren

 

This is the map I use: 

 

44188 ( AFK caves ) 

 

When you first load it up be sure to read all the instruction. You have to run to a specific point in the map. Follow the NPC Hero and set your attack on Auto. You'll kill the first mob around the NPC hero and the rest of the map will fill up. It says it's a 40 minute map and that's about right. You should be able to let us just follow the NPC around for about 40 minutes and you'll just keep killing mobs. I usually set mine to +4 x8 with no bosses. I run a tank, so bosses can take a bit too long for my liking. I'll usually end up with about 10 million after one run and a ton of recipes and salvage to sell on the market. 

 

 

 

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Hey guys -
Still a baby farmer here... just hit 50, incarnates unlocked but nothing in them yet. Been using this build from the LBFF thread (some are higher lvl than 30, some of the heals/gamblers are attuned etc) so this is my current "starting point". Was hoping someone could recommend an AFK build for Spines/Fire that I can start working toward, as I'm easily overwhelmed with the sheer amount of enh options and would much rather spend the hrs I have available actually playing vs theorycrafting  😛

 

Thanks in advance for any/all advice!

LBFF_Build.mbd

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12 hours ago, jprewitt73 said:

@Targren

 

This is the map I use: 

 

44188 ( AFK caves ) 

 

When you first load it up be sure to read all the instruction. You have to run to a specific point in the map. Follow the NPC Hero and set your attack on Auto. You'll kill the first mob around the NPC hero and the rest of the map will fill up. It says it's a 40 minute map and that's about right. You should be able to let us just follow the NPC around for about 40 minutes and you'll just keep killing mobs. I usually set mine to +4 x8 with no bosses. I run a tank, so bosses can take a bit too long for my liking. I'll usually end up with about 10 million after one run and a ton of recipes and salvage to sell on the market. 

 

 

 

 

Thanks. Which build do you use? Is it still the AFK build from the front page of the top of the thread?

@Penumbra Faust

 

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37 minutes ago, Targren said:

 

Thanks. Which build do you use? Is it still the AFK build from the front page of the top of the thread?

I use my own build that can actively farm as well. I run a Fire/Rad Melee tank. Not exactly top of the line, but I like it a lot. It may take a few more minutes to clear but I think it's worth it. 

 

image.thumb.png.0a945ea7469620c89009668ae5e70c84.png

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3 hours ago, jprewitt73 said:

I use my own build that can actively farm as well. I run a Fire/Rad Melee tank. Not exactly top of the line, but I like it a lot. It may take a few more minutes to clear but I think it's worth it. 

 

image.thumb.png.0a945ea7469620c89009668ae5e70c84.png

 

I'm not concerned with squeezing every last second out of it, so that sounds plenty fine to me! But I'm not clued in enough to recognize all the things by sight. Could I impose on you to hook me up with the build file? 

@Penumbra Faust

 

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@Targren

 

Hero Tanker
Build plan made with Mids' Reborn v3.6.6 rev. 3
──────────────────────────────

  • Primary powerset: Fiery Aura
  • Secondary powerset: Radiation Melee
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Speed
  • Pool powerset (#3): Leadership
  • Pool powerset (#4): Leadership
  • Epic powerset: Mu Mastery

──────────────────────────────

Powers taken:

Level 1: Blazing Aura

  • A: Invention: Endurance Reduction
  • 3: Obliteration: Damage
  • 34: Obliteration: Damage/Recharge
  • 40: Obliteration: Accuracy/Damage/Recharge
  • 45: Obliteration: Accuracy/Damage/Endurance/Recharge
  • 45: Obliteration: Chance for Smashing Damage

Level 1: Contaminated Strike

  • A: Superior Might of the Tanker: Accuracy/Damage
  • 46: Superior Might of the Tanker: Damage/Recharge
  • 46: Superior Might of the Tanker: Accuracy/Damage/Recharge
  • 46: Superior Might of the Tanker: Damage/Endurance/Recharge

Level 2: Healing Flames

  • A: Preventive Medicine: Heal
  • 17: Preventive Medicine: Heal/Endurance
  • 17: Preventive Medicine: Endurance/RechargeTime
  • 19: Preventive Medicine: Heal/RechargeTime
  • 19: Preventive Medicine: Heal/RechargeTime/Endurance
  • 31: Preventive Medicine: Chance for +Absorb

Level 4: Proton Sweep

  • A: Armageddon: Damage/Recharge
  • 5: Armageddon: Damage/Recharge/Accuracy
  • 7: Armageddon: Recharge/Accuracy
  • 7: Armageddon: Damage/Endurance
  • 9: Armageddon: Chance for Fire Damage

Level 6: Temperature Protection

  • A: Aegis: Resistance/Endurance
  • 9: Aegis: Resistance
  • 11: Aegis: Resistance/Recharge

Level 8: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 11: Kismet: Accuracy +6%

Level 10: Consume

  • A: Power Transfer: EndMod
  • 31: Power Transfer: Damage/Recharge
  • 33: Power Transfer: Damage/EndMod
  • 33: Power Transfer: Damage/Accuracy/Endurance
  • 33: Power Transfer: Damage/Accuracy/Recharge/Endurance
  • 34: Power Transfer: Chance to Heal Self

Level 12: Plasma Shield

  • A: Aegis: Resistance/Endurance
  • 13: Aegis: Resistance
  • 13: Aegis: Resistance/Recharge

Level 14: Fire Shield

  • A: Aegis: Resistance
  • 15: Aegis: Resistance/Endurance
  • 15: Aegis: Resistance/Recharge

Level 16: Hasten

  • A: Invention: Recharge Reduction
  • 31: Invention: Recharge Reduction

Level 18: Boxing

  • (Empty)

Level 20: Burn

  • A: Superior Avalanche: Accuracy/Damage
  • 21: Superior Avalanche: Damage/Endurance
  • 21: Superior Avalanche: Accuracy/Damage/Endurance
  • 23: Superior Avalanche: Accuracy/Damage/Recharge
  • 23: Superior Avalanche: Accuracy/Damage/Endurance/Recharge
  • 25: Superior Avalanche: Recharge/Chance for Knockdown

Level 22: Fusion

  • A: Invention: Recharge Reduction

Level 24: Tough

  • A: Steadfast Protection: Resistance/+Def 3%
  • 25: Gladiator's Armor: TP Protection +3% Def (All)

Level 26: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 27: Luck of the Gambler: Defense
  • 27: Luck of the Gambler: Defense/Endurance

Level 28: Maneuvers

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 29: Luck of the Gambler: Defense/Endurance
  • 29: Luck of the Gambler: Defense/Recharge

Level 30: Irradiated Ground

  • A: Obliteration: Damage
  • 34: Obliteration: Accuracy/Damage/Endurance/Recharge
  • 37: Obliteration: Chance for Smashing Damage
  • 43: Obliteration: Accuracy/Damage/Recharge
  • 45: Obliteration: Accuracy/Recharge
  • 50: Invention: Endurance Reduction

Level 32: Assault

  • A: Invention: Endurance Reduction

Level 35: Atom Smasher

  • A: Eradication: Chance for Energy Damage
  • 36: Obliteration: Chance for Smashing Damage
  • 36: Fury of the Gladiator: Chance for Res Debuff
  • 36: Touch of Lady Grey: Chance for Negative Damage
  • 37: Perfect Zinger: Chance for Psi Damage
  • 37: Fury of the Gladiator: Accuracy/Endurance/Recharge

Level 38: Electrifying Fences

  • A: Positron's Blast: Accuracy/Damage
  • 39: Positron's Blast: Damage/Endurance
  • 39: Positron's Blast: Damage/Recharge
  • 39: Positron's Blast: Accuracy/Damage/Endurance
  • 40: Positron's Blast: Chance of Damage(Energy)
  • 40: Bombardment: Chance for Fire Damage

Level 41: Ball Lightning

  • A: Superior Frozen Blast: Accuracy/Damage
  • 42: Superior Frozen Blast: Damage/Endurance
  • 42: Superior Frozen Blast: Accuracy/Damage/Endurance
  • 42: Superior Frozen Blast: Accuracy/Damage/Recharge
  • 43: Superior Frozen Blast: Damage/Endurance/Accuracy/RechargeTime
  • 43: Superior Frozen Blast: Recharge/Chance for Immobilize

Level 44: Vengeance

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 50: Luck of the Gambler: Defense

Level 47: Taunt

  • A: Mocking Beratement: Threat/Placate
  • 48: Mocking Beratement: Threat/Placate/Recharge
  • 48: Mocking Beratement: Threat/Placate/Recharge/Range
  • 48: Mocking Beratement: Accuracy/Recharge
  • 50: Mocking Beratement: Threat/Placate/Range

Level 49: Fiery Embrace

  • A: Invention: Recharge Reduction


──────────────────────────────

Inherents:

Level 1: Gauntlet


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • (Empty)

Level 2: Rest

  • (Empty)

Level 1: Swift

  • A: Invention: Run Speed

Level 1: Hurdle

  • A: Invention: Jumping

Level 1: Health

  • A: Miracle: +Recovery
  • 5: Numina's Convalesence: +Regeneration/+Recovery

Level 1: Stamina

  • A: Performance Shifter: Chance for +End
  • 3: Performance Shifter: EndMod

 

 

 

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Edited by jprewitt73
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Does anyone have (and is willing to share) a Spines/Fiery Aura Brute build?

 

I know Spines/Fiery Aura is kinda old and fallen out of favor in the wake of Page 5's changes, but I still have 2 of them and I'm disinclined to abandon them and start entirely from scratch. I've attached build I've been running. What can I do within the constraints of the Spine/Fiery Aura combo to optimize it for current farming? Ideally I'd like to have both an AFK build and an active build. Cost isn't a concern.

_Brute (Spines-Fiery Aura).mbd

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Where are we going, and why am I in this hand basket?

Check out the Unofficial Homecoming Wiki! Contributions welcome!

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On 2/3/2024 at 6:25 AM, Derek Icelord said:

I know Spines/Fiery Aura is kinda old and fallen out of favor in the wake of Page 5's changes, but I still have 2 of them and I'm disinclined to abandon them and start entirely from scratch. I've attached build I've been running. What can I do within the constraints of the Spine/Fiery Aura combo to optimize it for current farming? Ideally I'd like to have both an AFK build and an active build. Cost isn't a concern.

 

Brute Spines/Fiery Aura is still good and actually still my first pick for AFK AE farming.

 

Your build is still viable but only for maps where the critter groups are static and not moving. It allows control of how much aggro is pulled. Maps containing patrols that run in to you would probably overwhelm your build (the Shivan asteroid with patrols for example). The build is not viable for AFK.

 

I think rule #1 of AE farming is create your own map. Please give it an objective to complete the mission like click a container rather than a timer that ejects you in to the AE foyer. The foyer is already cluttered up with farmers standing around doing nothing making a mess of the place.

 

I have been down the paths of recharge-oriented Mu builds, the unified active/AFK build and solely AFK build.

 

Now I only retain one build the AFK build because that can become active just by pressing a few buttons (Ageless Core, Hasten, whatever other attacks and damage inspiration combine and execute). To get an AFK build focus/goal is increasing hit-points and health regeneration it's that simple. A brute can do AFK however a tanker might work out better in the short-term because it naturally has more hit-points.

 

 

Edited by Digirium
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Hello all,

 

After a big break that started on live, I found out very lately about Homecoming (Thanks NCSoft for the involuntary advertisement they made by granting HC team, a licence to exploit the game).

 

I soon found out that I would need a farm to gather all the ressources for end game, and searching all around, end up to the conclusion that a Spine Fire Brute farmer was the way to go (ooopsy)

 

Now I end up with a brand new, 50 from today, Spine/Fire Brute farmer for which I had the following respec build planned for 50 :

Spoiler

FeelingOfPain - Villain Brute
Build plan made with Mids' Reborn v3.6.6 rev. 3
──────────────────────────────

  • Primary powerset: Spines
  • Secondary powerset: Fiery Aura
  • Pool powerset (#1): Leaping
  • Pool powerset (#2): Fighting
  • Pool powerset (#3): Speed
  • Pool powerset (#4): Leadership
  • Ancillary powerset: Pyre Mastery

──────────────────────────────

Powers taken:

Level 1: Barb Swipe

  • A: Superior Blistering Cold: Accuracy/Damage
  • 3: Superior Blistering Cold: Damage/Endurance
  • 7: Superior Blistering Cold: Accuracy/Damage/Endurance
  • 13: Superior Blistering Cold: Accuracy/Damage/Recharge
  • 21: Superior Blistering Cold: Damage/Endurance/Accuracy/RechargeTime
  • 37: Superior Blistering Cold: Recharge/Chance for Hold

Level 1: Fire Shield

  • A: Aegis: Resistance/Endurance
  • 5: Aegis: Endurance/Recharge
  • 34: Aegis: Resistance
  • 36: Steadfast Protection: Resistance/+Def 3%

Level 2: Spine Burst

  • A: Obliteration: Damage
  • 3: Obliteration: Accuracy/Recharge
  • 9: Obliteration: Accuracy/Damage/Recharge
  • 15: Obliteration: Accuracy/Damage/Endurance/Recharge
  • 29: Obliteration: Chance for Smashing Damage
  • 48: Superior Unrelenting Fury: RechargeTime/+Regen/+End

Level 4: Healing Flames

  • A: Miracle: +Recovery
  • 5: Miracle: Heal/Recharge
  • 9: Miracle: Heal/Endurance/Recharge

Level 6: Blazing Aura

  • A: Superior Avalanche: Accuracy/Damage
  • 7: Superior Avalanche: Damage/Endurance
  • 13: Superior Avalanche: Accuracy/Damage/Endurance
  • 39: Superior Avalanche: Accuracy/Damage/Recharge
  • 40: Superior Avalanche: Accuracy/Damage/Endurance/Recharge
  • 40: Superior Avalanche: Recharge/Chance for Knockdown

Level 8: Combat Jumping

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 48: Luck of the Gambler: Defense/Endurance

Level 10: Impale

  • A: Apocalypse: Chance of Damage(Negative)
  • 11: Apocalypse: Damage/Endurance
  • 11: Apocalypse: Recharge/Accuracy
  • 36: Apocalypse: Damage/Recharge/Accuracy
  • 36: Apocalypse: Damage/Recharge

Level 12: Kick

  • A: Force Feedback: Chance for +Recharge

Level 14: Tough

  • A: Aegis: Resistance/Endurance
  • 17: Aegis: Resistance/Endurance/Recharge
  • 17: Aegis: Resistance
  • 37: Gladiator's Armor: TP Protection +3% Def (All)

Level 16: Plasma Shield

  • A: Aegis: Resistance/Endurance
  • 19: Aegis: Resistance/Recharge
  • 40: Aegis: Resistance

Level 18: Weave

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 19: Luck of the Gambler: Defense/Endurance
  • 37: Kismet: Accuracy +6%
  • 48: Kismet: Defense/Endurance

Level 20: Hasten

  • A: Invention: Recharge Reduction
  • 21: Invention: Recharge Reduction

Level 22: Consume

  • A: Efficacy Adaptor: Accuracy/Recharge
  • 23: Efficacy Adaptor: EndMod/Recharge
  • 23: Efficacy Adaptor: EndMod/Accuracy/Recharge

Level 24: Quills

  • A: Armageddon: Damage/Recharge
  • 25: Armageddon: Damage/Recharge/Accuracy
  • 25: Armageddon: Recharge/Accuracy
  • 42: Armageddon: Damage/Endurance
  • 43: Armageddon: Chance for Fire Damage
  • 43: Fury of the Gladiator: Chance for Res Debuff

Level 26: Ripper

  • A: Scirocco's Dervish: Chance of Damage(Lethal)
  • 27: Scirocco's Dervish: Accuracy/Damage
  • 27: Scirocco's Dervish: Accuracy/Damage/Endurance
  • 43: Scirocco's Dervish: Damage/Recharge
  • 46: Scirocco's Dervish: Accuracy/Recharge

Level 28: Maneuvers

  • A: Luck of the Gambler: Defense/Increased Global Recharge Speed
  • 29: Luck of the Gambler: Defense/Endurance

Level 30: Burn

  • A: Superior Brute's Fury: Recharge/Fury Bonus
  • 31: Superior Brute's Fury: Accuracy/Damage/Endurance/Recharge
  • 31: Superior Brute's Fury: Damage/Endurance/RechargeTime
  • 31: Superior Brute's Fury: Accuracy/Damage
  • 34: Superior Brute's Fury: Accuracy/Damage/Recharge

Level 32: Throw Spines

  • A: Ragnarok: Damage
  • 33: Ragnarok: Damage/Recharge
  • 33: Ragnarok: Damage/Recharge/Accuracy
  • 33: Ragnarok: Recharge/Accuracy
  • 34: Ragnarok: Damage/Endurance

Level 35: Fiery Embrace

  • A: Invention: Recharge Reduction

Level 38: Char

  • A: Devastation: Damage/Recharge
  • 39: Devastation: Accuracy/Damage/Recharge
  • 39: Devastation: Accuracy/Damage/Endurance/Recharge

Level 41: Melt Armor

  • A: Achilles' Heel: Defense Debuff
  • 42: Achilles' Heel: Defense Debuff/Recharge
  • 42: Achilles' Heel: Chance for Res Debuff

Level 44: Fire Ball

  • A: Superior Frozen Blast: Recharge/Chance for Immobilize
  • 45: Superior Frozen Blast: Damage/Endurance/Accuracy/RechargeTime
  • 45: Superior Frozen Blast: Accuracy/Damage/Recharge
  • 45: Superior Frozen Blast: Accuracy/Damage/Endurance
  • 46: Superior Frozen Blast: Damage/Endurance
  • 46: Superior Frozen Blast: Accuracy/Damage

Level 47: Build Up

  • A: Gaussian's Synchronized Fire-Control: Chance for Build Up

Level 49: Tactics

  • A: Adjusted Targeting: To Hit Buff
  • 50: Adjusted Targeting: To Hit Buff/Endurance


──────────────────────────────

Inherents:

Level 1: Fury


Level 1: Brawl

  • (Empty)

Level 1: Sprint

  • (Empty)

Level 2: Rest

  • A: Invention: Interrupt Reduction

Level 1: Swift

  • A: Invention: Run Speed

Level 1: Hurdle

  • A: Invention: Jumping

Level 1: Health

  • A: Numina's Convalesence: +Regeneration/+Recovery
  • 15: Panacea: +Hit Points/Endurance
  • 50: Preventive Medicine: Chance for +Absorb

Level 1: Stamina

  • A: Power Transfer: Chance to Heal Self
  • 50: Power Transfer: EndMod

Level 1: Red Wisp Pet


Level 1: Prestige Power Slide

  • A: Quickfoot: Endurance/RunSpeed

Level 4: Ninja Run

 

 

 

I know this is no longer the optimal choice of powerset for a farmer, but is there anyway something that can be done with it ?

 

Thanks in advance for any help provided (and yes I followed the same advice that brought Derek Icelord here from the Brute Archetype forum to this forum that has been refered to as the Lair of Farmer Builders 😉 )

Brute (Spines - Fiery Aura) - FeelingOfPain.mbd

Neopatch was, is and will forever be @Khortex

Currently playing FeellingOfPain on Excelsior and La Georgette on Reunion

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Gonna try this again since my last post didn't get any traction -

 

Like many others, I committed to a Spines/Fire build before realizing better choices were available & don't want to reroll at this point. Attached is the current build I've been using and I'm about 2/3 of the way there enhancement-wise. I'm T3 incarnate (except for Alpha), and have Atlas and Portal Jockey so far.  Looking for any updates/alterations to this build in order to make it more AFK friendly...

Brute_Spines_-_Fiery_Aura_ParagonAza.mbd

Edited by WyldeMoone
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On 2/5/2024 at 4:16 PM, WyldeMoone said:

Gonna try this again since my last post didn't get any traction -

 

Like many others, I committed to a Spines/Fire build before realizing better choices were available & don't want to reroll at this point. Attached is the current build I've been using and I'm about 2/3 of the way there enhancement-wise. I'm T3 incarnate (except for Alpha), and have Atlas and Portal Jockey so far.  Looking for any updates/alterations to this build in order to make it more AFK friendly...

Brute_Spines_-_Fiery_Aura_ParagonAza.mbd 44.28 kB · 3 downloads

 

I am returning to CoH, not having played since retail. I have only been back about three weeks or so, but I do love looking at builds. I took a look at yours, and I don't believe I have seen a fire defense so high, 67.62%. I looked and saw how you did it, by boosting most everything to +5. I don't know if you did that intentionally, but that is above the soft cap, by a lot. 

 

There was a post earlier on in this thread that I don't know if it received the attention it should have. Everyone works to hit the defensive cap and fire resistance, and most get there, but the key to doing this IMO is the ability to regen your health or heal for the stuff that gets through, especially AFK. Active is not too bad with having a lower regen, as you can use incarnates/heals to stay afloat. Doing it AFK is a no-go. 

 

This post below covers what looks to be a proper regen number to stay alive AFK. 

On 9/9/2022 at 2:43 AM, Digirium said:

@Meknomancer

 

IMO your build is lacking in health regeneration hp/sec but you are on the right track.

 

The Mids regen figure without the Unrelenting Fury proc for your build is 330% which is a good start but if you can find an extra 100% that would be ideal. Next issue is max hp -- more hp means more hp/sec. It is possible (without accolades) to reach 1,900 ish (2,200 with accolades), your build is on 1,650. I suggest splitting Apocalypse in to 2x3 in to Impale and Laser Beam Eyes for 2x16% health regen and 2x3% hit points. Use the set finder in Mids to identify set bonuses for 16%, 12%, 10% regen etc and more hp and figure how to alter your build further. You may need to sacrifice some of your mule slotting f.ex Brawl and Boxing.

 

Overall (without accolades) you are on 22.76 hp/sec despite 330% -- your goal is 35+ hp/sec. The Unrelenting Fury proc will stack on top of that for another 3-5 hp/sec approx. If you get the HP accolades add another 5 hp/sec approx. Try the open asteroid map again, see how well it goes.

 

An AFK build that can withstand the aggro can be done, has been done (but not shared in this thread).

 

 

I would play around in Mids and see if you can't hit that number, or wait on someone who may be able to point you in the right direction. I'm getting back up to speed, and I wish I could help more, but I wanted to at least throw that out to you as a place where I would start if it were me. 

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 @WyldeMoone @Derek Icelord Spines/Fire brutes are still viable. Especially for AFK farming. Have attached the latest builds.

 

For the AFK build I usually advise picking up either the +HP accolades or P2W Regen buff. (Not 100% required, but helps reduce the frequency of bad RNG killing your farmer. Which can happen sometimes).

AFK build is designed for 10 minute asteroid resets. If you're leaving them for AFK longer (i.e. in a cave map for 40+ minutes), then switch one of the procs in Spine Burst for an Armageddon Dam/End +5.

 

On 2/6/2024 at 11:22 PM, DarkRevelation said:

 

I am returning to CoH, not having played since retail. I have only been back about three weeks or so, but I do love looking at builds. I took a look at yours, and I don't believe I have seen a fire defense so high, 67.62%. I looked and saw how you did it, by boosting most everything to +5. I don't know if you did that intentionally, but that is above the soft cap, by a lot. 

 

There was a post earlier on in this thread that I don't know if it received the attention it should have. Everyone works to hit the defensive cap and fire resistance, and most get there, but the key to doing this IMO is the ability to regen your health or heal for the stuff that gets through, especially AFK. Active is not too bad with having a lower regen, as you can use incarnates/heals to stay afloat. Doing it AFK is a no-go. 

 

This post below covers what looks to be a proper regen number to stay alive AFK. 

 

 

I would play around in Mids and see if you can't hit that number, or wait on someone who may be able to point you in the right direction. I'm getting back up to speed, and I wish I could help more, but I wanted to at least throw that out to you as a place where I would start if it were me. 

The AFK builds in the first post of this thread (and in my other posts following it) can AFK farm fine.

AA Spines Fire Page 6 ACTIVE.mbd

AA Spines Fire Page 6 AFK.mbd

Edited by America's Angel
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4 hours ago, DarkRevelation said:

This post below covers what looks to be a proper regen number to stay alive AFK. 

 

Just an NB but those requirements were for an earlier Issue/Page. The objective right now for the current Issue/Page (I27P6) is 60 HP/sec plus, at least according to the self-made AE mission that I use on the Shivan asteroid populated with patrols that ALL attack at the same time. The advice is still the same though for an AFK build increase MaxHP and regeneration as much as possible. Good luck, it was a fun process over many iterations when I figured it out for myself.

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4 hours ago, America's Angel said:

@Neopatch @WyldeMoone @Derek Icelord Spines/Fire brutes are still viable. Especially for AFK farming. Have attached the latest builds.

<snip>

 

Much obliged, thank you.

 

I assume on the AFK build Spine Burst is the power to leave on auto-fire?

Edited by Derek Icelord

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5 hours ago, America&#x27;s Angel said:

@Neopatch @WyldeMoone @Derek Icelord Spines/Fire brutes are still viable.

 

...snip

 

@America's Angel Thanks a lot for reassuring me and for the non-AFK build !

 

This build did make me ponder a couple of powers in my and your build :

1) +Phoenix Rising : Do we plan to still die so much that a self rez is important ? (I must admit that the rate at which I die at the moment is skyrocketing)

2) +Vengeance : errr ?

3) -Consume : Right now, even using Consume whenever it's up, I spend my time out of End. I just hit 50 with this first character, so I'm quite far from all the high level incarnate slots / powers and I'll need to use this unslotted character to farm the inf to actualy purchase all these IO. Do you think that the Stamina / Health buff/procs wil be enough to pull this off?

 

Regards,

 

Neopatch

Neopatch was, is and will forever be @Khortex

Currently playing FeellingOfPain on Excelsior and La Georgette on Reunion

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35 minutes ago, Neopatch said:

 

@America's Angel Thanks a lot for reassuring me and for the non-AFK build !

 

This build did make me ponder a couple of powers in my and your build :

1) +Phoenix Rising : Do we plan to still die so much that a self rez is important ? (I must admit that the rate at which I die at the moment is skyrocketing)

2) +Vengeance : errr ?

3) -Consume : Right now, even using Consume whenever it's up, I spend my time out of End. I just hit 50 with this first character, so I'm quite far from all the high level incarnate slots / powers and I'll need to use this unslotted character to farm the inf to actualy purchase all these IO. Do you think that the Stamina / Health buff/procs wil be enough to pull this off?

 

Regards,

 

Neopatch

 

Slot/set mules.

1.) Phoenix Rising is a slot mule for the Preventative Medicine proc. If you're dying, something has gone wrong.

2.) Vengeance is a slot mule for another Luck of the Gambler +7.5% recharge.

3.) Do you have the 4 accolade powers? Increasing Max END will also increase recovery. Did you toggle Tough on? As this is a fire build, Tough is only there to mule set bonuses and get access to Weave.

Edited by Derek Icelord

Where are we going, and why am I in this hand basket?

Check out the Unofficial Homecoming Wiki! Contributions welcome!

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57 minutes ago, Derek Icelord said:

 

Slot/set mules.

1.) Phoenix Rising is a slot mule for the Preventative Medicine proc. If you're dying, something has gone wrong.

2.) Vengeance is a slot mule for another Luck of the Gambler +7.5% recharge.

3.) Do you have the 4 accolade powers? Increasing Max END will also increase recovery. Did you toggle Tough on? As this is a fire build, Tough is only there to mule set bonuses and get access to Weave.

Thanks for the quick reply 😉

1 and 2, ok, mule powers 😉

 

For 3) I'm working on the accolade at the moment, I don't activate Tough on Fire Farm of course but I do activate it outside of FF (TF, Trials, Incarnate, ...)

I noticed that the AFK build is defining Spine Burst as "the" power to auto and use a lot (which correspond to my current way of manualy playing) while the non AFK version is not even picking the Spine Burst power (and I might understand that the End cost of it might explain why I run out of End so fast in my rotation)

 

Edited by Neopatch

Neopatch was, is and will forever be @Khortex

Currently playing FeellingOfPain on Excelsior and La Georgette on Reunion

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Re: AFK Brute Spines/Fiery Aura - which power to auto-toggle on Spines Burst vs Burn

 

Spine Burst can hit 10 targets, Burn can hit 5

 

And loosely:

Spine Burst recharges quicker, Burn is +50% recharge time compared to Spine Burst

Spine Burst does approx half the damage Burn does

 

I had not considered the difference until now and still use Burn and it is still effective. May be I will see what the difference is by timing some runs HOWEVER when AFK how long it takes to clear a mission does not matter because if you check in every 20 minutes or so, done is still done. Auto-toggling something on is better than not auto-toggling anything on -- which I've done a few times and come back after 20 minutes not cleared wondered what was going on and facepalmed.

 

 

Edited by Digirium
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49 minutes ago, Digirium said:

Re: AFK Brute Spines/Fiery Aura - which power to auto-toggle on Spines Burst vs Burn

 

Spine Burst can hit 10 targets, Burn can hit 5

 

And loosely:

Spine Burst recharges quicker, Burn is +50% recharge time compared to Spine Burst

Spine Burst does approx half the damage Burn does

 

I had not considered the difference until now and still use Burn and it is still effective. May be I will see what the difference is by timing some runs HOWEVER when AFK how long it takes to clear a mission does not matter because if you check in every 20 minutes or so, done is still done. Auto-toggling something on is better than not auto-toggling anything on -- which I've done a few times and come back after 20 minutes not cleared wondered what was going on and facepalmed.

 

 

In the light of this I'm even more interested to know why the non afk build is picking for example a single target like impale over Spine Burst ? Mule power again ?

Neopatch was, is and will forever be @Khortex

Currently playing FeellingOfPain on Excelsior and La Georgette on Reunion

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12 hours ago, America&#x27;s Angel said:

@Neopatch @WyldeMoone @Derek Icelord Spines/Fire brutes are still viable. Especially for AFK farming. Have attached the latest builds.

 

For the AFK build I usually advise picking up either the +HP accolades or P2W Regen buff. (Not 100% required, but helps reduce the frequency of bad RNG killing your farmer. Which can happen sometimes).

AFK build is designed for 10 minute asteroid resets. If you're leaving them for AFK longer (i.e. in a cave map for 40+ minutes), then switch one of the procs in Spine Burst for an Armageddon Dam/End +5.
 

 

Couple questions after looking over the AFK build:
a) What map to use with this
b) I noticed a lot of "odd" power choices, i.e. most of the Fighting Pool, Sorcery, Taunt & other active-type skills that would just sit dormant during an AFK run - all of these are heavy slotted while more applicable powers like Assault, Maneuvers, Fire Shield, Temp Prot, Phys Prot seem underslotted
c) with Quills and Spine Burst specifically, is it worth it / necessary to single slot for essentially all damage types vs additional set bonuses?

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