ReVOzE Posted April 17 Posted April 17 (edited) Hello all. I created the following Titan/Bio brute and was wondering what you guys would do different. I can run in Offensive stance and not have much of an issue with stamina or health. I tested it out doing S&L farms at 4/8 and randoms TF/SF at 4/8. Seems solid. Check it out. Please forgive the formatting of the text display oof the build. New to this and exporting from mids. Titan-Bio - Brute (Titan Weapons - Bio Armor).mbd Edited April 17 by ReVOzE
ReVOzE Posted April 17 Author Posted April 17 (edited) Titan-Bio - Villain BruteBuild plan made with Mids' Reborn v3.6.6 rev. 3 ──────────────────────────────Primary powerset: Titan WeaponsSecondary powerset: Bio ArmorPool powerset (#1): LeapingPool powerset (#2): SpeedPool powerset (#3): FightingPool powerset (#4): ConcealmentAncillary powerset: Energy Mastery ────────────────────────────── Powers taken: Level 1: Defensive SweepA: Superior Unrelenting Fury: Accuracy/Damage3: Superior Unrelenting Fury: Damage/RechargeTime3: Superior Unrelenting Fury: Accuracy/Damage/RechargeTime5: Superior Unrelenting Fury: Accuracy/Damage/Endurance/RechargeTime5: Superior Unrelenting Fury: Damage/Endurance/RechargeTime7: Superior Unrelenting Fury: RechargeTime/+Regen/+End Level 1: Hardened CarapaceA: Aegis: Resistance/Endurance7: Aegis: Resistance/Recharge9: Aegis: Endurance/Recharge9: Aegis: Resistance/Endurance/Recharge11: Aegis: Resistance11: Aegis: Psionic/Status Resistance Level 2: Titan SweepA: Obliteration: Damage13: Obliteration: Accuracy/Recharge13: Obliteration: Damage/Recharge15: Obliteration: Accuracy/Damage/Recharge15: Obliteration: Accuracy/Damage/Endurance/Recharge17: Obliteration: Chance for Smashing Damage Level 4: InexhaustibleA: Invention: Healing17: Invention: Healing19: Invention: Healing19: Invention: Endurance Modification21: Invention: Endurance Modification Level 6: Super JumpA: Invention: Jumping Level 8: Follow ThroughA: Hecatomb: Damage21: Hecatomb: Damage/Recharge23: Hecatomb: Damage/Recharge/Accuracy23: Hecatomb: Recharge/Accuracy25: Hecatomb: Damage/Endurance25: Hecatomb: Chance of Damage(Negative) Level 10: Adaptation Level 12: Environmental ModificationA: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 14: Combat JumpingA: Gift of the Ancients: Defense/Endurance27: Gift of the Ancients: Defense/Recharge27: Gift of the Ancients: Endurance/Recharge29: Gift of the Ancients: Defense/Endurance/Recharge29: Gift of the Ancients: Defense31: Gift of the Ancients: Defense/Increased Run Speed Level 16: HastenA: Invention: Recharge Reduction31: Invention: Recharge Reduction31: Invention: Recharge Reduction Level 18: Ablative CarapaceA: Invention: Recharge Reduction Level 20: Rend ArmorA: Mako's Bite: Accuracy/Damage33: Mako's Bite: Damage/Endurance33: Mako's Bite: Damage/Recharge33: Mako's Bite: Accuracy/Endurance/Recharge34: Mako's Bite: Accuracy/Damage/Endurance/Recharge34: Mako's Bite: Chance of Damage(Lethal) Level 22: Evolving ArmorA: Gladiator's Armor: End/Resist34: Gladiator's Armor: Recharge/Resist36: Gladiator's Armor: Recharge/Endurance36: Gladiator's Armor: Resistance/Rech/End36: Gladiator's Armor: Resistance37: Gladiator's Armor: TP Protection +3% Def (All) Level 24: DNA SiphonA: Invention: Recharge Reduction Level 26: Arc of DestructionA: Superior Brute's Fury: Accuracy/Damage37: Superior Brute's Fury: Damage/Recharge37: Superior Brute's Fury: Accuracy/Damage/Recharge39: Superior Brute's Fury: Damage/Endurance/RechargeTime39: Superior Brute's Fury: Accuracy/Damage/Endurance/Recharge39: Superior Brute's Fury: Recharge/Fury Bonus Level 28: Genetic ContaminationA: Armageddon: Damage40: Armageddon: Damage/Recharge40: Armageddon: Damage/Recharge/Accuracy40: Armageddon: Recharge/Accuracy42: Armageddon: Damage/Endurance42: Armageddon: Chance for Fire Damage Level 30: Parasitic AuraA: Invention: Recharge Reduction Level 32: Build MomentumA: Invention: Recharge Reduction Level 35: KickA: Invention: Accuracy Level 38: ToughA: Unbreakable Guard: Resistance43: Unbreakable Guard: Resistance/Endurance43: Unbreakable Guard: Endurance/RechargeTime45: Unbreakable Guard: RechargeTime/Resistance45: Unbreakable Guard: Resistance/Endurance/RechargeTime45: Unbreakable Guard: +Max HP Level 41: WeaveA: Reactive Defenses: Defense46: Reactive Defenses: Defense/Endurance46: Reactive Defenses: Endurance/RechargeTime46: Reactive Defenses: Defense/RechargeTime48: Reactive Defenses: Defense/Endurance/RechargeTime48: Reactive Defenses: Scaling Resist Damage Level 44: Superior ConditioningA: Invention: Endurance Modification48: Invention: Endurance Modification50: Invention: Endurance Modification Level 47: Physical PerfectionA: Invention: Healing50: Invention: Healing50: Invention: Healing Level 49: Focused AccuracyA: Invention: Endurance Reduction ────────────────────────────── Inherents: Level 1: Fury Level 1: Brawl(Empty) Level 1: Sprint(Empty) Level 2: Rest(Empty) Level 1: SwiftA: Invention: Run Speed Level 1: Hurdle(Empty) Level 1: HealthA: Invention: Healing42: Invention: Healing Level 1: StaminaA: Invention: Endurance Modification43: Invention: Endurance Modification Level 1: Momentum Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation Level 6: Double Jump ──────────────────────────────Incarnates: Musculature Core ParagonAssault Core EmbodimentVoid Core Final JudgementDegenerative Radial Flawless InterfaceBanished Pantheon Core Superior AllyBarrier Core Epiphany Edited April 17 by ReVOzE
Zect Posted April 19 Posted April 19 (edited) I would: Slot DNA siphon, abalative carapace and parasitic aura heavily: these extremely powerful abilities are the bulk of the set's sustain. In particular abalative should be maxed on absorb - it effectively increases the amount of damage needed to 1-shot you and grants more time to respond to bursts of damage. Another advantage is that unlike heals and regen, it can be used preemptively, before you start taking damage. Remove some slots from passive +recovery/+health powers: they contribute little survivability Judiciously use enhancement boosters to save slots (eg can 2-slot hasten instead of 3-slot) Pursue a focused mitigation strategy: you go after a random mix of various resistances and defenses, but don't really hit any breakpoints. A breakpoint is a local maxima of performance beyond which further investment yields little benefit, such as the defense softcap (45) or resistance hardcap (90). So you either shoot for some such breakpoint, or cut the investment if possible. Slot all low-hanging fruit (both +3 def uniques, both +res uniques, panacea proc in a passive, touch of essence proc in DNA siphon) Slot double -res procs and take whirling smash to increase both ST and aoe damage. TW/bio can fit two -res procs in its ST rotation and on top of that add more -res (rend armor, evo armor) Slot environmental adaptation more fully - it's the main source of ENFC def, and bio is designed to counter SL with res and ENFC with def Drop defensive swing and take crushing blow, the usual starter for the 5s momentum window. However you may prefer the safety of a parry and take the dps hit, so file this one under playstyle differences. Try to find a better home for armageddon than genetic contamination (low dpa aura, toggle = low procrate + wasted rech enh) Consider musculature radial instead of core (you lose a very small bit of +dmg for the equivalent of an SO in all your endurance powers, which could be a lot of slots saved) And finally: Consider a different epic. So, epics are very often a matter of concept or playfeel, but bio doesn't get a lot from energy epic. Different epics may add high-dpa attacks or offer access to powerful, slot-efficient set bonuses. My personal favorite is mako's and arctic air. The key is to think of it as something like shatter armor: a -res power you can load with procs and wreck AV's with. Stripping out the 15 commons you slotted in all your passive regen/recov powers loses you 9.46hps and 0.9eps. A single panacea proc, fitting in the default slot of health, is 3.23hps and 0.375eps, or a little over a third as much. So that's 1 slot, versus the 15 you invest now. You can take a look at these for ideas on minimizing your slotting of your passives.https://forums.homecomingservers.com/topic/19022-hpregen-proc-cheat-sheet/ https://forums.homecomingservers.com/topic/8892-slotting-for-endurance-recovery-a-cheat-sheet/ The touch of essence: chance for +end proc in DNA siphon is completely overpowered, and I will not stop preaching this until I get it nerfed into the ground. It rolls and checks to proc separately for each enemy hit. When used in crowds of enemies, you can get upwards of 50 end per power use. In fact, since corpses are valid targets for DNA siphon, you can use it on a pile of corpses, and get a full blue bar back (normally DNA siphon only gives recovery, not +end, from corpses). Here is an example of slotting for def and res in a more focused way. Your barrier has a 2m cooldown and always gives at least 5% res and 5% def to all for 2 min. So it can be thought of as a perma-5% def and res click. That brings this build to ~90% SL res and 45% ENFC def. You don't need psi res because most psi enemies do shit dps, unless they are called penny yin. Edit: I just noticed your offensive adaptation (and hence the self -res malus) is not toggled on. So you're still actually 7.5% SL res from the hardcap. This could be a useful exercise for you - think about how to close the gap yourself, if you like. The usual suspects are aegis, mako's lotgs, and celerities (in sprint/prestige sprint). Edited April 19 by Zect 1
ReVOzE Posted April 20 Author Posted April 20 Thanks for the input Zect. I will definitely try it out.
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