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Expensive Rad/Fire Brute for farming


Danakir

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So I've decided I wanna take my farmer to the next level. Mostly for the sake of achieving the greatest possible efficiency. I figure it might help other people that are doing the same build and are trying to maximize their rewards to post it here. More importantly, I'm not 100% confident this is the most efficient version of the build that could exist. So I'd very much welcome any and all comments and criticism.

 

Of course, I'm also happy to explain away some of my choices if necessary.

 

Villain Plan by Mids' Villain Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Pele: Level 50 Magic Brute

Primary Power Set: Radiation Melee

Secondary Power Set: Fiery Aura

Power Pool: Leaping

Power Pool: Leadership

Power Pool: Fighting

Power Pool: Speed

Ancillary Pool: Mu Mastery

 

Villain Profile:

Level 1: Radioactive Smash -- Hct-Dmg(A), Hct-Dmg/Rchg(3), Hct-Acc/Dmg/Rchg(3), Hct-Acc/Rchg(5), Hct-Dmg/EndRdx(5)

Level 1: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(7), Ags-ResDam(9), StdPrt-ResDam/Def+(25)

Level 2: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(11), SprAvl-Acc/Dmg/EndRdx(17), SprAvl-Acc/Dmg/Rchg(17), SprAvl-Acc/Dmg/EndRdx/Rchg(19), SprAvl-Rchg/KDProc(19)

Level 4: Combat Jumping -- LucoftheG-Rchg+(A)

Level 6: Healing Flames -- Prv-Heal(A), Prv-Absorb%(7), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(21), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(23)

Level 8: Maneuvers -- LucoftheG-Rchg+(A)

Level 10: Temperature Protection -- GldArm-3defTpProc(A)

Level 12: Radiation Siphon -- CrsImp-Dmg/EndRdx/Rchg(A), CrsImp-Dmg/EndRdx(13), CrsImp-Acc/Dmg/Rchg(15), CrsImp-Dmg/Rchg(29), CrsImp-Acc/Dmg/EndRdx(29)

Level 14: Tactics -- GssSynFr--Build%(A)

Level 16: Plasma Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/EndRdx/Rchg(31), Ags-ResDam(33)

Level 18: Irradiated Ground -- Obl-Dmg(A), Obl-Dmg/Rchg(31), Obl-Acc/Dmg/Rchg(33), Obl-Acc/Dmg/EndRdx/Rchg(33), Obl-%Dam(34), AchHee-ResDeb%(34)

Level 20: Fusion -- RechRdx-I(A)

Level 22: Consume -- MckBrt-Taunt/Rchg(A), MckBrt-Taunt(25), MckBrt-Taunt/Rchg/Rng(31), MckBrt-Acc/Rchg(39), MckBrt-Rchg(39), MckBrt-Taunt/Rng(43)

Level 24: Boxing -- Acc-I(A)

Level 26: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam(27), Ags-ResDam/EndRdx/Rchg(27)

Level 28: Burn -- Arm-Dmg(A), Arm-Dmg/Rchg(36), Arm-Acc/Dmg/Rchg(36), Arm-Acc/Rchg(37), Arm-Dam%(37), FuroftheG-ResDeb%(37)

Level 30: Weave -- LucoftheG-Rchg+(A), Ksm-ToHit+(34), Ksm-Def/EndRdx(36)

Level 32: Atom Smasher -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Rech/Fury(40), SprBrtFur-Acc/Dmg/Rchg(42), SprBrtFur-Dmg/EndRdx/Rchg(42), SprBrtFur-Acc/Dmg/EndRdx/Rchg(42), TchofLadG-%Dam(50)

Level 35: Fiery Embrace -- RechRdx-I(A)

Level 38: Electrifying Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/Rchg(40), SprFrzBls-Dmg/EndRdx/Acc/Rchg(40), SprFrzBls-Dmg/EndRdx(43), SprFrzBls-Rchg/ImmobProc(43)

Level 41: Hasten -- RechRdx-I(A), RechRdx-I(46)

Level 44: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(45), Rgn-Acc/Dmg/Rchg(45), Rgn-Acc/Rchg(45), Rgn-Dmg/EndRdx(46), Ann-ResDeb%(46)

Level 47: Devastating Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/Rchg(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50), SprBlsCol-Rchg/HoldProc(50)

Level 49: Vengeance -- LucoftheG-Rchg+(A)

Level 1: Brawl -- Empty(A)

Level 1: Prestige Power Dash -- Empty(A)

Level 1: Prestige Power Slide -- Empty(A)

Level 1: Prestige Power Quick -- Empty(A)

Level 1: Prestige Power Rush -- Empty(A)

Level 1: Prestige Power Surge -- Empty(A)

Level 1: Fury

Level 1: Sprint -- Empty(A)

Level 2: Rest -- Empty(A)

Level 4: Ninja Run

Level 2: Swift -- Flight-I(A)

Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(9), Mrc-Rcvry+(11)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- PrfShf-End%(A), EndMod-I(13), EndMod-I(15)

Level 50: Assault Core Embodiment

Level 50: Ageless Core Epiphany

Level 50: Reactive Core Flawless Interface

Level 50: Musculature Core Paragon

------------

 

 

 

 

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I am far too much of a noob to help refine a build like that, but I did want to ask... how do you find Rad/Fire? I actually powerleveled one to 50 but haven't IOd it yet. I thought it looked like it might be able to at very least match the traditional spines/fire for farming. What's your experience with it like?

Numpad binds for Masterminds - A collection of Farming focused builds - MM /Time guide for all primaries

@Zen Warlawk on Indomitable, @Warlawk#1697 in discord.

Currently struggling with mostly recovered from health problems. Gaming time nonexistent inconsistent.

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I enjoy it quite a lot. I've got a much cheaper build I've been using to farm for all my other characters on the same character and she performs very well by my own reckoning. I typically finish a map in around 5:30 to 6:30, depending on how seriously I take it and whether I work hard to combine reds and stay as close to the damage cap as I possibly can.

 

That said, it certainly doesn't feel weak or lacking. Spines/Fire is likely going to still be 'faster' by some amount at the very highest level, but it's not going to be by an order of magnitude.

 

It's fair, by my own accounting, to say that Rad/Fire is a viable alternative especially if you enjoy the playstyle more. Just don't expect performance to match up perfectly. Very comparable but not equal is how I'd describe it.

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I enjoy it quite a lot. I've got a much cheaper build I've been using to farm for all my other characters on the same character and she performs very well by my own reckoning. I typically finish a map in around 5:30 to 6:30, depending on how seriously I take it and whether I work hard to combine reds and stay as close to the damage cap as I possibly can.

 

That said, it certainly doesn't feel weak or lacking. Spines/Fire is likely going to still be 'faster' by some amount at the very highest level, but it's not going to be by an order of magnitude.

 

It's fair, by my own accounting, to say that Rad/Fire is a viable alternative especially if you enjoy the playstyle more. Just don't expect performance to match up perfectly. Very comparable but not equal is how I'd describe it.

 

Popping reds and with good placement of the helper to aggro more my Rad/Fire gets done in around 4:30.  Same set up my Spines/Fire gets just under 5 min. Both are fully IOed out builds.  The only beef I have with the set is that Irradiated Ground will not take brute sets.  That leaves me having to slot Avalanche there and the KB proc can sometimes hit several times at once, similar to burn sometimes causing mobs to fly out of melee range.  Note this is only a pure farmer and high level content build.  I took it on the lower level TFs to get the Task Force commander accolade and it was painful.  A lot of standing around waiting for my 1 melee attack to charge and waiting for my damage aruas to melt stuff.  I had to drag out the temp prestige attack powers and brawl just to give myself something to do. For those single bosses who run off I still have Radioactive Smash, Burn and Mu Lightning.  I run with sprint on with no endurance issues.

 

Hero Plan by Mids' Hero Designer 2.22

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Level 50 Magic Brute

Primary Power Set: Radiation Melee

Secondary Power Set: Fiery Aura

Power Pool: Leaping

Power Pool: Speed

Power Pool: Fighting

Power Pool: Concealment

Ancillary Pool: Mu Mastery

 

Hero Profile:

Level 1: Radioactive Smash

  • (A) Superior Blistering Cold - Accuracy/Damage
  • (48) Superior Blistering Cold - Damage/Endurance
  • (48) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (48) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (50) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (50) Superior Blistering Cold - Recharge/Chance for Hold

Level 1: Fire Shield

  • (A) Aegis - Resistance
  • (21) Aegis - Resistance/Endurance
  • (21) Aegis - Resistance/Endurance/Recharge

Level 2: Blazing Aura

  • (A) Superior Brute's Fury - Accuracy/Damage
  • (3) Superior Brute's Fury - Damage/Recharge
  • (3) Superior Brute's Fury - Accuracy/Damage/Recharge
  • (9) Superior Brute's Fury - Damage/Endurance/RechargeTime
  • (15) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge
  • (19) Superior Brute's Fury - Recharge/Fury Bonus

Level 4: Healing Flames

  • (A) Preventive Medicine - Heal
  • (5) Preventive Medicine - Heal/Endurance
  • (5) Preventive Medicine - Endurance/RechargeTime
  • (7) Preventive Medicine - Heal/RechargeTime
  • (7) Preventive Medicine - Heal/RechargeTime/Endurance
  • (9) Preventive Medicine - Chance for +Absorb

Level 6: Fusion

  • (A) Recharge Reduction IO

Level 8: Super Jump

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 10: Combat Jumping

  • (A) Luck of the Gambler - Recharge Speed
  • (11) Shield Wall - Defense
  • (11) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (13) Shield Wall - Defense/Endurance
  • (19) Kismet - Accuracy +6%

Level 12: Temperature Protection

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

Level 14: Hasten

  • (A) Recharge Reduction IO
  • (15) Recharge Reduction IO

Level 16: Plasma Shield

  • (A) Aegis - Resistance
  • (17) Aegis - Resistance/Endurance
  • (17) Aegis - Resistance/Endurance/Recharge

Level 18: Irradiated Ground

  • (A) Superior Avalanche - Accuracy/Damage
  • (37) Superior Avalanche - Damage/Endurance
  • (37) Superior Avalanche - Accuracy/Damage/Endurance
  • (40) Superior Avalanche - Accuracy/Damage/Recharge
  • (43) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (43) Superior Avalanche - Recharge/Chance for Knockdown

Level 20: Consume

  • (A) Mocking Beratement - Taunt
  • (23) Mocking Beratement - Taunt/Recharge
  • (34) Mocking Beratement - Taunt/Recharge/Range
  • (36) Mocking Beratement - Accuracy/Recharge
  • (46) Mocking Beratement - Taunt/Range
  • (46) Mocking Beratement - Recharge

Level 22: Boxing

  • (A) Empty

Level 24: Tough

  • (A) Aegis - Resistance
  • (25) Aegis - Resistance/Endurance
  • (25) Aegis - Resistance/Endurance/Recharge

Level 26: Weave

  • (A) Luck of the Gambler - Recharge Speed
  • (27) Shield Wall - Defense
  • (27) Shield Wall - Defense/Endurance
  • (31) Shield Wall - Defense/Endurance/Recharge

Level 28: Burn

  • (A) Superior Unrelenting Fury - Accuracy/Damage
  • (29) Superior Unrelenting Fury - Damage/RechargeTime
  • (29) Superior Unrelenting Fury - Accuracy/Damage/RechargeTime
  • (31) Superior Unrelenting Fury - Damage/Endurance/RechargeTime
  • (31) Superior Unrelenting Fury - Accuracy/Damage/Endurance/RechargeTime
  • (37) Superior Unrelenting Fury - RechargeTime/+Regen/+End

Level 30: Stealth

  • (A) Luck of the Gambler - Recharge Speed

Level 32: Atom Smasher

  • (A) Armageddon - Damage/Recharge
  • (33) Armageddon - Accuracy/Damage/Recharge
  • (33) Armageddon - Accuracy/Recharge
  • (33) Armageddon - Damage/Endurance
  • (34) Armageddon - Chance for Fire Damage

Level 35: Fiery Embrace

  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO

Level 38: Electrifying Fences

  • (A) Superior Frozen Blast - Accuracy/Damage
  • (39) Superior Frozen Blast - Damage/Endurance
  • (39) Superior Frozen Blast - Accuracy/Damage/Endurance
  • (39) Superior Frozen Blast - Accuracy/Damage/Recharge
  • (40) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
  • (40) Superior Frozen Blast - Recharge/Chance for Immobilize

Level 41: Ball Lightning

  • (A) Ragnarok - Damage
  • (42) Ragnarok - Damage/Recharge
  • (42) Ragnarok - Accuracy/Damage/Recharge
  • (42) Ragnarok - Accuracy/Recharge
  • (43) Ragnarok - Damage/Endurance

Level 44: Mu Lightning

  • (A) Apocalypse - Damage
  • (45) Apocalypse - Damage/Recharge
  • (45) Apocalypse - Accuracy/Damage/Recharge
  • (45) Apocalypse - Accuracy/Recharge
  • (46) Apocalypse - Damage/Endurance

Level 47: Grant Invisibility

  • (A) Luck of the Gambler - Recharge Speed

Level 49: Invisibility

  • (A) Luck of the Gambler - Recharge Speed

Level 1: Brawl

  • (A) Empty

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Fury

Level 1: Sprint

  • (A) Run Speed IO

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run

Level 2: Swift

  • (A) Run Speed IO

Level 2: Health

  • (A) Numina's Convalesence - +Regeneration/+Recovery
  • (36) Miracle - +Recovery
  • (36) Panacea - +Hit Points/Endurance

Level 2: Hurdle

  • (A) Jumping IO

Level 2: Stamina

  • (A) Performance Shifter - Chance for +End
  • (23) Performance Shifter - EndMod/Accuracy
  • (34) Performance Shifter - EndMod

Level 50: Agility Core Paragon

Level 50: Reactive Radial Flawless Interface

Level 50: Ageless Core Epiphany

Level 0: Freedom Phalanx Reserve

Level 0: Portal Jockey

Level 0: Task Force Commander

Level 0: The Atlas Medallion

Level 50: Assault Radial Embodiment

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That's an interesting build. Although personally I prefer having a bit more versatility since I still sometimes take her out for non-farming purposes. Granted, I might be paying a bit extra in terms of expensive IOs for the privilege but it's worth it to me. I'm basically taking a money-is-no-object type of approach.

 

That said, one thing that's really caught my attention is you using the Radial Assault hybrid. Why's that? Are you typically at the damage cap so much that the Core is not useful? Or is it something else that compels you to go with Radial? I have it on my Grav/Time Controller and I've never been impressed by it.

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I really appreciate the discussion and insight guys. I was looking over the rad melee set and it just seemed that it could probably come very close to matching spines/fire and I never see any discussion about it. Will have to throw some IOs in mine and give it a run. I'm almost done funding a very expensive tw/bio so I should have some funds available for it soon.

 

Thank you!

Numpad binds for Masterminds - A collection of Farming focused builds - MM /Time guide for all primaries

@Zen Warlawk on Indomitable, @Warlawk#1697 in discord.

Currently struggling with mostly recovered from health problems. Gaming time nonexistent inconsistent.

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That's an interesting build. Although personally I prefer having a bit more versatility since I still sometimes take her out for non-farming purposes. Granted, I might be paying a bit extra in terms of expensive IOs for the privilege but it's worth it to me. I'm basically taking a money-is-no-object type of approach.

 

That said, one thing that's really caught my attention is you using the Radial Assault hybrid. Why's that? Are you typically at the damage cap so much that the Core is not useful? Or is it something else that compels you to go with Radial? I have it on my Grav/Time Controller and I've never been impressed by it.

 

Hadn't done a whole lot of research on the stats and thought that hitting twice sounded good.  Little did I know it was only hitting the 2nd time for base damage instead of full damage.  Should have known it sounded too good to be true.  Now that I finally got tier 4 on everything else Ill probably use my future merits to get Core.  Also some other tweaks that I missed.  I have the procs instead of damage for ranged and pbaoe purple sets.

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I have both a rad/fire and spines/fire, both well equipped (superior, purples, etc). I find the rad/fire better overall -- easier to play well, faster, feels better, etc. I slot differently and don't have the build convenient to show how, but its not a radical difference.

 

Do get/make some insp combining to reds keybind chains. Those are a bigger deal for speeding your farm up than a lot of the build stuff probably.

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Be sure to post your build if you find a way to do so. I'd love to compare slotting, comparing notes with other people is how we improve the most. That said, thanks for the advice. I already have a macro for combining everything into red insps that I abuse liberally.

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Hadn't done a whole lot of research on the stats and thought that hitting twice sounded good.  Little did I know it was only hitting the 2nd time for base damage instead of full damage.

For what it's worth, doublehit actually does neither base damage nor full damage; instead, it's a weird PPM proc whose damage depends on the recharge and area of the power it's slotted in. If you want the math, I made a spreadsheet before shutdown. Neither is strictly better overall; Radial tends to be better for slow attacks, single-target attacks, and ATs with lower damage modifiers, while Core tends to be better for the opposites.

 

The other big difference between Core and Radial is that core needs to build stacks, while radial does not, and of course radial isn't limited by the damage cap. But for farming and with a brute, that's not much of an issue.

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Oh wow, thanks so much! You're the real MVP here. I've been looking high and low for actual data on how 'doublehit' actually works. This is so handy! That said, do you know whether moves like Radioactive Smash and Devastating Blow actually count as AoEs for the purpose of PPM? They're both listed that way presumably because of their interaction with the 'Contamination' mechanic.

 

Also, in your estimation, which would you say between Radial and Core better suits Rad as a set?

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I have no idea how doublehit interacts with the Rad Melee attacks. It should be straightforward to test on Justin: take the radial t4, use the power, see how much damage you get from doublehit, and check that against the calculated number as an ST attack and as an area attack.

 

I punched in brute numbers for Rad Melee, and assuming that ST powers are counted as ST, it looks like radial is firmly superior: not only does it have the dual perks of always being at max strength and circumventing the damage cap, it simply adds more damage. IIRC this is the case for a lot of brute sets; the 0.75 damage scale makes damage buffs less valuable point-for-point than they are to other ATs, while Doublehit doesn't care what AT you are.

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I enjoy it quite a lot. I've got a much cheaper build I've been using to farm for all my other characters on the same character and she performs very well by my own reckoning. I typically finish a map in around 5:30 to 6:30, depending on how seriously I take it and whether I work hard to combine reds and stay as close to the damage cap as I possibly can.

 

As someone who is just starting out farming, and not quite ready to break into the high end builds, any chance I could convince you to share your cheaper build?

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I enjoy it quite a lot. I've got a much cheaper build I've been using to farm for all my other characters on the same character and she performs very well by my own reckoning. I typically finish a map in around 5:30 to 6:30, depending on how seriously I take it and whether I work hard to combine reds and stay as close to the damage cap as I possibly can.

 

As someone who is just starting out farming, and not quite ready to break into the high end builds, any chance I could convince you to share your cheaper build?

 

I've just got my rad/fire up and running on a budget build. I also have a budget spines/fire since I'm far more interested in funding my alts than I am with creating profit or selling runs or anything. I just used the budget spines/fire from the discord sticky and ported it straight over to rad/fire. I still need to take the rad to red side for a patron arc and clean up the build but it seems like a pretty much straight sidegrade to me, very close in effectiveness at the budget build level.

 

Numpad binds for Masterminds - A collection of Farming focused builds - MM /Time guide for all primaries

@Zen Warlawk on Indomitable, @Warlawk#1697 in discord.

Currently struggling with mostly recovered from health problems. Gaming time nonexistent inconsistent.

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I started out with just standard IO/SOs and skipped the extra cost of starting with a cheep IO build then moving to something more expensive.  I started with building the unique IOs, then adding some fire defense with Mocking Beratement and Aegis and filling out Combat Jumping and Weave.  Then I worked on the winter sets to add even more fire defense.  Once you only need 1 or 2 lucks at a time to get by that gives you more room for making and popping reds.  If you first get the targeted AOE set, and did the rest that puts you at around 35% defense where just 1 small luck is plenty. Once you get around 40% you don't really need to use lucks anymore.  I ignored purple IO unless they dropped while farming and with converting any that dropped into what I needed, I only had to buy 1 or 2.

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@Helencarnate What's your attack chain? I'm trying to understand how Atom Smasher, Irradiated Ground, and Radioactive Smash can equal what Throw Spines, Quills, and Spine Burst can do. My very limited understanding of Radiation Melee is only single target attacks will activate contamination AoE. Do you spam Radioactive Smash?

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Be sure to post your build if you find a way to do so. I'd love to compare slotting, comparing notes with other people is how we improve the most. That said, thanks for the advice. I already have a macro for combining everything into red insps that I abuse liberally.

 

I'll try to remember to dig it up when I get back home later today...

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@Helencarnate What's your attack chain? I'm trying to understand how Atom Smasher, Irradiated Ground, and Radioactive Smash can equal what Throw Spines, Quills, and Spine Burst can do. My very limited understanding of Radiation Melee is only single target attacks will activate contamination AoE. Do you spam Radioactive Smash?

 

I don't use rad smash (unslotted) -- atom smasher, burn, and ball lightning. If those are recharging you should be using the time to pop build up/fusion/reds. If all of that is recharging, toss electric fences or consume. Or use the ranged attack to smack something nearby and drag it in to the fire.

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@Helencarnate What's your attack chain? I'm trying to understand how Atom Smasher, Irradiated Ground, and Radioactive Smash can equal what Throw Spines, Quills, and Spine Burst can do. My very limited understanding of Radiation Melee is only single target attacks will activate contamination AoE. Do you spam Radioactive Smash?

 

I don't use rad smash (unslotted) -- atom smasher, burn, and ball lightning. If those are recharging you should be using the time to pop build up/fusion/reds. If all of that is recharging, toss electric fences or consume. Or use the ranged attack to smack something nearby and drag it in to the fire.

 

This mostly. I have 1 melee single target attack that is a mule for set bonus and for taking down wandering bosses. Everything else is aoe.

 

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I'll try to remember to dig it up when I get back home later today...

 

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This was specifically chasing 45% fire def. I have a kid. Sometimes I just need to AFK instantly. I'm not PL'in others so no biggie. Running Musc/Ageless/Reactive (historical).

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@Helencarnate What's your attack chain? I'm trying to understand how Atom Smasher, Irradiated Ground, and Radioactive Smash can equal what Throw Spines, Quills, and Spine Burst can do. My very limited understanding of Radiation Melee is only single target attacks will activate contamination AoE. Do you spam Radioactive Smash?

 

I don't use rad smash (unslotted) -- atom smasher, burn, and ball lightning. If those are recharging you should be using the time to pop build up/fusion/reds. If all of that is recharging, toss electric fences or consume. Or use the ranged attack to smack something nearby and drag it in to the fire.

This mostly. I have 1 melee single target attack that is a mule for set bonus and for taking down wandering bosses. Everything else is aoe.

I can cast Ball Lightning, Spine burst, Electric Fences, and Throw Spines before my burn patch disappears. Can Burn patches stack? Not sure having burn patch up 100% with Atom Smasher is better than Burn minus 2 tics, Electric fences, Throw Spines, and Spine Burst. 

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@Helencarnate What's your attack chain? I'm trying to understand how Atom Smasher, Irradiated Ground, and Radioactive Smash can equal what Throw Spines, Quills, and Spine Burst can do. My very limited understanding of Radiation Melee is only single target attacks will activate contamination AoE. Do you spam Radioactive Smash?

 

I don't use rad smash (unslotted) -- atom smasher, burn, and ball lightning. If those are recharging you should be using the time to pop build up/fusion/reds. If all of that is recharging, toss electric fences or consume. Or use the ranged attack to smack something nearby and drag it in to the fire.

This mostly. I have 1 melee single target attack that is a mule for set bonus and for taking down wandering bosses. Everything else is aoe.

I can cast Ball Lightning, Spine burst, Electric Fences, and Throw Spines before my burn patch disappears. Can Burn patches stack? Not sure having burn patch up 100% with Atom Smasher is better than Burn minus 2 tics, Electric fences, Throw Spines, and Spine Burst.

 

Spine Burst is utter crap for farming lvl 54 mobs.  The DPA for Atom Smasher is far higher but still the least out of the Rad/Fire build.  The real damage from fire farmers comes from Burn, Ball Lightning, Electric Fences, combined with as much recharge as you can get to make those up as often as possible.  Because those are not quite an attack chain even with high levels of recharge, you are left with 1 AoE to use from your primary. 

 

If you take a Spine/Fire with perma hasten and have your AoE attacks set up in order of DPA, Throw Spines will be used the least and you will never use Spine Burst unless you are ignoring inspirations.  Even then you would be better off waiting that brief split second and using another attack than using Spine Burst.  Now because Throw Spines is a somewhat narrow cone, that means you have to sometimes move out of melee range (taking your damage aura with you and potentially pulling mobs off of your burn patch) if you want to ensure hitting as many targets as possible as you won't always have 10+ mobs in front you.  The other option for those more skilled is to jump up about 20 feet (also taking your damage auras with you) and then hit throw spines at your nearest target directly below you.  Because it is a cone it will hit everything in that area.  So either way, in order to make Throw spines as effective as it can be, you lose damage from your damage aura and it costs you time in moving or jumping which also means lower damage.  Just ran the 5 story Comic Con arc with an average clear time of 4 min 40 seconds per run.  Full clear each run, timer started when I started moving and stopped when mission objective was clicked.  Spines doesn't come close to that.

 

The reason Spines is more popular is because someone mad a video about it.  It is easier to get to 50 solo with spine burst being available at low levels and it is still effective even though it may not be the best.  The best is still SS/Fire but now far less popular due to the -defense hit from Rage crashes.  That being said, with macros to combine and pop reds Rad/Fire is very close and can be equal and in short bursts better depending on luck with inspiration drops.

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I see a lot of love for Ball Lightning. What about Fireball?

 

I'm really loving my Rad/Fire brute (lvl 42 at the moment). My build is aimed at soft-cap melee, 80+% S/L resist and 50+% resist for C/E/N, and a high amount of recharge. I want to farm with her but I'm also going to use her for strong team performance, so I've got Radioactive Smash, Radiation Siphon and Devastating Blow along with Melt Armor. Would it really make that much more difference to go with Mu instead? What about in terms of team play?

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