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Trying to figure out a non-farmer Spines/Fire


Bjornalf

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So I'm trying to make a general use Spines/Fire brute.. not sure if what I came up with is gonna stand up to non-fire based mobs.
Here's what I have:

 

Villain Plan by Mids' Villain Designer 2.22
http://www.cohplanner.com/

Click this DataLink to open the build!

Hellfire Razorback: Level 50 Magic Brute
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Sorcery
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Lunge -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5)
Level 1: Fire Shield -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(5), Ags-EndRdx/Rchg(7), Ags-ResDam/EndRdx/Rchg(7), Ags-ResDam(9)
Level 2: Blazing Aura -- SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(9), SprUnrFur-Dmg/EndRdx/Rchg(11), SprUnrFur-Acc/Dmg/Rchg(11), SprUnrFur-Acc/Dmg(13)
Level 4: Combat Jumping -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(25), LucoftheG-Def/EndRdx/Rchg(27), LucoftheG-EndRdx/Rchg(50)
Level 6: Spine Burst -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(17), SprAvl-Acc/Dmg/Rchg(19), SprAvl-Acc/Dmg/EndRdx(19), SprAvl-Acc/Dmg(21)
Level 8: Healing Flames -- DctWnd-Heal(A), DctWnd-Heal/EndRdx(21), DctWnd-EndRdx/Rchg(23), DctWnd-Rchg(25)
Level 10: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(15), LucoftheG-Def/EndRdx(15), LucoftheG-Def/EndRdx/Rchg(17)
Level 12: Temperature Protection -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(27), UnbGrd-Max HP%(29), UnbGrd-ResDam(29), UnbGrd-Rchg/ResDam(31)
Level 14: Impale -- Apc-Dam%(A), Apc-Acc/Dmg/Rchg(31), Apc-Acc/Rchg(31), Apc-Dmg/Rchg(33), Apc-Dmg/EndRdx(34)
Level 16: Plasma Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-EndRdx/Rchg(34), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam(36)
Level 18: Quills -- SprBrtFur-Rech/Fury(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(36), SprBrtFur-Dmg/EndRdx/Rchg(36), SprBrtFur-Acc/Dmg/Rchg(37), SprBrtFur-Acc/Dmg(37)
Level 20: Consume -- PrfShf-EndMod(A), PrfShf-EndMod/Acc(37), PrfShf-EndMod/Acc/Rchg(39)
Level 22: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx/Rchg(23), KntCmb-Dmg/EndRdx(39), KntCmb-Dmg/Rchg(39)
Level 24: Tough -- RctArm-ResDam(A), RctArm-EndRdx(40), RctArm-ResDam/EndRdx(40), RctArm-ResDam/EndRdx/Rchg(40)
Level 26: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(42), Ksm-ToHit+(42)
Level 28: Ripper -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-%Dam(42), Obl-Dmg(43), Obl-Acc/Rchg(43), Obl-Acc/Dmg/Rchg(43), Obl-Dmg/Rchg(45)
Level 30: Super Jump -- BlsoftheZ-ResKB(A)
Level 32: Throw Spines -- Ann-Acc/Dmg/EndRdx/Rchg(A), Ann-Acc/Dmg/EndRdx(33), Ann-Acc/Dmg/Rchg(33), Ann-ResDeb%(45), Ann-Acc/Dmg(45)
Level 35: Fiery Embrace -- RechRdx-I(A)
Level 38: Rise of the Phoenix -- RechRdx-I(A)
Level 41: Assault -- EndRdx-I(A)
Level 44: Focused Accuracy -- AdjTrg-ToHit/EndRdx(A), AdjTrg-ToHit(46), AdjTrg-ToHit/EndRdx/Rchg(46), AdjTrg-EndRdx/Rchg(46)
Level 47: Physical Perfection -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(48), NmnCnv-Heal/EndRdx(48), PrfShf-End%(48), PrfShf-EndMod(50), PrfShf-EndMod/Acc(50)
Level 49: Mystic Flight -- Flight-I(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 -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), RgnTss-Regen+(13)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
------------

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  Unfortunately, I can safely tell you this based on a glance at the build, you're gonna have a bad time when facing most enemies that aren't tailored for fire armor's strengths. I will explain, firstly you have no soft capped defenses, even for smashing and lethal which are two of the most common damage types you will run into. Speaking of damage types, your resistances save for fire obviously are fairly low as well and well below their respective caps (once again looking at smashing and lethal which are the most common) None of this is to speak of the fact that /fire has practically no status protection on it's own. If you encounter enemies that hold/sleep/confuse, whatever, you are going to have a bad time with your current build. Certain IO sets and uniques can help with this a bit (such as the ones that provide knockback/down protection) along with incarnate choices, but until you reach that point it will be rough going outside of fire farms. I think one decision you will need to make is if you are chasing typed defenses or positional defenses. You have fairly good melee positional defense for instance though it's not quite soft capped, but low ranged and aoe defense.

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I can't look at the build in detail right now, but you should build for S/L defense, recharge and +HP. 

 

Softcapped defense is nice, but isn't a necessity. I generally try to build for at least 35% defense on a character like this so you're less than one purple inspiration away from the softcap. 

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30 minutes ago, Bloodofcaine said:

  Unfortunately, I can safely tell you this based on a glance at the build, you're gonna have a bad time when facing most enemies that aren't tailored for fire armor's strengths. I will explain, firstly you have no soft capped defenses, even for smashing and lethal which are two of the most common damage types you will run into. Speaking of damage types, your resistances save for fire obviously are fairly low as well and well below their respective caps (once again looking at smashing and lethal which are the most common) None of this is to speak of the fact that /fire has practically no status protection on it's own. If you encounter enemies that hold/sleep/confuse, whatever, you are going to have a bad time with your current build. Certain IO sets and uniques can help with this a bit (such as the ones that provide knockback/down protection) along with incarnate choices, but until you reach that point it will be rough going outside of fire farms. I think one decision you will need to make is if you are chasing typed defenses or positional defenses. You have fairly good melee positional defense for instance though it's not quite soft capped, but low ranged and aoe defense.

Would I be able to get the positional defenses up there without sacrificing damage or anything else much? I fear it'd be like chasing perma-hasten on some builds where you'd give up too much to get there.

4 minutes ago, Corruption said:

I can't look at the build in detail right now, but you should build for S/L defense, recharge and +HP. 

 

Softcapped defense is nice, but isn't a necessity. I generally try to build for at least 35% defense on a character like this so you're less than one purple inspiration away from the softcap. 

I have melee at 41% so definitely within a small purple to shore up. As a matter of fact it's a tad more melee defense more than my Spines/Fire farmer has. I wasn't able to see a good way to get more AoE and Ranged defense though.

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2 hours ago, Bjornalf said:

Would I be able to get the positional defenses up there without sacrificing damage or anything else much? I fear it'd be like chasing perma-hasten on some builds where you'd give up too much to get there.

I have melee at 41% so definitely within a small purple to shore up. As a matter of fact it's a tad more melee defense more than my Spines/Fire farmer has. I wasn't able to see a good way to get more AoE and Ranged defense though.

 

 

 There isn't unfortunately (or at least not enough to give you satisfactory numbers for all 3 positions), which is why most people focus on the most prevalent damage types which is smashing and lethal. Chasing positional defenses is usually a good idea for sets that already start off with positional type defenses such as /shield /sr etc As they can cap those positional defenses more easily and with fewer sets. Generally sets that provide you a bonus to typed defenses such as s/l also provide defense or resistance to other damage types coincidentally.

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3 hours ago, Bloodofcaine said:

None of this is to speak of the fact that /fire has practically no status protection on it's own. If you encounter enemies that hold/sleep/confuse, whatever, you are going to have a bad time with your current build.

 

Fire's status holes are against knock* effects and, depending on what you consider to be a hole, against immobilizes. Holds, Stun/Disorients, and Sleeps are not a problem for Fiery Aura. I don't know why you think the set has no protection to those effects, but it does.

 

 

OP: I made compromises with my spines/fire brute so that it could afk farm but also handle itself on teams in standard content - I mainly run TFs and iTrials. I haven't finished purpling my winter sets yet, but the build already meets both of my goals to my standards. For the sake of comparison, I have attached the mitigation totals, which Pines under-reports - I'll grab an in-game screenshot for you once I am back home which show the actual totals for a point of reference. I do just fine when I get separated from my allies in speed ITFs or Lambda runs or whatever. It's also a team-friendly build in the sense that any buff, even a small one, is a big help, so nearly any team makes the character quite durable, and in those circumstances I can main tank just fine against big threats. Against your average spawn, no buffs are required to absorb the alpha.

 

If I were building it over again, I'd probably accept somewhat lower F/C defense if it meant an equivalent increase S/L or E/N defense, but the character performs its main job well and is fun and very playable at its secondary function, so I'm not pursuing tweaks right now.

 

If I were building it explicitly not to farm, it would be a different story, and I'd probably set the following goals: capped S/L resist and softcapped S/L def and as much E/NE def as I could get, probably ignoring psi and F/C.

 

I hope this is helpful. I can take a closer look at your posted build later.

 

Scrap

spifi brute.PNG

Edited by Scrapulous
Shitty phrasing
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I'm with Scrapulous. The side effects of high fire defense sets I went with on my farmer was that it ended up with decent s/l defense and resists as well. (Similar to the numbers above). It can handle most anything on teams and because I set it up with a ton of recharge, I can heal half my health ever 11 seconds or so.  Just have to be careful around psi damage.

Edited by HelenCarnate
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OK, I took a quick pass at your build. I set some rules for myself based on what I infer from looking at your build:

  1. Your power picks are sacrosanct and shouldn't be altered. I broke this rule once.
  2. Slotting density reflects playstyle preferences, and so should be altered only where it serves the goal of making this brute tougher.
  3. Your build is relatively inexpensive (only one winter set as a Big Spender and two ATOs as Moderate Expenses), so I won't take the easy path of rounding out your defenses with expensive sets.

These are my observations and changes:

  • I noticed right off the bat that your defense power slotting wasn't optimal. For instance, Weave, your single best defensive power, had only two slots dedicated to making it better, while Combat Jumping, your single worst defensive power, had four. Those two could have had their slots and enhancements traded to give you no change in set bonuses but a big improvement in all your defenses.
  • Both your ATOs were 5-slotted, which meant you were leaving 12% Smashing and Lethal resistance behind. That alone would take you from 58% and change in both to 70%, a massive change in effective hp against that type of damage.
  • You had Throw Spines slotted with one of the many garbage Targeted AoE sets. I think you did the best you could without splurging on a purple or a winter set, but one of the strengths of ATO sets is that they go into any damage ability. Since you already knew you wanted ATOs, I moved one of the ATO sets out of Quills and into this power. That opened up Quills to host another 6-piece of the amazing Obliteration set.
  • Your "Epic" powers were heavily slotted. I think Focused Accuracy is a trap and I think Physical Perfection is rarely worth slots. I cannibalized these slots heavily to round out some of your other powers and nab a lot of six-piece bonuses to make you tougher.
  • You didn't have either of the global IOs that give you resist all by themselves. I took the Luck of the Gambler pieces out of Combat Jumping and instead put those two pieces into CJ and the Reactive Defenses: Defense piece in there, costing you a fraction of one percent in all your defenses but earning you 8% resist to every type with another 1.5% to S/L resistance from the Reactive Defenses 2 piece set.
  • I put Performance Shifter procs in both Physical Perfection and Stamina, and I replaced the Regenerative Tissue proc that was in Health with the Numina's Convalescence proc.
  • I put three of the slots I stole from your epic powers into Consume and replaced its endmod slotting with a complete collection of the amazing Mocking Beratement set. Consume generally doesn't need endmod slotting but desperately wants recharge slotting. The new version is up every 54 seconds compared to the 107 seconds in the original.
  • I six slotted Healing Flames with Preventive Medicine - its bonuses are similar to and superior to the bonuses you were getting from Doctored Wounds and it now recharges in 12.8 seconds instead of 18.48. This is probably the single most significant improvement I made: Healing Flames is the crown jewel of Fiery Aura's mitigation scheme and having it up in roughly 2/3 the time is an enormous change.
  • I put a slot in Kick, assuming you're going to use it as part of your attack chain. It wants more accuracy and damage with just the four Kinetic Combats in there. If it's just a mule and you don't ever use Kick, that's a slot you can have back to put in Health or Stamina or proc an attack or something.
  • Much more could be done either by spending more money and splurging on purple sets and winter sets, and also by making some power choice changes.
  • Speaking of power choices: no Burn??? It's one of the reasons to take Firey Aura. I'd probably take it instead of Ripper, tbh. I'm less astonished by the lack of Build Up, but even on a Brute I like having a way to spike my toHit when some irritating enemy drops a big defense buff or a tohit debuff.
  • Edit: oh, and I removed Mystic Flight and put Hasten in there. It's not great because the build doesn't have enough recharge to make it permanent, but you already had Super Jump and two travel powers feels like a very expensive luxury you can't really afford, given your stated goals. Hasten isn't a lot better, but if you do decide to tweak the build to be more expensive, you could make it both more durable AND with a lot of recharge, when Hasten would (with another slot) become close to permanent and would enable you to do something like leaving Kick out of your attack chain and so on.
  • And I haven't looked at all at what kind of attack chain this build will leave you with, assuming that you are content with the chain you have.

 

 

Here is what I came up with:

 

Villain Plan by Mids' Villain Designer 1.962
http://www.cohplanner.com/

Click this DataLink to open the build!

Hellfire Razorback: Level 50 Magic Brute
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Lunge -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5)
Level 1: Fire Shield -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(5), Ags-EndRdx/Rchg(7), Ags-ResDam/EndRdx/Rchg(7), Ags-ResDam(9)
Level 2: Blazing Aura -- SprUnrFur-Rchg/+Regen/+End(A), SprUnrFur-Acc/Dmg/EndRdx/Rchg(9), SprUnrFur-Dmg/EndRdx/Rchg(11), SprUnrFur-Acc/Dmg/Rchg(11), SprUnrFur-Acc/Dmg(13), SprUnrFur-Dmg/Rchg(13)
Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(15), ShlWal-ResDam/Re TP(17), Rct-Def(17)
Level 6: Spine Burst -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(19), SprAvl-Acc/Dmg/Rchg(19), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg(21)
Level 8: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(23), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(25), Prv-Absorb%(27)
Level 10: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(27), LucoftheG-Def/EndRdx(29)
Level 12: Temperature Protection -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(29), UnbGrd-Max HP%(31), UnbGrd-ResDam(31), UnbGrd-Rchg/ResDam(31)
Level 14: Impale -- Apc-Dam%(A), Apc-Acc/Dmg/Rchg(33), Apc-Acc/Rchg(33), Apc-Dmg/Rchg(33), Apc-Dmg/EndRdx(34)
Level 16: Plasma Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-EndRdx/Rchg(34), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam(36)
Level 18: Quills -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Dmg/Rchg(37), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37)
Level 20: Consume -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(39), MckBrt-Taunt/Rchg/Rng(39), MckBrt-Acc/Rchg(48), MckBrt-Taunt/Rng(50), MckBrt-Rchg(50)
Level 22: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx/Rchg(39), KntCmb-Dmg/EndRdx(40), KntCmb-Dmg/Rchg(40), CrsImp-Acc/Dmg(50)
Level 24: Tough -- RctArm-ResDam(A), RctArm-EndRdx(40), RctArm-ResDam/EndRdx(42), RctArm-ResDam/EndRdx/Rchg(42)
Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(43)
Level 28: Ripper -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-%Dam(43), Obl-Dmg(43), Obl-Acc/Rchg(45), Obl-Acc/Dmg/Rchg(45), Obl-Dmg/Rchg(45)
Level 30: Super Jump -- BlsoftheZ-ResKB(A)
Level 32: Throw Spines -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(46), SprBrtFur-Acc/Dmg/Rchg(46), SprBrtFur-Dmg/EndRdx/Rchg(46), SprBrtFur-Acc/Dmg/EndRdx/Rchg(48), SprBrtFur-Rech/Fury(48)
Level 35: Fiery Embrace -- RechRdx-I(A)
Level 38: Rise of the Phoenix -- RechRdx-I(A)
Level 41: Assault -- EndRdx-I(A)
Level 44: Focused Accuracy -- AdjTrg-ToHit/EndRdx(A)
Level 47: Physical Perfection -- PrfShf-End%(A)
Level 49: Hasten -- RechRdx-I(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 -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(15)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
------------
------------
Set Bonus Totals:

  • 18% DamageBuff(Smashing)
  • 18% DamageBuff(Lethal)
  • 18% DamageBuff(Fire)
  • 18% DamageBuff(Cold)
  • 18% DamageBuff(Energy)
  • 18% DamageBuff(Negative)
  • 18% DamageBuff(Toxic)
  • 18% DamageBuff(Psionic)
  • 32.56% Defense(Smashing)
  • 32.56% Defense(Lethal)
  • 13.81% Defense(Fire)
  • 13.81% Defense(Cold)
  • 7.25% Defense(Energy)
  • 7.25% Defense(Negative)
  • 6% Defense(Psionic)
  • 34.75% Defense(Melee)
  • 6.63% Defense(Ranged)
  • 12.25% Defense(AoE)
  • 1.8% Max End
  • 18% Enhancement(Accuracy)
  • 8.75% Enhancement(Max EnduranceDiscount)
  • 68.75% Enhancement(RechargeTime)
  • 7.5% SpeedFlying
  • GrantPower Preventive Medicine (10% chance, if Scourge)
  • 309.2 HP (20.63%) HitPoints
  • 7.5% JumpHeight
  • 7.5% SpeedJumping
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 92.5%
  • MezResist(Held) 92.5%
  • MezResist(Immobilized) 92.5%
  • MezResist(Sleep) 92.5%
  • MezResist(Stunned) 92.5%
  • MezResist(Terrorized) 92.5%
  • 8% (0.13 End/sec) Recovery
  • 52% (3.25 HP/sec) Regeneration
  • 15% ResEffect(SpeedFlying)
  • 15% ResEffect(RechargeTime)
  • 15% ResEffect(SpeedRunning)
  • 32% Resistance(Smashing)
  • 32% Resistance(Lethal)
  • 23% Resistance(Fire)
  • 23% Resistance(Cold)
  • 15.5% Resistance(Energy)
  • 15.5% Resistance(Negative)
  • 5% Resistance(Toxic)
  • 0% Resistance(Smashing)
  • 0% Resistance(Lethal)
  • 0% Resistance(Fire)
  • 0% Resistance(Cold)
  • 0% Resistance(Energy)
  • 0% Resistance(Negative)
  • 0% Resistance(Toxic)
  • 0% Resistance(Psionic)
  • 10% Resistance(Psionic)
  • 7.5% SpeedRunning
  • 1 Null

 

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Please let me know if you have questions or comments. I am definitely not an elite builder, but I'm slowly getting a handle on some of the common problems and ways to address them. HelenCarnate or some of the other, more sophisticated minds around here might have bettter ideas.

 

Scrap

hellraz.PNG

Edited by Scrapulous
Added a couple of last-minute thoughts
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18 minutes ago, Scrapulous said:

And I haven't looked at all at what kind of attack chain this build will leave you with, assuming that you are content with the chain you have.

 

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OK, I took a quick pass at your build. I set some rules for myself based on what I infer from looking at your build:

  1. Your power picks are sacrosanct and shouldn't be altered. I broke this rule once.
  2. Slotting density reflects playstyle preferences, and so should be altered only where it serves the goal of making this brute tougher.
  3. Your build is relatively inexpensive (only one winter set as a Big Spender and two ATOs as Moderate Expenses), so I won't take the easy path of rounding out your defenses with expensive sets.

1 is fine.. i'm not sure why I didn't just replace SJ with Mystic Flight like I did on my farmer.. the character is thematically a dragon so has wings that I want to be functional (removing the extra travel power is fine)

2 and 3 not as much as it being survivable and fun. Purples are easily within reach being that I have a clone of this character on a second account built to be a fire farmer.

 

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These are my observations and changes:

  • I noticed right off the bat that your defense power slotting wasn't optimal. For instance, Weave, your single best defensive power, had only two slots dedicated to making it better, while Combat Jumping, your single worst defensive power, had four. Those two could have had their slots and enhancements traded to give you no change in set bonuses but a big improvement in all your defenses.

 didn't realize weave was so much better... will switch them

 

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Both your ATOs were 5-slotted, which meant you were leaving 12% Smashing and Lethal resistance behind. That alone would take you from 58% and change in both to 70%, a massive change in effective hp against that type of damage.

I originally had the unrelenting fury 6 slotted.. i'd taken the 6th when I was trying to get more positional defense. will put that back and find a slot for the brute's fury also.

 

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You had Throw Spines slotted with one of the many garbage Targeted AoE sets. I think you did the best you could without splurging on a purple or a winter set, but one of the strengths of ATO sets is that they go into any damage ability. Since you already knew you wanted ATOs, I moved one of the ATO sets out of Quills and into this power. That opened up Quills to host another 6-piece of the amazing Obliteration set.

I agree the Obliteration set is great.. is there somewhere else we can put it though? with the proc from Brute's Fury in quills my fury bar goes from 0 to mid 80s within seconds of starting a fight and stays there until the mobs run out. having it in throw spines means less damage bonus over time than if it was in quills.

 

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Your "Epic" powers were heavily slotted. I think Focused Accuracy is a trap and I think Physical Perfection is rarely worth slots. I cannibalized these slots heavily to round out some of your other powers and nab a lot of six-piece bonuses to make you tougher.

I took Focused Accuracy for the (duh) Accuracy.. if you think this is a wasted choice I could take something else... but to get to Physical Perfection (which I even have on my farmer slotted the same) it'd be FA or Superior Conditioning. I have Phys Perf as one thing I didn't like in the farmer build I was given was it's complete reliance on Ageless being up to have endurance (that build also didn't have consume) I wanted a more end stable build. Any suggestions (btw the farmer is quite end stable (using consume it's fine without ageless running))

 

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You didn't have either of the global IOs that give you resist all by themselves. I took the Luck of the Gambler pieces out of Combat Jumping and instead put those two pieces into CJ and the Reactive Defenses: Defense piece in there, costing you a fraction of one percent in all your defenses but earning you 8% resist to every type with another 1.5% to S/L resistance from the Reactive Defenses 2 piece set.

Again was chasing defense so didn't look to put them in. I see what you did with CJ's slotting so will change those.. btw looking at weave's slotting is the Kismet 6% Acc a trap too?

 

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I put Performance Shifter procs in both Physical Perfection and Stamina, and I replaced the Regenerative Tissue proc that was in Health with the Numina's Convalescence proc.

wasn't aware the PS: proc wasn't unique.. will keep that in mind in the future 🙂 again I kinda want to keep physical perfection the way it was (that's a bunch of regen(13.94%) and recovery(8.6%) to loose)

 

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I put three of the slots I stole from your epic powers into Consume and replaced its endmod slotting with a complete collection of the amazing Mocking Beratement set. Consume generally doesn't need endmod slotting but desperately wants recharge slotting. The new version is up every 54 seconds compared to the 107 seconds in the original.

I'll see if we can steal slots elsewhere (again i'm fine with replacing FA so putting something with only 1 slot there is fine)

 

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I six slotted Healing Flames with Preventive Medicine - its bonuses are similar to and superior to the bonuses you were getting from Doctored Wounds and it now recharges in 12.8 seconds instead of 18.48. This is probably the single most significant improvement I made: Healing Flames is the crown jewel of Fiery Aura's mitigation scheme and having it up in roughly 2/3 the time is an enormous change.

fair.. again will try and find slots elsewhere to make this change.

 

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I put a slot in Kick, assuming you're going to use it as part of your attack chain. It wants more accuracy and damage with just the four Kinetic Combats in there. If it's just a mule and you don't ever use Kick, that's a slot you can have back to put in Health or Stamina or proc an attack or something.

Kick was a means to get to Tough and Weave on my farmer.. here I used it as a mule. Not sure if I'll even use it so maybe put it back to it's initial slot. more slots for your other changes without eating Phys Perf's slots 😉

 

Quote
  • Much more could be done either by spending more money and splurging on purple sets and winter sets, and also by making some power choice changes.
  • Speaking of power choices: no Burn??? It's one of the reasons to take Firey Aura. I'd probably take it instead of Ripper, tbh. I'm less astonished by the lack of Build Up, but even on a Brute I like having a way to spike my toHit when some irritating enemy drops a big defense buff or a tohit debuff.

what changes with purples/winter ios would you make? What besides Ripper could I take out to put Burn in? maybe assault if I can find slots for burn?

 

btw thank you so much for actually helping instead of just saying I borked it.. I knew it needed help just not where (again I'm so much better with builds where I have some def/resists to build on)

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Now that I am home I can see the numbers and that build is unplayable.  Your end drain vs recovery is just simply too high to allow you to attack regularly and consume will not be up enough to fill the gaps.  Also there are 3 powers that are required in any /Fire brute.  Blazing Aura, Fiery Embrace and Burn.  Burn is not something that I would ever skip on a /Fire, at least on a melee.  Physical Perfection is quite literally half Health and half Stamina.  The numbers are half of each power so those slots would be put to better use in Stamina and used as more of a mule for an extra unique.  Personally I also tend to not skimp on my attacks for the sake of better defense so you will almost never see an extra 3 slots dedicated to a power I will never use like boxing/kick/brawl in my builds.  Sticking mostly with the powers you picked but dropping Impale for Burn I have something that is a bit more playable and durable.  It can be made to be even more durable but that would take away a significant portion of the offense.  At that point you may as well just play a tank instead IMHO.

 

Villain Plan by Mids' Villain Designer 2.22
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Energy Mastery

Villain Profile:
Level 1: Lunge -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(48)
Level 1: Fire Shield -- UnbGrd-Max HP%(A), UnbGrd-ResDam(42), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(42)
Level 2: Blazing Aura -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(3), SprUnrFur-Acc/Dmg/Rchg(3), SprUnrFur-Dmg/EndRdx/Rchg(5), SprUnrFur-Acc/Dmg/EndRdx/Rchg(5), SprUnrFur-Rchg/+Regen/+End(7)
Level 4: Spine Burst -- Obl-Dmg(A), Obl-Acc/Rchg(17), Obl-Dmg/Rchg(17), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-Acc/Dmg/Rchg(40), Obl-%Dam(40)
Level 6: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(13), Prv-Heal/Rchg(13), Prv-Heal/Rchg/EndRdx(15), Prv-Absorb%(15)
Level 8: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(9), ShlWal-Def(9), ShlWal-Def/EndRdx(11)
Level 10: Temperature Protection -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(11)
Level 12: Build Up -- RechRdx-I(A)
Level 14: Super Jump -- BlsoftheZ-ResKB(A)
Level 16: Plasma Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(48), UnbGrd-Rchg/ResDam(48)
Level 18: Quills -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(19), SprBrtFur-Acc/Dmg/Rchg(19), SprBrtFur-Dmg/EndRdx/Rchg(37), SprBrtFur-Acc/Dmg/EndRdx/Rchg(37), SprBrtFur-Rech/Fury(37)
Level 20: Consume -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(21), MckBrt-Taunt/Rchg/Rng(21), MckBrt-Acc/Rchg(23), MckBrt-Taunt/Rng(25), MckBrt-Rchg(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Boxing -- Empty(A)
Level 26: Ripper -- Obl-Dmg(A), Obl-Acc/Rchg(27), Obl-Dmg/Rchg(27), Obl-Acc/Dmg/Rchg(36), Obl-%Dam(36), Obl-Acc/Dmg/EndRdx/Rchg(50)
Level 28: Burn -- Obl-Dmg(A), Obl-Acc/Rchg(29), Obl-Dmg/Rchg(29), Obl-Acc/Dmg/Rchg(34), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-%Dam(36)
Level 30: Tough -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(31), UnbGrd-ResDam/EndRdx(31), UnbGrd-EndRdx/Rchg(31)
Level 32: Throw Spines -- Ann-Acc/Dmg(A), Ann-Dmg/Rchg(33), Ann-Acc/Dmg/Rchg(33), Ann-Acc/Dmg/EndRdx(33), Ann-Acc/Dmg/EndRdx/Rchg(34), Ann-ResDeb%(50)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(50)
Level 38: Weave -- LucoftheG-Rchg+(A), Rct-Def(39), Rct-Def/EndRdx(39), Rct-Def/EndRdx/Rchg(39)
Level 41: Superior Conditioning -- EndMod-I(A)
Level 44: Focused Accuracy -- EndRdx-I(A)
Level 47: Physical Perfection -- PrfShf-End%(A)
Level 49: Stealth -- 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 -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(46), Mrc-Rcvry+(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45), PrfShf-EndMod/Acc(45)
------------

 

 

Edited by HelenCarnate
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This is my stupidly expensive spine/fire farm build.  No it cannot do +4x8 S/L farms without inspirations but with team buffs or with a small luck it can get by just fine.  Most regular content I just run at +1x8 as this is a very AoE centered build.

 

Villain Plan by Mids' Villain Designer 2.22
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Brute
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Lunge -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37), SprBlsCol-Rchg/HoldProc(46)
Level 1: Fire Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(3), Ags-ResDam/EndRdx/Rchg(3)
Level 2: Blazing Aura -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(19), SprBrtFur-Acc/Dmg/Rchg(21), SprBrtFur-Dmg/EndRdx/Rchg(21), SprBrtFur-Acc/Dmg/EndRdx/Rchg(23), SprBrtFur-Rech/Fury(43)
Level 4: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(7), Prv-Heal/Rchg/EndRdx(7), Prv-Absorb%(19)
Level 6: Build Up -- RechRdx-I(A)
Level 8: Spine Burst -- Arm-Dam%(A), Arm-Dmg/Rchg(9), Arm-Acc/Dmg/Rchg(9), Arm-Acc/Rchg(11), Arm-Dmg/EndRdx(15)
Level 10: Temperature Protection -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(11)
Level 12: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-Def(13), ShlWal-Def/EndRdx(13), ShlWal-ResDam/Re TP(15), Ksm-ToHit+(46)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 16: Plasma Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(17), Ags-ResDam/EndRdx/Rchg(17)
Level 18: Quills -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(23), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(33), SprAvl-Rchg/KDProc(43)
Level 20: Consume -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(48), MckBrt-Taunt/Rchg/Rng(48), MckBrt-Acc/Rchg(48), MckBrt-Taunt/Rng(50), MckBrt-Rchg(50)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(25), Ags-ResDam/EndRdx/Rchg(25)
Level 26: Weave -- LucoftheG-Rchg+(A), ShlWal-Def(27), ShlWal-Def/EndRdx(27), ShlWal-Def/EndRdx/Rchg(31)
Level 28: Burn -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(29), SprUnrFur-Acc/Dmg/Rchg(29), SprUnrFur-Dmg/EndRdx/Rchg(31), SprUnrFur-Acc/Dmg/EndRdx/Rchg(31), SprUnrFur-Rchg/+Regen/+End(40)
Level 30: Super Jump -- BlsoftheZ-ResKB(A)
Level 32: Stealth -- LucoftheG-Rchg+(A)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(50)
Level 38: Electrifying Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/Rchg(39), SprFrzBls-Dmg/EndRdx/Acc/Rchg(40), SprFrzBls-Rchg/ImmobProc(40)
Level 41: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(43)
Level 44: Throw Spines -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(45), PstBls-Acc/Dmg(45), PstBls-Dmg/EndRdx(45), PstBls-Dmg/Rchg(46)
Level 47: Grant Invisibility -- LucoftheG-Rchg+(A)
Level 49: Invisibility -- 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 -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(34), Pnc-Heal/+End(36)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod/Acc(34), PrfShf-EndMod(34)
Level 50: Agility Core Paragon 
------------

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I'm sorry Helen but I'll wait for Scrap to reply to my last post. You've linked me a farmer build when I said I wanted a general PvE build (I already have a farmer that is similar in build and has little to no END problems) and last I checked there's NO power in any set that's REQUIRED. it's a game.. I didn't ask for the optimal build just one that'd work. Also Scrap explained things, where as you just said "x is wrong" which is something that drove me away from many games including League of Legends. so again I'll wait for Scrap to reply.

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For what it's worth, I agree with Helen about Burn. Fiery Aura sacrifices a lot of elements of an armor set when you compare it to its peers. What it gains in return is offense, in the form of Blazing Aura, Burn, and Fiery Embrace. Taking Fiery Aura but not taking any of those three powers feels a bit to me like buying a fast car and refusing to drive it fast. I don't think anybody is saying you're wrong, Bjornalf, just that you're walking away from a potential advantage.

 

I also think it's worthwhile to look at the builds Helen posted. I think Helen is a better builder than I am, and I personally learn a lot by seeing how different minds approach the same problem. A big part of getting good at making builds is learning different "tricks" or approaches to the problems posed by specific power sets. It's valuable to see how other people, especially accomplished builders, solve some of these problems because you can learn those tricks and adopt them for your own.

 

Also, Helen's farming build is very similar to mine, which makes me feel good 🙂

 

19 hours ago, Bjornalf said:

I agree the Obliteration set is great.. is there somewhere else we can put it though? with the proc from Brute's Fury in quills my fury bar goes from 0 to mid 80s within seconds of starting a fight and stays there until the mobs run out. having it in throw spines means less damage bonus over time than if it was in quills.

That's a fair point. In that case, take the other ATO set out of Blazing Aura, put it into Throw Spines, and fill Blazing Aura with Obliteration.

 

19 hours ago, Bjornalf said:

I took Focused Accuracy for the (duh) Accuracy.. if you think this is a wasted choice I could take something else... but to get to Physical Perfection (which I even have on my farmer slotted the same) it'd be FA or Superior Conditioning. I have Phys Perf as one thing I didn't like in the farmer build I was given was it's complete reliance on Ageless being up to have endurance (that build also didn't have consume) I wanted a more end stable build. Any suggestions (btw the farmer is quite end stable (using consume it's fine without ageless running))

Focused Accuracy costs more than twice the endurance of Tactics and provides just under 2/3 of the tohit buff. It's a very bad deal and my guess is that it's a big part of your endurance issues. You would be much better off taking Tactics instead if you feel like you need the tohit buff. My experience suggests that you probably don't need it at all.

 

Physical Perfection is not a great answer to endurance problems. As Helen mentioned, it provides half the regen value that the Health power does, and half the recovery value that the Stamina power does. That's why Helen says slots are worth more in those powers. A 33% heal enhancement to Health gives you more regen than a 33% heal enhancement to Physical Perfection. The exceptions to this are globals, which have the same effect no matter where they're slotted, and set bonuses, which also don't care where they're slotted. Because of that, using Physical Perfection's one free slot to get another Performance Shifter proc will do more for you than anything else you could put into it.

 

Given that Fiery Aura has Consume, I'd say you should rely on that for your endurance issues. I do on all my Fiery Aura characters, and it works well. Consume is yet another PBAoE damage power on top of being a total solution to endurance issues every minute or so (depending on your global recharge and how the power is slotted). My only endurance management on both my 50 fire/fire tanker and my 50 spines/fire brute are Stamina, the global endurance IOs, and Consume.

 

20 hours ago, Bjornalf said:

btw looking at weave's slotting is the Kismet 6% Acc a trap too?

 

No, Kismet is good value for a single slot and the set can provide good bonuses for certain builds. Here's a way to consider it: Kismet provides more value than Focused Accuracy but costs no endurance. Focused Accuracy costs a pool pick, a power pick, and nearly as much endurance as all of your defensive toggles put together. If that's not a bad deal, I don't know what is.

 

21 hours ago, Bjornalf said:

what changes with purples/winter ios would you make? What besides Ripper could I take out to put Burn in? maybe assault if I can find slots for burn?

That's a big question. I'd probably start from scratch if I was to include those, because their set bonuses are so big that they really can shift around entire clusters of other sets. I usually slot those first because they have so much effective density in a build that their presence or absence alters many other decisions made about the build. I'd like to take a swing at doing that, but I'm not sure when I'll have time before next week.

 

I'd definitely replace Ripper with Burn, but I'm not a Ripper fan generally and my build uses Burn, Throw Spines, and the two Mu powers as the AoE chain, so I have no need for Ripper.

 

Scrap

 

Edited by Scrapulous
I fatfingered a key combination that meant "Submit" before I was done writing.
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Thank you Scrap. You are far more articulate than I and explained things far better. I am blunt and to the point and am a numbers person and not a people person.  Because of that I tend to come off as harsh or condescending but in my head I am just stating what I believe to be true without judgement on anyone else. I think I'll just send you my builds from now on and have you explain them to people. 🙂

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I want to appologize a bit.. I had a really horrible day yesterday and shouldn't have taken it out on you. the whole required thing is a trigger after playing other games where I'm not told why something is the right way to do it. I like to learn the why not just the how so I can do it myself in the future. I'm reworking my build with Scrap's advice and looking at the build you posted Helen.

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I want to modify my Spines/Fire farmer to make it a bit more useful outside of fire farms, and this thread is helpful for that even though my own build is different than Bjornalf's since it actually IS a farmer. I'm also the kind of person who LOVES to know the 'why' of choices, because it helps me be better informed in making my own decisions in the future. I also know that while some people are excellent at being teachers, others very much are not, and that's absolutely fine because we're all different people and our brains work in different ways and it would be incredibly boring otherwise.

 

I was never any good at creating my own serious builds in CoX That Was, and I'm slowly learning to do so here (which is why the 'Why' of power/enhancement selection is so useful to me, because I am NOT a numbers person so it takes me a while to figure certain things out). I appreciate the 'Why's and I appreciate plain old builds with little in the way of 'Why', because hopefully eventually it will all coalesce in my brain as an AH HAH I GET IT NOW! Hopefully. Thank you Helen for your stupidly expensive build, I've saved it and it will likely use it in some fashion (eventually... I'm not stupidly rich quite yet).

Edited by Shazzie
Typos bug me
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If I had to do a Spines/Fire Brute able to do regular content, this is how I would do it. With pretty much same dmg res and S/L def numbers, I am bale to farm +4/x8 Comic Con, both the Fire and the S/L on my Psi/Fire and MA/Fire, although they have more active mitigation than Spines. Not too happy with the rchg but can't have it all I guess.

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.1
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Natural Brute
Primary Power Set: Spines
Secondary Power Set: Fiery Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Barb Swipe -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(42), KntCmb-Dmg/Rchg(43), KntCmb-Dmg/EndRdx/Rchg(43), Acc-I(43)
Level 1: Fire Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9)
Level 2: Lunge -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(11), KntCmb-Dmg/Rchg(40), KntCmb-Dmg/EndRdx/Rchg(40), CrsImp-Acc/Dmg/EndRdx(42), CrsImp-Acc/Dmg/Rchg(42)
Level 4: Spine Burst -- Obl-Dmg(A), Obl-Acc/Rchg(5), Obl-Dmg/Rchg(5), Obl-Acc/Dmg/Rchg(37), Obl-Acc/Dmg/EndRdx/Rchg(37), Obl-%Dam(37)
Level 6: Healing Flames -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(9), Prv-Heal(15), Prv-Heal/EndRdx(48), Prv-EndRdx/Rchg(48), Prv-Heal/Rchg(48)
Level 8: Build Up -- RechRdx-I(A), RechRdx-I(50)
Level 10: Temperature Protection -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(11)
Level 12: Combat Jumping -- Krm-ResKB(A), Ksm-ToHit+(13), LucoftheG-Def/Rchg+(13), LucoftheG-Def(15), ShlWal-ResDam/Re TP(50)
Level 14: Super Jump -- BlsoftheZ-ResKB(A)
Level 16: Plasma Shield -- UnbGrd-ResDam/EndRdx/Rchg(A), UnbGrd-ResDam(17), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(21)
Level 18: Quills -- SprBrtFur-Acc/Dmg/EndRdx/Rchg(A), SprBrtFur-Dmg/EndRdx/Rchg(19), SprBrtFur-Rech/Fury(19), Mlt-Acc/EndRdx(31), Mlt-Acc/Dmg/EndRdx(31)
Level 20: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(21), SprAvl-Acc/Dmg/EndRdx(23), SprAvl-Acc/Dmg/Rchg(23), SprAvl-Acc/Dmg/EndRdx/Rchg(34)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx/Rchg(25), UnbGrd-ResDam(25), UnbGrd-ResDam/EndRdx(31)
Level 26: Ripper -- Obl-Dmg(A), Obl-Acc/Rchg(27), Obl-Dmg/Rchg(27), Obl-Acc/Dmg/Rchg(46), Obl-Acc/Dmg/EndRdx/Rchg(46), Obl-%Dam(46)
Level 28: Burn -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(29), SprBrtFur-Acc/Dmg/Rchg(29), Obl-Acc/Dmg/EndRdx/Rchg(45), Obl-Acc/Rchg(45)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), Rct-Def/EndRdx/Rchg(36), Rct-Def(36)
Level 32: Throw Spines -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(33), SprUnrFur-Acc/Dmg/Rchg(33), SprUnrFur-Dmg/EndRdx/Rchg(33), SprUnrFur-Acc/Dmg/EndRdx/Rchg(34), SprUnrFur-Rchg/+Regen/+End(50)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
Level 38: Mu Lightning -- Dcm-Acc/Dmg/Rchg(A), Dcm-Acc/Dmg(39), Dcm-Dmg/EndRdx(39), Dcm-Dmg/Rchg(39), Dcm-Acc/EndRdx/Rchg(40), Rui-Acc/EndRdx/Rchg(45)
Level 41: Consume -- RechRdx-I(A)
Level 44: Air Superiority -- Acc-I(A)
Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 49: Hover -- LucoftheG-Def/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 -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(3)
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 50: Cardiac Core Paragon
Level 0: Invader
Level 0: Marshal
------------

 

 

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