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Warlawk

Farm fresh builds! *Farming focused builds and tips*

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3 hours ago, CrimsonOne said:

So, I ran $Comic Con Fire Farm$ Arc ID: 2915 tonight, like I usually have in the past and noticed that the influence seems to be lower than normal. Typically it is around 10 million per mission, so roughly 50 million after all 5 missions are complete. Tonight each mission was only producing around 7 million per mission. Has anyone else experienced this as well? Just curious.

I just ran it and got 10,265,405. Number i had written down for old version was 10,249,401. Prolly some variation mish to mish but not what you're seeing. Do you have patrol exp?

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9 hours ago, Veelectric Boogaloo said:

I just ran it and got 10,265,405. Number i had written down for old version was 10,249,401. Prolly some variation mish to mish but not what you're seeing. Do you have patrol exp?

Hmmmm, it must have been related to that somehow I tried again this morning and everything is normal. Weird. Maybe a glitch in the Matrix again? I always camp out in AE so I should always have the Patrol XP.


@Crimson-one | Torchbearer

UI/UX Designer by day, Gamer by night!

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Posted (edited)

Does anyone know if there is an exemplar version of the s/l farm?

I have been playing with a farming blaster, and he is FAST, but I'd like to compare him with farming brutes on a more level playing field before throwing up the build and patting myself on the back.

Edited by Frostweaver

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@Warlawk Now that there are two S&L that will exemplar to 49 ($Comic Con S&L Outdoor$ Arc ID: 16610, and $Comic Con S&L Caves$ Arc ID: 16607) will you be updating your S&L section? Or would this fall under Statement #1? 😋


@Crimson-one | Torchbearer

UI/UX Designer by day, Gamer by night!

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unfortunately both of those maps are not the same mission as the asteroid comicon farm, which is the yardstick by which most brutes measure themselves. 😛

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13 hours ago, CrimsonOne said:

@Warlawk Now that there are two S&L that will exemplar to 49 ($Comic Con S&L Outdoor$ Arc ID: 16610, and $Comic Con S&L Caves$ Arc ID: 16607) will you be updating your S&L section? Or would this fall under Statement #1? 😋

 

10 hours ago, Frostweaver said:

unfortunately both of those maps are not the same mission as the asteroid comicon farm, which is the yardstick by which most brutes measure themselves. 😛

See Statement #1! Seriously though while I'm happy to organize and consolidate the information, extensive testing of everything personally isn't in the cards. In addition to the things in the thread already I've tinkered with another dozen+ various projects on the test server that didn't produce results worth mentioning. My drive for actively testing is a bit low right at the moment, but I am happy to add any information anyone wants to submit to the thread so we have good comparisons. Frostweaver also hit a very valid point here in that it would not be a direct comparison though it sounds like Brigg has a 49 S&L Farm on the way for us soonTM !


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 health problems. Gaming time nonexistent.

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Hi Guys,

 

Firstly, I want to express Thanks to the OP, Warlawk for starting this thread, along with the advice, binds, macros, and builds to foster the topic.  Great Stuff!

 

My perspective on this isn't so much from a farming approach per se, but rather, a desire to get a bunch of my former characters from the Live days built, and PL'd back on HC, to where they once were, by (eventually) running them with this guy on a 2nd acct. So, with that in mind, I've started a Spines/Fiery Aura build along the lines of the concepts posted earlier. For those of you looking at these Purpled, ATO'd, mega builds and wondering, "How can I do *that*"???   Fear Not!

 

If the OP's #1 Mantra is "I'm lazy" 🙂, mine is: "I'm a cheap Bastard!"  😄   --  No Purples, No ATOs, Few, if any, fancy-schmancy shinies required for this guy. He'll be self-funding, and for the couple trinkets he will want, he'll be able to buy them, or heck, just throw some reward merits at them (a Steadfast +3% recipe is either: 3-5 mil on the auction house, OR, 20 merits, 1/2 of a Tips Run reward)  😉

 

So, my build just started his farming career at L25, mostly on @Brigg's outdoor fire map -- #11612  (as I continue to level him up). It currently has NO sets, purples, or ATO's. In fact, it doesn't use anything but L25 Common IO's currently. Obviously, he's nowhere near (yet) the numbers OP has listed for his guys, and in fact, since I'm currently running him at Double-XP for leveling, he doesn't even earn inf on these runs. That said, he does have nearly capped Fire Res (88.3% iirc)***, can run that map in 15-20 mins safely (at 0/3 diff), earning anywhere from 1100-1500 tickets per run (which is how I plan to fund his build).

 

*** A second ResDmg IO in Fire Shield (slot taken from Consume) will cap him at 90% Fire resist, but I kept that slot in Consume to help with Endurance... more on that, below.

 

So -- think of this guy as "An Entry Level Farmer".  I DO have further build plans for him (bidding on set recipes now), and I'll update this thread as he moves along.  The goal however is to keep him as a budget build (~30-50 mil, or less), and see how he ends up doing, comparatively. With that in mind, this isn't a "theoretical" cheap build. I'm actually running this guy right now.

 

Here's the Importable Data Chunk for his Entry Level L25 Build  (imho, this is really the earliest this guy can actually survive that map safely -- with a little care and attention).

 

Entry Level L25 Build


| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;982;436;872;HEX;|
|78DA9592D94EC2401486A750A86CB20914A3068DA2116DDCEE8D0A181350121EA06|
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|AF50627267EC8F30CCE3FE71DB6CFE6B9AE1397E4E333CA3EF69867BF8039AA8CA2|
|A|
|-------------------------------------------------------------------|

 

I've done things a little bit differently than OP, and I'll cover those points here.  First, at L25, he's a Beginner.  😉  He has No Defense to speak of, he has Endurance issues, and occasionally Health issues if he aggroes too much, too soon. Healing Flames is usually up enough to cover the Health, and I've haven't got him killed on that map yet, but every now and then, you still might need to pop a respite. Endurance is the bigger concern currently, and Consume doesn't recharge fast enough to fully mitigate it, so I've covered that in the way I've coded the macros.  Similar, and based on, but not exactly the same as the OP, macros are critical to running this guy. There are 9 that I have. Two of them (red and Red) combine small and medium inspies (including Break Frees) into Damage inspies.  Every attack, runs these two macros, in addition to the macro to Burn a red if you have one on hand. One wrinkle, these macros Do Not burn Blues (CaB & TaB). Eventually, as the build matures and the Endurance issue gets solved, that will change, but it's important for now, to have a blue or two in the tray if needed -- Nothing is more dangerous to this guy than De-Toggling from lack of Endurance.

 

The other 6 macros are variations on red & Red and they are blue, Blue, purp, Purp, grn, and Grn. As you may expect these create the color inspie they're named for.  The green and purple macros are the *only* ones that will also use Blues up.  So, if I get too many blues in the tray, I can click those to whittle them down.  The only Automatic ones are the three initial ones (for making and using reds - and they're keyed by any attacks used).

 

Also, as this guy is self-funded (mostly by selling rare salvage from tickets), I DO keep any Large inspirations I get.  First, it costs INF to turn those off  😉 (see #1: I'm cheap), and second, those sell for enough to warrant putting them on the market after each run.  Currently, he doesn't get very many of those, so it hasn't been an issue for clogging the tray, so far.

 

Here are the 9 macros:


#1:  /macro Boom "insp_exec_name enrage$$insp_exec_name Focused_Rage$$insp_exec_name Righteous_Rage"

#2:  /macro red "inspcombine Sturdy Enrage$$inspcombine Insight Enrage$$inspcombine Respite Enrage$$inspcombine Luck Enrage$$inspcombine Break_Free Enrage"
#3:  /macro Red "inspcombine Keen_Insight Focused_Rage$$inspcombine Dramatic_Improvement Focused_Rage$$inspcombine Good_Luck Focused_Rage$$inspcombine Rugged Focused_Rage$$inspcombine Emerge Focused_Rage"

#4:  /macro blue "inspcombine Sturdy Catch_A_Breath$$inspcombine Insight Catch_A_Breath$$inspcombine Respite Catch_A_Breath$$inspcombine Luck Catch_A_Breath$$inspcombine Break_Free Catch_A_Breath"
#5:  /macro Blue "inspcombine Keen_Insight Take_A_Breather$$inspcombine Dramatic_Improvement Take_A_Breather$$inspcombine Good_Luck Take_A_Breather$$inspcombine Rugged Good_Luck$$inspcombine Emerge Take_A_Breather"

#6:  /macro purp "inspcombine Sturdy Luck$$inspcombine Insight Luck$$inspcombine Respite Luck$$inspcombine Catch_A_Breath Luck$$inspcombine Break_Free Luck"
#7:  /macro Purp "inspcombine Keen_Insight Good_Luck$$inspcombine Dramatic_Improvement Good_Luck$$inspcombine Take_A_Breather Good_Luck$$inspcombine Rugged Good_Luck$$inspcombine Emerge Good_Luck"

#8:  /macro grn "inspcombine Sturdy Respite$$inspcombine Insight Respite$$inspcombine Catch_A_Breath Respite$$inspcombine Luck Respite$$inspcombine Break_Free Respite"
#9:  /macro Grn "inspcombine Keen_Insight Dramatic_Improvement$$inspcombine Take_A_Breather Dramatic_Improvement$$inspcombine Good_Luck Dramatic_Improvement$$inspcombine Rugged Dramatic_Improvement$$inspcombine Emerge Dramatic_Improvement"

 

The play style is simple.  Ensure the various toggles are on (Quills, Blazing Aura, Fire & Plasma Shield) and then, run into a group, pop Build-Up if it's ready, and then pop Spine Burst, Lunge, Barb Swipe, and/or any other attacks you have (I even use Sands of Mu and Blackwand - Hey, they're not great, but they're Free! and give me a button to push while waiting for the normal attacks).  😉 I don't really have a defined attack chain, as yet. I just fire off whatever is available, when it's up.

 

Keep an Eye on Health, and Endurance. With minimal DEF, they *will* wear you down, so at ~half health, pop Healing Flames, or a respite from the tray. At about 1/3rd End, pop off Consume, or pop a CaB or two. If the group is almost gone, hold off on Consume. Use that as the First power when you go to the next group.  Early on, like this, don't get too ambitious with the Difficulty settings (0-3 is fine, 0-4 is probably ok, but more than that will likely be too much, just now). With that in mind, also don't herd multiple groups just yet. Also make sure you Don't have a travel toggle running (ie. Jump, Sprint, etc). At this stage, they cost too much End to leave on.  That's pretty much all there is to it. Keep moving, and keep your Fury bar up as much as possible.  While I have 9 macros, in actual practice, I don't click them much or at all. The first 3 take care of themselves as I attack. I will occasionally use a Respite or CaB out of the tray if needed, and if too many CaB's start clogging the tray, I'll click the grn macro.  That's about it...  One other item to note. I don't train this guy up at all, until, I'm ready to actually slot the planned IOs in. So, this guy is actually ~L29 or L30 now, but I left him at L25 as posted. In the next build phase (mid 30's or so), I'll train him up to there, and place his new shinies -- which will include basic Frankenslotted sets, and then leave him there again...

 

 

As this guy grows, I'll update this post with the current build and difficulty level he's running at...  When he gets to L50, I'll see about doing some inf runs for comparison to the Big Boys...   🙂

 

-------------------- PHASE II Update ------------------ 10/14/2019

 

Hi again, rather than Hijack this thread -- I decided to make a Low Budget Farming Guide --->  here.

 

I'll add a couple summary bits here (TL;DR stuff) just to keep you apprised, but the detail will be placed into that thread, so I don't distract the High-End guys with my Ghetto Farmer.  🙂

 

Right now, he's capped at L40 (he's reached L50, but only trained up to L40) on his 2nd build. My assessment on that build is WOW!  What a difference some levels and decent sets can make. That build cost just a tad over 20 Million, and he's currently farming the fire map easily at +2/8. I'll be seeing just how far I can set the difficulty while deciding on the last 10 Levels for his next (final?) build, but even without the Double Influence setting, he's getting 1500 tickets each time, and more than 6M per 20 minute run (so that 20M cost was repaid in about 2 hours). So far, I've been having great fun with him, and I'm quite pleased at his level of progress.

 

Here's the Data Chunk for the L40 version:

 


L40 Low Budget Farmer


| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1266;560;1120;HEX;|
|78DA7593DB6E12511486F786A1949394D672688172B0606C9C54DB7BA302C6A4284|
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|39AF3DE667F2635EC37BF8EB8FE693F0B2B0C0DFA378CA10|
|-------------------------------------------------------------------|

 

-------------------- FINAL Update ------------------ 10/19/2019

 

Hi again. I've completed my basic, Low Budget Fire Farmer (LBFF) build, and I wanted to pass on that information for anyone that might be interested.

 

First, this guy IS cheap! The entire build cost was ~37.5 million influence (that's 25% under my max, projected budget ... if only our world governments could do that...  😄).

All of that was completely self-funded along the way, over the past couple weeks.

 

Second: How does he perform? I'll be honest -- I'm completely *stunned*. He just started down the Incarnate Path (having only a T3 Alpha slotted currently). There are No Purple or PVP IO's, or ATO's in the build. I don't have Herostats installed, so his Earning Rate is both informal (using wall clock time), and unofficial. Still, in the #2915 farm, at 4/8 difficulty, exemplared, with the T3 Alpha (Musculature) slotted, he completed the mission set in ~26 minutes, earning a tad over 28 Million for the full run. That translates to a rate of just over 1.07 million / minute.   

 

Sure, that's only half of what OP's builds are doing, but still, I'm completely amazed that this budget build busted the Mil/min plateau at all. I'll curious to see what he can do with a full set of T4's.

 

Anyway, to wrap up, my conclusion is that an inexpensive, decently performing Fire Farmer is quite easily do-able, for anyone who has an interest in it, and has a few days to give it a try.

 

Here's the Data Chuck for the FInal Build.

 

Final L50 LBFF Build

| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1470;650;1300;HEX;|
|78DA7594DB6E524114866760530A0581520E6D69CBC102967697A6BD6FB40563521|
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|4EF54B348F8131DE17FAF1ECA04|
|-------------------------------------------------------------------|

 

I hope that anyone who wants to dabble with Farming on the cheap, or at an entry level, finds this build (and his earlier ones) helpful. I've covered the entire process in much, much, more detail in the guide I wrote, as a result of this project (link is a bit earlier in this post).

 

Regards, and Happy Fire Farming!

 

 

PS> I *never expected* this guy to match the numbers of the builds posted earlier in this thread, but, as someone mentioned previously, if it can get to 80% or so, on the cheap ... that might be worthwhile.  That still remains to be seen, but he's already at 50%, so I'm very pleased and encouraged with the results, so far...   🙂

 

Edited by FourSpeed
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Thanks for creating this guide.  It was helpful in editing my fire/rad.

 

I created a few farms including a S & L one that will exempt you with the Shivan map.  They are holiday themed, I plan to update the mobs with the season so currently they are Halloween themed

 

$Holiday Farm City$ -- ID: 15708 (Outside city map, 1 mission,  fire farm)

$Holiday Farm$ -- ID: 17038 (Space map, 5 missions, fire farm)

$Holiday Farm S/L $ -- ID: 17074 (Space map, 5 missions, S/L farm)

 

Here is a copy of my fire/rad build:

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.5
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Radiation Melee
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Radioactive Smash -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(3), KntCmb-Dmg/EndRdx/Rchg(5)
Level 1: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam(5), Ags-ResDam/EndRdx/Rchg(7)
Level 2: Blazing Aura -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Rech/Fury(9), SprBrtFur-Acc/Dmg/Rchg(9), SprBrtFur-Acc/Dmg/EndRdx/Rchg(11), SprBrtFur-Dmg/EndRdx/Rchg(11), FuroftheG-ResDeb%(13)
Level 4: Proton Sweep -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(7), Obl-Acc/Dmg/Rchg(42), Obl-Dmg/Rchg(43), Obl-Acc/Rchg(48)
Level 6: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(13), Prv-EndRdx/Rchg(15), Prv-Heal/Rchg(15), Prv-Heal/Rchg/EndRdx(17), Prv-Absorb%(17)
Level 8: Fusion -- GssSynFr--Build%(A), RechRdx-I(50)
Level 10: Temperature Protection -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(19)
Level 12: Radiation Siphon -- MckBrt-Taunt/Rchg/Rng(A), MckBrt-Taunt/Rchg(21), MckBrt-Acc/Rchg(21), MckBrt-Taunt/Rng(23), MckBrt-Rchg(23)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 16: Plasma Shield -- Ags-Psi/Status(A), Ags-ResDam(25), Ags-ResDam/EndRdx(27)
Level 18: Irradiated Ground -- ScrDrv-Dam%(A), ScrDrv-Acc/Dmg(27), ScrDrv-Dmg/EndRdx(29), ScrDrv-Acc/Rchg(29), ScrDrv-Acc/Dmg/EndRdx(31), AchHee-ResDeb%(31)
Level 20: Boxing -- Empty(A)
Level 22: Consume -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(33), SprAvl-Rchg/KDProc(34)
Level 24: Tough -- Ags-ResDam/EndRdx(A), GldArm-3defTpProc(25)
Level 26: Devastating Blow -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(36), SprBlsCol-Acc/Dmg/Rchg(36), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Dmg/EndRdx(37), SprBlsCol-Acc/Dmg(37)
Level 28: Burn -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Acc/Dmg/Rchg(37), SprUnrFur-Dmg/EndRdx/Rchg(39), SprUnrFur-Acc/Dmg/EndRdx/Rchg(39), SprUnrFur-Rchg/+Regen/+End(39)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(34)
Level 32: Atom Smasher -- Arm-Dam%(A), Arm-Dmg/EndRdx(40), Arm-Acc/Rchg(40), Arm-Acc/Dmg/Rchg(40), Arm-Dmg/Rchg(42), TchofLadG-%Dam(42)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(50)
Level 38: Electrifying Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), SprFrzBls-Rchg/ImmobProc(45)
Level 41: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(46), Rgn-Acc/Rchg(46), Rgn-Acc/Dmg/Rchg(46), Rgn-Dmg/Rchg(48), Ann-ResDeb%(48)
Level 44: Taunt -- PrfZng-Dam%(A)
Level 47: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(50)
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 -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(34)
Level 50: Musculature Core Paragon 
Level 50: Ageless Core Epiphany 
Level 50: Pyronic Core Final Judgement 
Level 50: Assault Radial Embodiment 
Level 50: Reactive Partial Radial Conversion 
Level 50: Banished Pantheon Radial Superior Ally 
------------

Edited by Rogueseraphim

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I present you with: The Anti-Warlawk Farmer*
*This goes against everything in Statement #1. You have to be very active and aware.

Dominator: Plant Control/Psionic/Fiery

 

  Inf Per Minute Inf Per Hour
  1,497,354 89,841,259



Method: Incarnate Abilities on cooldown. Run to as close to the middle as possible. Throw down carrion creepers. Use Drain Psyche when surrounded, on cooldown. Use Roots on cooldown. Use Seeds of Confusion on cooldown on furthest mob in pack. Use Rain of Fire, Psychic Shockwave, Pyronic when available. Psionic Lance mobs in far packs to pull them to you. Creepers again when it's available.

Basically if you get a good patrol pattern, you can collect the entire map in one spot due to Carrion Creepers and Seeds of Confusion essentially circumventing the aggro cap. You hold everyone in place with Roots, and Seeds of Confusion makes everyone assist you in killing the mobs.
 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.5
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Science Dominator
Primary Power Set: Plant Control
Secondary Power Set: Psionic Assault
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Strangler -- UnbCns-Dam%(A), UnbCns-EndRdx/Hold(3), UnbCns-Acc/Rchg(3), UnbCns-Acc/Hold/Rchg(5), UnbCns-Hold/Rchg(5)
Level 1: Psionic Dart -- EntChs-Heal%(A)
Level 2: Roots -- SprDmnGrs-EndRdx/Rchg(A), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(9), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(9), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(11), SprDmnGrs-Rchg/Fiery Orb(11)
Level 4: Fly -- WntGif-RunSpd/Jump/Fly/Rng(A), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(13)
Level 6: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(7), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(13), WntGif-RunSpd/Jump/Fly/Rng(15)
Level 8: Seeds of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf%(15), CrcPrs-Acc/Conf/Rchg(17), CrcPrs-Acc/Rchg(17), CrcPrs-Conf/EndRdx(19)
Level 10: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 12: Boxing -- Empty(A)
Level 14: Tactics -- GssSynFr--ToHit(A)
Level 16: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 18: Vines -- SprEnt-Rchg/AbsorbProc(A), SprEnt-Acc/Hold/End(19), SprEnt-Acc/Hold(23), SprEnt-Hold/Rchg(27), SprEnt-End/Rchg(29), SprEnt-Acc/Hold/End/Rchg(33)
Level 20: Drain Psyche -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(21), Prv-Heal/Rchg(23), Prv-EndRdx/Rchg(25), Prv-Heal/EndRdx(25), Prv-Heal(39)
Level 22: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 24: Tough -- StdPrt-ResDam/Def+(A), Ags-ResDam(29), Ags-ResDam/EndRdx(31), Ags-ResDam/Rchg(31)
Level 26: Carrion Creepers -- PstBls-Dam%(A), PstBls-Acc/Dmg(27), PstBls-Dmg/Rng(34)
Level 28: Mind Probe -- Hct-Dam%(A), Hct-Dmg/EndRdx(31), Hct-Dmg(34), Hct-Acc/Dmg/Rchg(34), Hct-Acc/Rchg(36)
Level 30: Weave -- Rct-ResDam%(A), LucoftheG-Def/Rchg+(36)
Level 32: Fly Trap -- CaltoArm-EndRdx/Dmg/Rchg(A), CaltoArm-Acc/Rchg(33), CaltoArm-Acc/Dmg(37), CaltoArm-Dmg/EndRdx(37), CaltoArm-Acc/Dmg/Rchg(39), CaltoArm-+Def(Pets)(39)
Level 35: Rain of Fire -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(36), SprFrzBls-Acc/Dmg/Rchg(37), SprFrzBls-Acc/Dmg/EndRdx(40), SprFrzBls-Dmg/EndRdx(40), SprFrzBls-Acc/Dmg(40)
Level 38: Psychic Shockwave -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Acc/Dmg/EndRdx/Rchg(43), SprAvl-Rchg/KDProc(46)
Level 41: Fire Ball -- Rgn-Dmg/EndRdx(A), Rgn-Acc/Rchg(43), Rgn-Acc/Dmg/Rchg(43), Rgn-Dmg/Rchg(45), Rgn-Dmg(45)
Level 44: Psionic Lance -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Acc/Dmg(45), SprWntBit-Dmg/Rchg(46), SprWntBit-Acc/Dmg/EndRdx(48), SprWntBit-Acc/Dmg/Rchg(50)
Level 47: Fire Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(48), Ags-ResDam/Rchg(48)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Domination
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: Sprint -- Clr-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(33)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(21)
Level 50: Pyronic Core Final Judgement
Level 50: Cognitive Radial Flawless Interface
Level 50: Ageless Core Epiphany
Level 50: Control Core Embodiment
Level 50: Nerve Radial Paragon
Level 50: Carnival Radial Superior Ally
------------

 


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


Notes: You don't get full inf from every mob because they'll be beating each other up for you. That's the main drawback.

Edited by Wravis
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On 10/16/2019 at 1:31 PM, Mythcreatio said:

Does anyone have a build for an Claws/Bio Armor Scrapper for farming/content?

I don't think you will have much luck with that request simply because that would be a less than ideal AT and powerset combo to farm with. Having said that, farming equates to maxing resists and defenses to a specific damage type and then having a lot of aoe abilities on short rotations. So figure out what types of enemies you will be farming and then build your resist/defenses up toward it as much as possible. Then build for damage and ability recharge to kill as fast as possible. Good luck!

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I have been hard at work optimizing an sm/fa to try to create the 'spines fire killer', and I think I might have actually succeeded. At least as far as PL speed is concerned.

The Trick is all in the attack chain. Because Savage gains a scaling recharge buff based on how much blood frenzy is available, you adjust the attack chain accordingly. Now, solo, the speeds are almost the same, as long as you try to keep at least 2 frenzy active... Not hard, when you consider that vicious slash provides 2 blood, savage leap provides 3, and blood thirst provides 5. Even the subtracted time due to vicious slash's single-target nature is accounted for. Savage leap also helps you move more quickly between groups, and ensures that you land in the MIDDLE of a group rather than doing the old "Stage Dive" that sometimes prevents Burn from being triggered.

However, Once you get a second (or more) person on your team soaking up inspirations, the DPS takes a quantum leap upwards compared to spines and rad. You can keep your damage bonus at around 350+ with rending flurry (Your meat and potatoes attack) instead of at the 200-350% that the others have with a shortage of red inspirations, and rending flurry does some truly disgusting damage at 5 stacks, which you can  follow up (after a 12 second delay) with one of the other 'frenzy builders' to keep your bonus recharge high. Like most people, I don't use the 'blood thirst' build-up very often after the start of the fight because the exhaustion mechanic is kinda sucky.

It is more of a balancing act than rad or spines, but I don't play the OP's 'rule 1', and I never idle farm if I can help it.

Note that, because of the end-reducing nature of Frenzy, as well as the utter lack of anything BETTER for your destiny slot, your end stabilizes rather easily. Rending Flurry will keep eating your Frenzy, but if you drop it on 2 or 3 frenzy, it will NOT have an exhausted downtime, and it is the #3 priority in your attack chain, after Savage leap and Burn. Savage leap is always your FIRST priority, as it's blood frenzy acts a lot like claws follow-up only with an actually decent PBAOE attached. Also, try to burn off 2-3 frenzy BEFORE you leap, by using rending flurry, so that you don't hit 5 frenzy and then force frenzy downtime.... although, to be fair, using rending on 5 frenzy is a heck of a kick in the pants to your enemies (way more damage than your judgement, albeit fewer targets)

 

Remember, always use rending flurry before you leap. to burn off your frenzy so that Leap doesn't stack it to 5. Unless you REALLY want the big bass rending damage/radius and 12 second frenzy downtime.

The attack chain is usually leap, burn, ball lightning, rending flurry, vicious slash, burn, cages, rending flurry, leap. Add in extra rending flurries and firey embrace/blood thirst as desired. Even if it's ready, don't do a vicious slash after a leap until you have had a chance to flurry to burn off frenzy.


The Build:
 

 

 


 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Savage Melee
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Maiming Slash -- Hct-Dam%(A), Hct-Dmg/EndRdx(9), Hct-Acc/Rchg(34), Hct-Acc/Dmg/Rchg(50), Hct-Dmg/Rchg(50)
Level 1: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-Psi/Status(46), Ags-ResDam(46)
Level 2: Blazing Aura -- ScrDrv-Acc/Dmg(A), ScrDrv-Dmg/EndRdx(3), ScrDrv-Dmg/Rchg(3), SprBrtFur-Rech/Fury(36), ScrDrv-Dam%(40), ScrDrv-Acc/Dmg/EndRdx(43)
Level 4: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(5), Prv-EndRdx/Rchg(5), Prv-Heal/Rchg(37), Prv-Heal/Rchg/EndRdx(37), Prv-Absorb%(40)
Level 6: Blood Thirst -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg/EndRdx(7), GssSynFr--Rchg/EndRdx(7), GssSynFr--ToHit/Rchg(36), GssSynFr--ToHit/EndRdx(37), GssSynFr--ToHit(46)
Level 8: Kick -- FrcFdb-Rechg%(A)
Level 10: Temperature Protection -- Ags-ResDam/EndRdx(A), Ags-ResDam(11), Ags-ResDam/Rchg(11)
Level 12: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(13), MckBrt-Taunt/Rchg/Rng(13), MckBrt-Acc/Rchg(15), MckBrt-Taunt/Rng(15), MckBrt-Rchg(19)
Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(19)
Level 16: Plasma Shield -- Ags-ResDam/EndRdx(A), Ags-EndRdx/Rchg(17), Ags-ResDam/EndRdx/Rchg(17)
Level 18: Weave -- LucoftheG-Def/Rchg+(A)
Level 20: Consume -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(21), MckBrt-Taunt/Rchg/Rng(21), MckBrt-Acc/Rchg(23), MckBrt-Taunt/Rng(23), MckBrt-Rchg(25)
Level 22: Rending Flurry -- SprBrtFur-Acc/Dmg/EndRdx/Rchg(A), SprBrtFur-Dmg/EndRdx/Rchg(25), SprBrtFur-Acc/Dmg/Rchg(33), SprBrtFur-Dmg/Rchg(33), SprBrtFur-Acc/Dmg(34)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 26: Vicious Slash -- FrcFdb-Rechg%(A), SprUnrFur-Rchg/+Regen/+End(27), SprUnrFur-Dmg/EndRdx/Rchg(27), SprUnrFur-Acc/Dmg(33), SprUnrFur-Acc/Dmg/EndRdx/Rchg(34)
Level 28: Burn -- Arm-Dam%(A), Arm-Dmg/Rchg(29), Arm-Acc/Dmg/Rchg(29), Arm-Acc/Rchg(31), Arm-Dmg/EndRdx(31), FuroftheG-ResDeb%(31)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 32: Savage Leap -- ScrDrv-Acc/Dmg/EndRdx(A), Mlt-Dmg/EndRdx/Rchg(36), ScrDrv-Acc/Rchg(48), ScrDrv-Dmg/Rchg(48), ScrDrv-Dmg/EndRdx(48), ScrDrv-Dam%(50)
Level 35: Tactics -- AdjTrg-ToHit/EndRdx(A)
Level 38: Electrifying Fences -- GrvAnc-Hold%(A), GrvAnc-Immob/EndRdx(39), GrvAnc-Acc/Rchg(39), GrvAnc-Acc/Immob/Rchg(39), GrvAnc-Immob/Rchg(40), Ann-ResDeb%(45)
Level 41: Ball Lightning -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(42), SprFrzBls-Acc/Dmg/Rchg(42), SprFrzBls-Acc/Dmg/EndRdx(42), SprFrzBls-Dmg/EndRdx(43), SprFrzBls-Acc/Dmg(43)
Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45)
Level 47: Fiery Embrace -- RechRdx-I(A)
Level 49: Vengeance -- 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 -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(9)
Level 50: Ageless Core Epiphany
Level 50: Assault Radial Embodiment
Level 1: Blood Frenzy
Level 50: Reactive Core Flawless Interface
Level 50: IDF Radial Superior Ally
Level 50: Spiritual Core Paragon
Level 50: Pyronic Radial Final Judgement
------------

 

 
 

 

 

 

Please note, I cannot get herostats to work in any way, shape, or form. So all I can do is compare clear speeds with my rad/fire Brute, which is almost identical to the build presented as the 'new rad farming build' by the OP. Clear speeds are pretty much the same single-player with the rad/fire, and are considerably faster with others in the farm for PLing. I Enter with a Tray of reds like the OP, but I don't get as much 'slowdown' on a team after those expire.




 

Edited by Frostweaver
Well, apparently I goofed. The DPS goes up because SM blood frenzy adds -recharge, not Damage, EXCEPT to Rending Flurry. Sorry, I got the mechanics slightly wrong, but the end result is pretty much the same (Maybe better) Going to have to re-test solo
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If anyone is interesting in doing Elec/Fire, this is the build I am currently running.

It is extremely quick, and with 3 FF +recharge procs, I am finding an extremely high uptime of the proc. Average clear time of each map is between 3.5 and 4.5 minutes depending on luck with patrols. It is quite rare to take longer than 4.5 minutes per map, but has happened when had really bad luck or I played like rubbish.

 

I use the following keybinds, with the macro being in slot 6.

 

/bind 1 "powexec_location Target Lightning Rod"
/bind 2 "powexec_name Burn$$inspcombine insight enrage$$inspcombine luck enrage$$inspcombine catch_a_breath enrage$$inspcombine respite enrage$$inspcombine sturdy enrage"
/bind 3 "powexec_name Fire Ball$$inspcombine keen_insight focused_rage$$inspcombine good_luck focused_rage$$inspcombine take_a_breather focused_rage$$inspcombine dramatic_improvement focused_rage$$inspcombine rugged focused_rage"
/bind 4 "powexec_name Chain Induction$$inspcombine uncanny_insight righteous_rage$$inspcombine phenomenal_luck righteous_rage$$inspcombine second_wind righteous_rage$$inspcombine resurgence righteous_rage$$inspcombine robust righteous_rage"
/bind 5 "powexec_location Target Spring Attack"
/macro_image Inspiration_Damage_Lvl_3 RED "inspexecname righteous_rage$$inspexecname focused_rage$$inspexecname enrage"

 

Some interesting notes:

*Having chance for knockdown in Blazing Aura has worked well. I have never had an instance where the knockdown has stacked to cause knockback.

*The uptime on the Force Feedback: Chance for +Recharge is around 65-75% depending on how cooldowns align. That is an extra 100% recharge 70% of the time. The tooltip makes you think it'll only proc twice per minute, but I often see it proc from Lightning Clap 3/4 times a minute.

*Having a chance for Immob in Fireball works really well. I am constantly pulling whilst over the agro cap, but because of the immob they stay put for a few seconds and in that time I have killed enough for them to agro as the immob runs out.

*Spring Attack does okay AoE damage, it isn't amazing, but with a 24 second recharge it procs Force Feedback every time, whilst also doing okay damage.

*Lightning Rod on an 18 second recharge procs Force Feedback 3 times a minute without fail, despite tooltip saying 2 times a minute.

*With the combination of defence and knockdowns, I just don't take any damage. For this reason Healing Flames is not picked up as a power. I am also finding that I just don't need the recovery procs in health, so may respec out of it and try and squeeze a little more damage in elsewhere.

*I am torn on incarnate choices, because my recharge procs so often, my powers recharge as fast as they can (you cannot get Lightning Rod to recharge any faster than 18 seconds, no matter what you do). So if anyone has suggestions for the Alpha, I'd love to try something else.

 

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

You Have: Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Fiery Aura
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Pyre Mastery

Villain Profile:
Level 1: Havoc Punch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(11), SprBlsCol-Rchg/HoldProc(13), SprBlsCol-Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/Rchg(48)
Level 1: Fire Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(15), Ags-ResDam/EndRdx/Rchg(37)
Level 2: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(3), SprAvl-Acc/Dmg/EndRdx(3), SprAvl-Acc/Dmg/Rchg(7), SprAvl-Acc/Dmg/EndRdx/Rchg(7), SprAvl-Rchg/KDProc(9)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(5)
Level 6: Build Up -- RechRdx-I(A)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(9), LucoftheG-Def/EndRdx(11)
Level 10: Super Jump -- Jump-I(A)
Level 12: Temperature Protection -- UnbGrd-Max HP%(A), GldArm-3defTpProc(13), StdPrt-ResDam/Def+(15)
Level 14: Boxing -- Acc-I(A)
Level 16: Plasma Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(17), Ags-ResDam/EndRdx/Rchg(17)
Level 18: Chain Induction -- Hct-Dmg(A), Hct-Dmg/Rchg(19), Hct-Acc/Dmg/Rchg(19), Hct-Acc/Rchg(21), Hct-Dmg/EndRdx(21)
Level 20: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(37), Ags-ResDam/EndRdx/Rchg(37)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), LucoftheG-Def/EndRdx(23)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25)
Level 26: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(27), GssSynFr--ToHit/Rchg/EndRdx(27), GssSynFr--Rchg/EndRdx(29), GssSynFr--ToHit/EndRdx(29), GssSynFr--Build%(36)
Level 28: Lightning Clap -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(43)
Level 30: Burn -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(31), SprBrtFur-Acc/Dmg/Rchg(31), SprBrtFur-Dmg/EndRdx/Rchg(31), SprBrtFur-Rech/Fury(34), FuroftheG-ResDeb%(36)
Level 32: Lightning Rod -- Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Dmg/EndRdx(33), Arm-Acc/Rchg(34), FrcFdb-Rechg%(34)
Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
Level 38: Char -- UnbCns-Hold(A), UnbCns-Hold/Rchg(39), UnbCns-Acc/Hold/Rchg(39), UnbCns-Acc/Rchg(39), UnbCns-EndRdx/Hold(40)
Level 41: Fire Blast -- Apc-Dmg(A), Apc-Dmg/Rchg(42), Apc-Acc/Dmg/Rchg(42), Apc-Acc/Rchg(42), Apc-Dmg/EndRdx(43)
Level 44: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), SprFrzBls-Rchg/ImmobProc(46)
Level 47: Spring Attack -- Obl-Dmg(A), Obl-Acc/Rchg(48), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(50), Obl-Acc/Dmg/EndRdx/Rchg(50), FrcFdb-Rechg%(50)
Level 49: Vengeance -- 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 -- Empty(A)
Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(40), NmnCnv-Regen/Rcvry+(40)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
------------

Will update this after 5 full runs to get an accurate average figure.
Map used: 2915 - Full 5 mission run
Run 1: Inf/Minute - 2,477,987
Run 2:
Run 3:
Run 4:
Run 5:
Edited by Ishau
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Why not use Mid's reborn instead? Pine kinda dumped the Pines fork to work on the Mid's reborn fork. It won't be getting updated anymore.

Edited by Frostweaver

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2 hours ago, Frostweaver said:

Why not use Mid's reborn instead? Pine kinda dumped the Pines fork to work on the Mid's reborn fork. It won't be getting updated anymore.

Thanks, I didn't know that. I will look at downloading that today and updating my post to include a Mids Reborn Link.

 

At the same time I will look at getting Herostats today, so I can post full logs and an accurate inf/minute figure, rather than just rough timings.

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Updated build as suggested by Frostweaver.

Thank you for that suggestion, Mids works much better than Pines!

 

Also wanted to ask for the farming community for advise on Alpha incarnates.

I am currently running with the recharge Alpha but I am finding it being wasted. Any other suggestions on an Alpha to try? I am torn between Nerve and Musculator. I don't notice that I miss enough on bosses to think Nerve is useful, but also think I am at damage cap too much for Musculator to be useful?

 

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First, thank you all for all this information. I now have a rad/fire and a spines fire on a separate account I dual box. The spines fire is lifted enh for enh from the OP, the Rad is my own build around a few preferences, a bit slower overall but no more than a minute longer on clear times with bad inspiration drops than ideal. I love them. 

My question! 

When dual boxing, what's more profitable do you think? Putting the spines on follow with burn on autocast and clearing one instance in under 4 minutes, or running each in their own instance and letting the spines just afk slowly through mobs while I actively farm the rad?

 

Oh, second question. Drop rates seem to change with how fast you kill things. Like, I got a purple drop last night on my spines/fire as I afked him through instances slowly and watched the end of Season 3 of stranger things. But it was one of like 15 recipe drops total and I had like 60 total invention materials drop when I'm used to the same run actively farmed on my rad dropping upwards of 30 recipes and getting me close to full on invention materials. Anyone know whats up with that?

Edited by TheSpiritFox

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19 hours ago, DarknessEternal said:

Drops are entirely random.  Don’t try to invent a pattern to it.

The only sure thing about Drops is the faster you kill the more you kill and the more you kill the more “drop rolls” you get.  So if you want better chances at earning a Purple drop, kill more spawns and kill them faster.

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I've been testing a variety of options lately while waiting for Tankers to officially replace Brutes, and I've noticed we have a fundamentally flawed assumption.

 

Capped defense and resistance is not, and should not, be the goal.

 

I came to this realization while running a blaster with 40%/60% defense/resist and my health never moved. 

 

Now, what to do with this information.  Obviously we'd want to direct those resources away from durability into offense.  However, extra offense is sort of hard to come by.  While farming, you're at the damage cap nearly 100% of the time through normal slotting power use and the deluge of inspirations.  Additionally, Firey Aura just gets capped fire resistance basically for free, so there's not even a resource to move around there.  We can't just get rid of Fiery Aura, since it contains Burn and Fiery Embrace; none of the other sets come close to that amount of offense.

 

Where's that leave us?  I guess it means more recharge.  Although that's sort of a limp noodle.  If you're doing a lazy rotation, everything is as slow as Ball Lightning, and even a capped recharge Ball Lightning (which is unfeasible for Brute farming) still takes longer than the animation times of whatever other powers you're using.  I guess that's when you sneak in the Embrace/Build Ups/whatevers?

 

I'm not sure what to do with unlimited budget builds now.  The good news is that it's cheaper to get into farming on the ground floor since all those Lord of Winter sets aren't really necessary.

 

PS.  Blaster farming sucks.  Half the mobs run when you hit them with your first power.

 

PPS.  I hope everyone has your Tank farmer ready to go because Brutes are on death's door.

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Why would tankers replace brutes? Does the hit cap change things THAT much?


Inverno - Ice/Ice Tanker

Stone Arrow - Earth/TA Troller

Timeless Record - Time/Sonic Defender

 

Excelsior

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