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Warlawk

Farm fresh builds! *Farming focused builds and tips*

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On 10/24/2019 at 7:16 PM, Frostweaver said:
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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
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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.




 

I'm definitely interested in this and will try to butcher it into something all purpose. I've never played FA *or* SM so it will be something new to try. Before I start my butchering have you tried making a generalist version of this?


@sovera in Everlasting - I love teaming up so hit me up.

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On 11/7/2019 at 3:07 PM, DarknessEternal said:

Yes.  Especially if you shift into sets with even more AoEs.

I understand this is a few days late but all my testing has shown that given as-close-to-identical-as-possible builds there is no significant difference in speed between a solo Tanker and a solo Brute with the changes. I think if Tankers had kept their original 600% damage cap (vice the 500% it is on test now) it would be a different story but all I've found is that the difference isn't enough to make it worth rerolling my Brutes as Tankers.


@macskull/@Not Mac

Twitch | Youtube

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WarLawk, on looking at your two Rad/Fire Brutes, you pick Vengeance (which to my mind is a team jobby) and leave out Devastating Blow (which to my mind kills things fast).There is obviously a good reason but I can't fathom it. Can you tell this dingbat the reason ?

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Vengeance for more recharge because of the Luck of the Gambler Global Recharge Speed. I Play that build and never use a single target attack.

Edited by Razia

Vigilantes (Incarnates) on Reunion:

Razia: Fire/Time/Dark Corrupter

Monani: Soldier (Bane/Crab Dual Build)

Sinebi: Widow (Melee Fortunata)

Cades: Illusion/Dark/Fire Controller

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On 11/18/2019 at 11:42 PM, macskull said:

I understand this is a few days late but all my testing has shown that given as-close-to-identical-as-possible builds there is no significant difference in speed between a solo Tanker and a solo Brute with the changes. I think if Tankers had kept their original 600% damage cap (vice the 500% it is on test now) it would be a different story but all I've found is that the difference isn't enough to make it worth rerolling my Brutes as Tankers.

Haven’t tested yet but didn’t Brute damage cap get nerfed as well?  The only time I really hit that damage cap sustained on my brutes is during farming.

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22 minutes ago, Crysis said:

Haven’t tested yet but didn’t Brute damage cap get nerfed as well?  The only time I really hit that damage cap sustained on my brutes is during farming.

The reduction in damage cap has had no noticeable effect in my testing.


@macskull/@Not Mac

Twitch | Youtube

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For the Spines/Fire Build:

 Is it worth using throw spines into the rotation for the proc? Or Lunge and Impale since they are slotted well for damage?

ex.

Ball Lightning -> Burn ->Electrifying Fences ->Spine Burst -> Throw Spines

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