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Posted

I'm looking for thoughts on my planned cost no object Super Strength / Fiery Aura build before I start acquiring all the IOs and the Incarnate powers. I'm reasonably happy with it, mostly want to make sure I'm not missing something, like oops no Fiery Embrace, or you forgot knockback protection, or the Hybrid Toggle isn't a toggle so don't count on it. I'm rusty.

 

Wants:

 

  • General-purpose build
  • Solid survivability for soloing most +4x8 and incarnate content without depending on inspirations (pipe dream, I know)
  • Solid Psionic resistance (gave it up for other build goals)
  • Reasonable single-target DPS
  • Excellent AoE DPS
  • Sustainable endurance
  • Hover and Fly (has wings)
  • Solid knockback protection
  • Decent active mitigation (has some knockdown)
  • No Rage (I'm normally a numbers guy, and I know the numbers say take it, but I don't find it fun, and this guy's for fun.)
  • Rise of the Phoenix (gave it up for Vengeance and LotG 7.5%, but... Idono.)
  • Solid but not professional-level farming (I'm fine with his 36.5% fire defense, for instance.)
  • Soft cap melee
  • Small purple from incarnate soft cap melee

 

Single target attack chain:

 

Burn -> Haymaker -> Knockout Blow -> Haymaker -> Punch

 

AoE chain:

 

Ball Lightning -> Burn -> Foot Stomp -> Electrifying Fences -> Stretch and Yawn

 

Overly simple calculations are showing about 210 DPS single target and 110 DPS AoE at 65% Fury, and with more than sustainable endurance. 

 

I have a couple set bonuses over the cap, but I'm not sure that I can avoid that while still getting other bonuses I want.

 

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

Click this DataLink to open the build!

Turiel: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Punch -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(3), SprBrtFur-Acc/Dmg/Rchg(3), SprBrtFur-Dmg/EndRdx/Rchg(5), SprBrtFur-Acc/Dmg/EndRdx/Rchg(5), SprBrtFur-Rech/Fury(7)
Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9)
Level 2: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(11), SprAvl-Acc/Dmg/EndRdx(11), SprAvl-Acc/Dmg/Rchg(13), SprAvl-Acc/Dmg/EndRdx/Rchg(13), SprAvl-Rchg/KDProc(15)
Level 4: Hover -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17), Rct-ResDam%(19), BlsoftheZ-ResKB(50)
Level 6: Haymaker -- Hct-Dmg(A), Hct-Dmg/Rchg(19), Hct-Acc/Dmg/Rchg(21), Hct-Acc/Rchg(21), Hct-Dmg/EndRdx(23), Hct-Dam%(23)
Level 8: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/Rchg(27), SprBlsCol-Dmg/EndRdx/Acc/Rchg(27), SprBlsCol-Rchg/HoldProc(29)
Level 10: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(29), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(33)
Level 12: Temperature Protection -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(33), GldArm-3defTpProc(33), Ags-Psi/Status(34)
Level 14: Boxing -- KntCmb-Knock%(A)
Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(36)
Level 18: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-Rchg/ResDam(36), UnbGrd-Max HP%(37)
Level 20: Consume -- PrfShf-EndMod/Acc/Rchg(A)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(37), ShlWal-ResDam/Re TP(37), ShlWal-Def(39)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 26: Fly -- BlsoftheZ-ResKB(A)
Level 28: Burn -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-%Dam(42)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(42)
Level 32: Foot Stomp -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(42), SprUnrFur-Acc/Dmg/Rchg(43), SprUnrFur-Dmg/EndRdx/Rchg(43), SprUnrFur-Acc/Dmg/EndRdx/Rchg(43), SprUnrFur-Rchg/+Regen/+End(45)
Level 35: Electrifying Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(46), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), SprFrzBls-Rchg/ImmobProc(46)
Level 38: Tactics -- HO:Cyto(A)
Level 41: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50), Rgn-Knock%(50)
Level 44: Fiery Embrace -- RechRdx-I(A)
Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 49: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- KntCmb-Knock%(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 -- RechRdx-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(15), Pnc-Heal/+End(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 50: Agility Core Paragon 
Level 50: Pyronic Core Final Judgement 
Level 50: Degenerative Core Flawless Interface 
Level 50: Storm Elemental Core Superior Ally 
Level 50: Ageless Radial Epiphany 
Level 50: Melee Core Embodiment 
------------

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Posted

Thanks for posting. I need to revise my own SS/fire plan because I'm having a lot of fun playing mine, so this is the kick in the butt I needed. Here are my thoughts on your build based on my own experiences:

  • You don't have any force feedback procs in your attacks. The ability to proc it reliably is a big strength of SS and I'd work hard to find a way to get it in there.
  • You're six slotting two of the purple sets, but I don't know how much value the sixth slots are because of the low final amounts of toxic and psi res that you wound up with.
  • Did you consider splitting up Superior Brute's Fury into two separate powers so you can double up on the 3 piece bonus? I mention it just because, given where your SL defense is right now, you could cap it by doing so. It would cost, of course, but 10% SL def from 6 slots is a lot of bang for buck and I usually try to find a way to do it on my brutes.

 

Those are my immediate thoughts. I think what you have so far will be very playable as-is and my suggestions are just tweaks around the margins. I'll spend a little time working on my own build from scratch this afternoon, and if any massive insights hit me, I'll post here. My builds typically go higher in def and res than you have at the expense of recharge, though, so I'm not confident that I'll get any meaningful improvements over what you have, just tradeoffs.

 

Scrap

  • Thanks 1
Posted (edited)

On paper the build has significant toxic resistance, at least in a sustained situation, due to stacking of Healing Flames. But I should review any of my toxic/psionic bonuses since I've let them slip so far from where I had them in previous build iterations. At this point, a few percentage points are only that - a few percentage points. So other things may be more advantageous overall, such as the Force Feedback proc. After all, I went to some lengths to get recharge, then didn't slot any of those. I'll fiddle and see what happens. 

 

I did consider splitting up Superior Brute's Fury to double up on defense bonuses, but I was also very interested in the 10% recharge and 6% smashing/lethal resistance, especially in the context of incarnate content, and stacking with the scaling resistance proc. There will probably be enough cascading changes from splitting it up that there's no reducing it to that simple choice. But it's definitely worth another look vs. when I first went, "nah, I want the full set bonuses", so I'll fiddle with it and see what happens.

 

And if it lets me slot some Force Feedbacks, I'll need to do some calculations to see what that buys me in average recharge. One concern is that if I slot them in my single-target chain, my single-target chain can't lose any recharge without creating a gap or adding another lower DPS Punch. So even if my average recharge is improved, my single-target DPS could still drop a little outside of debuffs, all other things being equal. That said if one ends up in Foot Stomp, it could improve AoE DPS,

 

My builds also typically prioritize defense and resistance more than this one, but I was willing to trade some of that for more damage in this case. My plan is to set up my Katana/Dark Brute as my tankier build - I had a very hard-to-kill Katana/Dark Scrapper on live for performing Stupid Scrapper Tricks. At least on paper, the faster recharge of Healing Flames does a lot for survivability. But if I'm spamming Healing Flames due to insufficient defense and resistance, that's definitely cutting into my damage output, and it's only a matter of time before I don't hit it at just the right time and I faceplant. Which is why I wanted Rise of the Phoenix. 😉

 

Thank you! Looks like I have more fiddling in my future. 🙂

Edited by Werner
Posted

Kind of a random note, but my initial intent was to go for positional defense, with melee at 46.5%, followed by as much ranged, and then as much AoE as I could get. But the new sets make it very simple to stack up substantial smashing, lethal, fire, and cold defense. So it would have been silly to stick with the original plan. But energy/negative defense wasn't so easy to come by, and I'd still have a big toxic/psionic hole. So that's how I landed on a hybrid approach with melee defense where I wanted it, but then smashing, lethal, fire, and cold defense replacing my intended ranged defense. It's still comparatively weak to energy, negative, toxic, and psionic, but at least the positional defenses help some, and having some resistance to them helps some.

Posted

Yeah, positions are hard to build for if your native defenses don't offer them. Types are much easier, and I agree - SLFC are easy, and E/NE are noticeably harder. The big exception to rare positional bonuses I think is melee, so I sometimes try to softcap it alongside S/L because it feels like a way to encapsulate the vast majority of threats a brute faces without tackling the impossible task of softcapping all positions or S/L/E/NE/F from scratch. Anyway, you'll see that my build below comes out very similar in defense holes to what you're describing: strong to SL, melee defense picking up a lot of the other types, and weak to ranged E/NE/C and supine before psi.

 

Here's where my first pass landed. As I predicted, my current rut has me at defense softcap to SL and melee, and 79.5% SL res, and a pretty haggard 61.3% global recharge before Hasten. I do have four force feedback procs in there, though, so ... maybe it'd be okay on recharge? I think I'll need to test on Justin before tweaking.

 

Notable build quirks in my version:

  • I take hand clap because I love it with a knockback converter in it. I get a ton of mileage out of this on my tankers, and probably it's not as useful on a brute, but I plan to find out, at least. Plus this slotting provides some kb protection and a force feedback proc. Those who disagree with my priorities could easily replace this with an attack and get another purple set in here.
  • I took Rage, mainly to figure out once and for all if I can ditch it. I know I can live without it, but I want to see how rough the crash is on this build before abandoning it entirely.
  • My FC def, at 21%, could probably only handle +2 fire farms at best.
  • No noticeable tox or psi def, fairly weak to E and NE.
  • I broke up the Brute's Fury set and made sure the proc was in Blazing Aura because it takes fury management completely out of my hands, which is where I prefer it these days.
  • I took Darkest Night as a way of extending my EHP when called for.

Scrap

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.2
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Soul Mastery

Villain Profile:
Level 1: Punch -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(5), KntCmb-Dmg/EndRdx/Rchg(5), CrsImp-Acc/Dmg/EndRdx(7)
Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9)
Level 2: Haymaker -- SprBrtFur-Dmg/Rchg(A), SprBrtFur-Acc/Dmg/Rchg(11), SprBrtFur-Dmg/EndRdx/Rchg(11), TchofDth-Acc/Dmg/EndRdx(13), TchofDth-Dam%(13), FrcFdb-Rechg%(36)
Level 4: Blazing Aura -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Acc/Dmg/EndRdx/Rchg(15), SprBrtFur-Rech/Fury(15), Mlt-Dmg/EndRdx(17), Mlt-Acc/Dmg/EndRdx(17), Mlt-Dmg/EndRdx/Rchg(19)
Level 6: Hand Clap -- KntCrs-Acc/KB(A), KntCrs-Rchg/KB(19), KntCrs-Rechg/EndRdx(21), KntCrs-Acc/Dmg/KB(21), SuddAcc--KB/+KD(23), FrcFdb-Rechg%(23)
Level 8: Knockout Blow -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/Rchg(25), SprBlsCol-Dmg/EndRdx/Acc/Rchg(27), SprBlsCol-Rchg/HoldProc(27), FrcFdb-Rechg%(29)
Level 10: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(29), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(33)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-Rchg/ResDam(33), UnbGrd-Max HP%(34)
Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(36)
Level 18: Rage -- RechRdx-I(A)
Level 20: Consume -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(36), MckBrt-Taunt/Rchg/Rng(37), MckBrt-Acc/Rchg(37), MckBrt-Taunt/Rng(37), MckBrt-Rchg(39)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(39), RedFrt-Def/EndRdx(39)
Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(40), Rct-ResDam%(40)
Level 26: Temperature Protection -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(40), GldArm-3defTpProc(42)
Level 28: Burn -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(42), SprUnrFur-Acc/Dmg/Rchg(42), SprUnrFur-Dmg/EndRdx/Rchg(43), SprUnrFur-Acc/Dmg/EndRdx/Rchg(43), SprUnrFur-Rchg/+Regen/+End(43)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(45), RedFrt-Def/EndRdx(45)
Level 32: Foot Stomp -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(46), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SprAvl-Rchg/KDProc(46), FrcFdb-Rechg%(48)
Level 35: Fiery Embrace -- RechRdx-I(A)
Level 38: Gloom -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(48), Apc-Acc/Rchg(48), Apc-Dmg/EndRdx(50), Apc-Dam%(50)
Level 41: Darkest Night -- EndRdx-I(A)
Level 44: Assault -- EndRdx-I(A)
Level 47: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(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 -- 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+(3)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 50: Agility Radial Paragon
------------

 

 

Posted

I have Rage in my cheap IO/SO build right now. I do use it, but only rarely and situationally, rather than trying to perma-Rage like I used to. I wouldn't mind having it in the build for those situations where I actually use it, but when I so rarely use it, I might as well take something else. I do think people should at least try it - the numbers are good. It's just, eh, not for me anymore.

 

An over-simplified summary of build differences might be, "gives up some AoE damage for some smashing/lethal defense", but it'll take a little time to digest since it's not that simple.

Posted

That's how I use Rage on my Rad/SS tanker - something for when I'm fighting normal spawns, and something to avoid when I know an AV encounter is coming up. That way I can choose between high defense, low offense, or moderate offense with a defense crash coming up. But as a tanker there's plenty to do during the crash, too - taunt, hand clap - that still feels productive. So I want to try it out on this brute for the sake of seeing how it plays.

Posted

Little bit of a drop in Haymaker damage but increase in Footstomp and included recharge proc in there.  When hitting several mobs it is very rare that it does not go off.  This will reduce your "Stretch and yawn" part of your AoE attack chain.  This should also add enough extra recharge to be perma hasten (probably is already with ageless) and allow you to get RotP back in.  Slightly less on the psi resist but other than the notes above it is the same build.  Oh one exception, I did see you had everything at +5 so I dropped those down for the winter IOs and the ATOs as that is not possible even though pines lets you.

 

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

Click this DataLink to open the build!

Turiel: Level 50 Magic Brute
Primary Power Set: Super Strength
Secondary Power Set: Fiery Aura
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Punch -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(3), SprBrtFur-Acc/Dmg/Rchg(3), SprBrtFur-Dmg/EndRdx/Rchg(5), SprBrtFur-Acc/Dmg/EndRdx/Rchg(5), SprBrtFur-Rech/Fury(7)
Level 1: Fire Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9)
Level 2: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(11), SprAvl-Acc/Dmg/EndRdx(11), SprAvl-Acc/Dmg/Rchg(13), SprAvl-Acc/Dmg/EndRdx/Rchg(13), SprAvl-Rchg/KDProc(15)
Level 4: Hover -- LucoftheG-Rchg+(A), Ksm-ToHit+(17), Rct-ResDam%(19), BlsoftheZ-ResKB(50)
Level 6: Haymaker -- SprUnrFur-Acc/Dmg(A), SprUnrFur-Dmg/Rchg(19), SprUnrFur-Acc/Dmg/Rchg(21), SprUnrFur-Dmg/EndRdx/Rchg(21), SprUnrFur-Acc/Dmg/EndRdx/Rchg(23), SprUnrFur-Rchg/+Regen/+End(23)
Level 8: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/EndRdx(25), SprBlsCol-Acc/Dmg/Rchg(27), SprBlsCol-Dmg/EndRdx/Acc/Rchg(27), SprBlsCol-Rchg/HoldProc(29)
Level 10: Healing Flames -- Prv-Heal(A), Prv-Heal/EndRdx(29), Prv-EndRdx/Rchg(31), Prv-Heal/Rchg(31), Prv-Heal/Rchg/EndRdx(31), Prv-Absorb%(33)
Level 12: Temperature Protection -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(33), GldArm-3defTpProc(33), Ags-Psi/Status(34)
Level 14: Boxing -- KntCmb-Knock%(A)
Level 16: Plasma Shield -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-Rchg/ResDam(34), UnbGrd-ResDam/EndRdx/Rchg(36)
Level 18: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-Rchg/ResDam(36), UnbGrd-Max HP%(37)
Level 20: Consume -- PrfShf-EndMod/Acc/Rchg(A)
Level 22: Weave -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(37), ShlWal-ResDam/Re TP(37), ShlWal-Def(39)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 26: Fly -- BlsoftheZ-ResKB(A)
Level 28: Burn -- Obl-Dmg(A), Obl-Acc/Rchg(39), Obl-Dmg/Rchg(40), Obl-Acc/Dmg/Rchg(40), Obl-Acc/Dmg/EndRdx/Rchg(40), Obl-%Dam(42)
Level 30: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(42)
Level 32: Foot Stomp -- Arm-Dam%(A), Arm-Dmg/EndRdx(42), Arm-Dmg/Rchg(43), Arm-Acc/Dmg/Rchg(43), Arm-Acc/Rchg(43), FrcFdb-Rechg%(45)
Level 35: Electrifying Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/EndRdx(45), SprFrzBls-Acc/Dmg/Rchg(46), SprFrzBls-Dmg/EndRdx/Acc/Rchg(46), SprFrzBls-Rchg/ImmobProc(46)
Level 38: Tactics -- HO:Cyto(A)
Level 41: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50), Rgn-Knock%(50)
Level 44: Fiery Embrace -- RechRdx-I(A)
Level 47: Rise of the Phoenix -- Obl-%Dam(A)
Level 49: Afterburner -- LucoftheG-Rchg+(A)
Level 1: Brawl -- KntCmb-Knock%(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 -- RechRdx-I(A)
Level 4: Ninja Run 
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(15), Pnc-Heal/+End(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 50: Agility Core Paragon 
Level 50: Pyronic Core Final Judgement 
Level 50: Degenerative Core Flawless Interface 
Level 50: Storm Elemental Core Superior Ally 
Level 50: Ageless Radial Epiphany 
Level 50: Melee Core Embodiment 
------------

  • Thanks 1
Posted

How do you set the + level on individual IOs? I poked around but didn't figure it out, only how to set it globally. I also wasn't sure what I could and couldn't +.

 

One possible problem is that for the "single-target" chain to be gapless, Knockout Blow has to recharge in the Arcanatimes for 2 x Haymaker (1.716) + Burn (2.244) + Punch (1.452) = 7.128 seconds. I had it barely under that, and now we're showing 7.18 seconds, so I need to be sure we'll be OK by spamming Ageless, which has +10% on the second half, so... 25 / (100% + 104.49% enhancement + 143.8% global + 10% Ageless) = 6.978, rounding up to 6.996. One clock tick to spare! OK, good, we're still OK! And if I don't spam Ageless, a 0.132-second gap won't make a practical difference, while the other improvements you made will make a practical difference.

 

I hate watching my Psionic resistance go even lower, but I'll be hopeless against psionic enemies either way, and lowering the difficulty, so I might as well play to my strengths. 

 

So yes, I'll be making at the very least your changes to the build. Thank you!

Posted

There are a couple ways.  One way is while you are building to do each one, one at a time and hit the + sign 5 times before you slot it.  That is the long way.  The other is to set everything at 0, then shift right click on all the powers with ATOs or Winter sets to swap out to your blank alternate build.  Then set everything to +5 and shift right click again.

  • Thanks 1
Posted

If I put Foot Stomp after Ball Lightning, and if a single Force Feedback fires, and if I calculated correctly, then it cuts the yawn and stretch time exactly in half, down to 1.452 seconds, and adds nearly 20 DPS to his AoE output at 65% Fury. Nice.

Posted (edited)

OK, let's check the actual recharge speed of Hasten with the updated build. Ageless is 10 seconds at +70%, 20 seconds at +30%, 30 seconds at +20%, and 60 seconds at +10%. Hasten's normal recharge with Hasten up is 100% base + 119.55% enhancements + 143.8% global = 365.35%.

 

450 seconds to recharge in only 120 seconds for perma

 

10 seconds * (365.35% + 70%) = 43.535 seconds recharged
20 seconds * (365.35% + 30%) = 79.070 seconds recharged
30 seconds * (365.35% + 20%) = 115.605 seconds recharged
60 seconds * (365.35% + 10%) = 225.210 seconds recharged

 

total = 463.42 seconds recharged in 120 seconds

 

So yes, Hasten should be slightly better than perma if I got the math right, without even worrying about Force Feedback. Though I ignored the cast time of Ageless itself. But a few seconds either way isn't going to make much practical difference.

Edited by Werner
Posted (edited)
5 hours ago, Werner said:

If I put Foot Stomp after Ball Lightning, and if a single Force Feedback fires, and if I calculated correctly, then it cuts the yawn and stretch time exactly in half, down to 1.452 seconds, and adds nearly 20 DPS to his AoE output at 65% Fury. Nice.

And what is the arcanatime for punch?.....exactly 1.452 seconds.  So if you don't feel like stretching you can punch a boss in the face (or groin if you make them 4' tall) instead and not lose anything.

Edited by HelenCarnate
Posted
5 hours ago, HelenCarnate said:

And what is the arcanatime for punch?.....exactly 1.452 seconds.  So if you don't feel like stretching you can punch a boss in the face (or groin if you make them 4' tall) instead and not lose anything.

What a delightful coincidence! 🙂

Posted

After a lot of fiddling with splitting Superior Brute's Fury apart to double up on the smashing/lethal defense, I think I'm going to keep the set together and go with the HelenCarnate mod. The only change I made, I think, was to slot a +5 Absolute Amazement: Stun into Rise of the Phoenix. I think more safe time is more important to me than more damage. Hopefully I won't need it often, but it's such a fun power and a time saver when defeated that I'll probably be more willing to push hard and take risks, and that's at least as much the point as the power itself. Time to start placing bids and crafting my incarnate powers. Eager to play it and see how well it works in practice. Thank you, y'all!

Posted
On 8/9/2019 at 1:50 PM, Scrapulous said:

 

  • Did you consider splitting up Superior Brute's Fury into two separate powers so you can double up on the 3 piece bonus?

Oh this is a good idea!

Posted

I respec'd and got everything slotted this morning. Probably cost around 800 million? No boosters bought or used yet. T3 alpha, no other incarnate powers yet. No accolades yet. No inspiration-combining macro yet. I did about 6:30 on the +4x8 exemplared to 49 Comicon fire farm, definitely slower than the pros, but not disappointingly so. I could have ignored my health, and barely had to glance at my endurance, but I was chugging inspirations like mad, so that means little. It seemed pretty smooth in use, with the main annoyance being how much time I spent eating inspirations instead of attacking, so I need to track down the combine and eat reds thingy. Then we'll see how my health and endurance are without inspirations to help. Hopefully I can still hang in there with liberal use of Healing Flames and Consume. And if not yet, hopefully once I have my incarnate powers and accolades in place. So far so good. 👍

Posted (edited)

There are other ways out there like binding to movement keys and such but I went by this.  Ageless solves all endurance issues once.  At tier 3 you should be fine as you only have 1 damage aura to worry about.  For a fire farm you may still need an occasional luck for the times when bosses pile up.  I found that right around 40% defense is about the spot where I can start combining purples and greens and being able to rely only on my own powers to survive.  Assuming you are running at +4x8 anyway.

 

 

Edited by HelenCarnate
Posted

Thank you. I looked through that and some other posts on farming, and set up a keybind/popmenu to make and eat reds. That dropped my time to 5:30. My hit points stay just fine without greens or my heal despite not being at the fire soft cap. My endurance drains quickly, so I need to either hit Consume or a blue now and then. It'll be nice if Ageless makes that no longer a concern, but it's not really a problem. 

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