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Lifeblood2112

Mix/Max Spines/Fire farmer-not cheap

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This is not another FOTM Spines/Fire build using MU.  I have tweaked and tweaked this build for every inch of recharge while buffing my acc/to hit along the way.  I don't like seeing Quills and Blazing Fire miss...ever.  I deleted one health/end proc in health, and took stamina down to 2 slots after hitting T3 incarnates as well as completely deleting consume and healing flames.  After many hours of never using them I moved on.  I have tested this build on Fire Farms #2915 and 11612 per Warhauk's thread  (Hope I'm saying that right).  I will post time results soon. 

What's to like about this build?  It has all the aoe goodness Fire Farmers like as well as an unusual amount of single target attacks.  Granted I don't need these often but had nothing else to take and every now and then I have left with one EB whom I like to put down fast.  They also serve as mule powers.  An alternative option would be taunt which I seriously considered but with so much aoe have all the baddies I want around me now.  It's a herd everyone and kill kill build. 

 

Why not Mu?  A few reasons.  I didn't want an immobilize that would trap those just outside of my burn or block more from coming up close.  Fire ball is very fast and does good damage.  Why drain end when fire's secondary is...more damage!  Biggest reason...Melt armor.  Not only does melt armor lower defense which helps me to hit (Though that's rarely an issue), more importantly, it lowers resistance.  I was surprised how much faster a mob-especially ones with 3-4 EB's goes down when it's used.  Lastly, I didn't have to venture to the dark side.
 

As always, I welcome any min/max ideas as a build is rarely perfect until it's been hashed over countless times.  I'm at about 20 lol. 

 

One note:  There are many ways to post a build.  I would be grateful if someone could tell me the ideal way. 

 

Edit:  For Incarnates I took:

 

Hybrid Assault total core graft

Ageless Core Epithany

Ion Total Core Judgment

Agility Total Core revamp

and the most vital for this build to work with Melt armor....

Interface Reactive Total Core Flawless

 

 

 

Villain Plan by Hero Villain Designer 2.23
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

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

Villain Profile:
------------
Level 1: Barb Swipe   SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Rchg/HoldProc(39)
Level 1: Fire Shield   Ags-EndRdx/Rchg(A), Ags-ResDam/EndRdx(15), Ags-ResDam/EndRdx/Rchg(15), GldArm-3defTpProc(21), StdPrt-ResDam/Def+(33)
Level 2: Spine Burst   SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(3), SprAvl-Acc/Dmg/EndRdx(3), SprAvl-Acc/Dmg/Rchg(5), SprAvl-Acc/Dmg/EndRdx/Rchg(7), SprAvl-Rchg/KDProc(23)
Level 4: Lunge    Hct-Acc/Rchg(A), Hct-Dmg/EndRdx(5), Hct-Acc/Dmg/Rchg(7), Hct-Dmg/Rchg(13), Hct-Dam%(48)
Level 6: Combat Jumping   LucoftheG-Rchg+(A)
Level 8: Impale    Apc-Acc/Dmg/Rchg(A), Apc-Acc/Rchg(9), Apc-Dmg/EndRdx(9), Apc-Dmg/Rchg(11), Apc-Dam%(11)
Level 10: Super Jump   Jump-I(A)
Level 12: Boxing    Empty(A)
Level 14: Tough    Ags-ResDam/EndRdx/Rchg(A), Ags-ResDam/EndRdx(17), Ags-EndRdx/Rchg(17)
Level 16: Weave    LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(27), LucoftheG-Def(31), Ksm-ToHit+(40)
Level 18: Blazing Aura   SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(19), SprBrtFur-Acc/Dmg/Rchg(19), Erd-%Dam(21), SprBrtFur-Acc/Dmg/EndRdx/Rchg(25), SprBrtFur-Rech/Fury(25)
Level 20: Stealth    LucoftheG-Rchg+(A)
Level 22: Hasten    RechRdx-I(A), RechRdx-I(23), RechRdx-I(40)
Level 24: Quills    ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Rchg(34), ScrDrv-Acc/Dmg/EndRdx(34), ScrDrv-Dmg/EndRdx(34), ScrDrv-Dam%(36), Erd-%Dam(43)
Level 26: Ripper    ScrDrv-Acc/Dmg(A), ScrDrv-Acc/Rchg(27), ScrDrv-Acc/Dmg/EndRdx(39), ScrDrv-Dmg/Rchg(39), ScrDrv-Dmg/EndRdx(42)
Level 28: Burn    Arm-Dmg(A), Arm-Dmg/Rchg(29), Arm-Acc/Dmg/Rchg(29), Arm-Acc/Rchg(31), Arm-Dmg/EndRdx(31), Arm-Dam%(43)
Level 30: Build Up   RechRdx-I(A), RechRdx-I(42)
Level 32: Temperature Protection  Ags-Psi/Status(A), Ags-ResDam(33), Ags-ResDam/Rchg(33)
Level 35: Fiery Embrace   RechRdx-I(A), RechRdx-I(40)
Level 38: Char    Acc-I(A)
Level 41: Melt Armor   ShlBrk-Acc/DefDeb(A), ShlBrk-DefDeb/EndRdx/Rchg(42), ShlBrk-Acc/Rchg(43), ShlBrk-Acc/EndRdx/Rchg(46), ShlBrk-DefDeb(50)
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: Throw Spines   Rgn-Acc/Dmg/Rchg(A), Rgn-Acc/Rchg(48), Rgn-Dmg/Rchg(48), Rgn-Dmg(50), Rgn-Dmg/EndRdx(50)
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    Run-I(A)
Level 2: Rest    RechRdx-I(A)
Level 4: Ninja Run 
Level 2: Swift    Run-I(A)
Level 2: Health    NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(36)
Level 2: Hurdle    Jump-I(A)
Level 2: Stamina    PrfShf-End%(A), PrfShf-EndMod(13)
------------
------------
Set Bonus Totals:
8% DamageBuff(Smashing)
8% DamageBuff(Lethal)
8% DamageBuff(Fire)
8% DamageBuff(Cold)
8% DamageBuff(Energy)
8% DamageBuff(Negative)
8% DamageBuff(Toxic)
8% DamageBuff(Psionic)
18.5% Defense(Smashing)
18.5% Defense(Lethal)
37.25% Defense(Fire)
37.25% Defense(Cold)
6% Defense(Energy)
6% Defense(Negative)
6% Defense(Psionic)
16% Defense(Melee)
6% Defense(Ranged)
31.94% Defense(AoE)
74% Enhancement(Accuracy)
80% Enhancement(RechargeTime)
30% SpeedFlying
106.8 HP (7.13%) HitPoints
30% JumpHeight
30% SpeedJumping
MezResist(Confused) 71.25%
MezResist(Held) 71.25%
MezResist(Immobilized) 71.25%
MezResist(Sleep) 71.25%
MezResist(Stunned) 71.25%
MezResist(Terrorized) 71.25%
22.5% (0.38 End/sec) Recovery
46% (2.87 HP/sec) Regeneration
45% ResEffect(SpeedFlying)
45% ResEffect(RechargeTime)
45% ResEffect(SpeedRunning)
2.25% Resistance(Smashing)
2.25% Resistance(Lethal)
30% Resistance(Fire)
30% Resistance(Cold)
4.5% Resistance(Energy)
4.5% Resistance(Negative)
6% Resistance(Toxic)
11% Resistance(Psionic)
30% SpeedRunning
1 Null

 

 


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|-------------------------------------------------------------------|

Edited by Lifeblood2112

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This looks a lot like a build I had crafted as something I want to move towards eventually. 

 

I'm not currently running Winter sets but instead use 5pc sets + resistance debuffs in Spine Burst (Gladiator's Fury)/Fire Ball (Annihilation).  I'm using Barrier to soft-cap me before taking the alpha when I get started.  This allows me to use less purple inspires at the start of the mission and only occasionally convert reds as needed. 

 

Since I didn't buy into Winter sets at the start of my build, I focused more on recharge than anything else and used Incarnates to close the gaps (like Barrier).  This means Consume is still necessary for me but its not like endurance is out of control either. 

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A dedicated farmer like this would probably benefit from -resist procs. Perhaps a Fury of the Gladiator in Quills or Blazing Aura instead of an Eradication. Maybe find a slot and put an Annihilation in Throw Spines. Maybe find another and put a Force Feedback in Ripper. It's not -resist, but +recharge.

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1 hour ago, oldskool said:

...I'm using Barrier to soft-cap me before taking the alpha when I get started.  This allows me to use less purple inspires at the start of the mission and only occasionally convert reds as needed...

If you have 45% fire defense and 90% fire resistance like this build, Barrier shouldn't do anything on a fire farm since you're already maxed out. Or do you mean for regular content? Or is it not a farm build? My non-farm build has 31% fire defense and 45% melee defense. I don't use purples or Barrier, and I hit my heal maybe every few minutes in +4x8+bosses Comicon. I also find that the damage seems to ramp up rather than coming in an alpha. I think it's a combination of needing more than one group on me to saturate my aggro, and the balance of attackers switching towards more bosses as time goes on, since the minions and lieutenants go down faster. Or maybe I'm imagining it. 

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3 hours ago, Werner said:

If you have 45% fire defense and 90% fire resistance like this build, Barrier shouldn't do anything on a fire farm since you're already maxed out. Or do you mean for regular content? Or is it not a farm build? My non-farm build has 31% fire defense and 45% melee defense. I don't use purples or Barrier, and I hit my heal maybe every few minutes in +4x8+bosses Comicon. I also find that the damage seems to ramp up rather than coming in an alpha. I think it's a combination of needing more than one group on me to saturate my aggro, and the balance of attackers switching towards more bosses as time goes on, since the minions and lieutenants go down faster. Or maybe I'm imagining it. 

Oh, this character isn't defense soft-capped yet.  It isn't fully finished on Incarnates either.  Barrier works like a large purple inspiration for me and its always there in my back pocket.  Now that's just T1 Barrier.  It was practically free to me and I don't really plan to invest in it too far.  I also dabble in maps with Elite Bosses so having the boosted defense is welcome when I get in over my head with those.  

I will eventually respec and at that point I will want Ageless at T4.  I just don't have the materials for that yet. 

Edit, I feel I have the exact opposite experience with inbound damage. I usually go in and introduce myself to as many enemies as I can.  So "alpha strike" isn't really 1 group.  Its me juggling the aggro cap with multiple groups for the first few seconds until I pass judgment. 😉

Edited by oldskool

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9 hours ago, oldskool said:

Oh, this character isn't defense soft-capped yet.  It isn't fully finished on Incarnates either.  Barrier works like a large purple inspiration for me and its always there in my back pocket.  Now that's just T1 Barrier.  It was practically free to me and I don't really plan to invest in it too far.  I also dabble in maps with Elite Bosses so having the boosted defense is welcome when I get in over my head with those.  

I will eventually respec and at that point I will want Ageless at T4.  I just don't have the materials for that yet. 

Edit, I feel I have the exact opposite experience with inbound damage. I usually go in and introduce myself to as many enemies as I can.  So "alpha strike" isn't really 1 group.  Its me juggling the aggro cap with multiple groups for the first few seconds until I pass judgment. 😉

Don't respect out of consume or healing flames until you get to T3 incarns. I should have listed which ones I took but surely they are the common picks.  I don't mess with lore, not needed.  If you guys like a different approach, truth is, 42% def to fire is close enough to still not need Healing flames.  I know because I ran that way for a long time on 4/8 with EB's in map.  I also took reactive to go along with my melt armor on the incarnates and love it.  EB's die as fast now as bosses used to with melt armor and Reactive.

 

 

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6 hours ago, Lifeblood2112 said:

Don't respect out of consume or healing flames until you get to T3 incarns.

That's my thoughts too.  Though, I'll probably keep them for situational use.

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If you soft cap your fire defense, you'll never need to use Barrier. That way you can go with Ageless for more +rech. 

 

As for Agility, trade that out with Musc. Your end won't be as good, but Ageless corrects that. 

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