War_Admiral

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  1. Quote:
    Originally Posted by Tr3yTr3y View Post
    Do a search on "fire/kin" and you'll get a lot of good (and some bad) advice.

    I'm in the s/l def, stone, proc'd hot feet camp....+2 and +3's melt like butter. +4's melt like cheese so I usually till on those settings.

    I cloned War_Ad's build and it's been nothing but a inf printing machine.
    Nice!

    That toon has pretty much paid for all my other toons...including the ones I pvp with.

    mmmmAEbossfarmsareeasymoney

    To the OP....go with a defense build and dear god...dont take lolsmoke.
  2. War_Admiral

    Big Blue Cake

    Quote:
    Originally Posted by _Cherry_ View Post
    A birthday is just the first day of another 365-day journey around the sun. Enjoy the trip..

    What?

    Happy B-day yo
  3. I'll be there as a FA! (great idea btw)
  4. Quote:
    Originally Posted by Silas View Post

    Needing more global recharge is a personal thing so I won't comment on how much is enough or whatever, if it's enough for you it's enough. But do you mind elaborating on why I'm wrong for saying you don't need the Numi or Miracle procs in a Kin?

    The only person here commenting on player skill here is you. If I were you, I wouldn't be so eager to do so.
    I wasnt commenting on you being wrong in regards to the proc slotting. Your suggestion that a build needs more rech and global acc than mine is wrong. Not to mention the even con comment.

    I know several of the members of my SG has seen the build and its odd nobody has told me about the +rech procs not stacking. Maybe they didn't know either. Glad you told me and I thank you. I'll have to move that slot elsewhere now.

    Thats said, responding to the skill comment, seriously?. It's a game and I really don't give a **** about you or anyone elses opinion in regards to my skill level. If you're a L337 player, good for you. I know you get off on trying to be the best. That's not me bro and never will be.

    Have we even played together before? I dunno. I don't care.

    I do have a team build for this very same toon and with what I've learned, it needs a little tweak as well. If you're going to use a toon to farm (especially if you're solo), I've found that the pure farming builds work best and I believe in this case, a plant/kin farmer is played totally different than a plant/kin team build. Totally different.

    And in the end, what are we talking about....optimizing? I've got influence. If I can afford purples, then I'll use them to make my toon better. Even if it's 10% better (Ketch). If you can't afford purples, that's your problem. Are some things necessary? No. Every little bit helps though IMO.

    IO'd builds can do the job. In some cases, purpled out builds do the job better. EOM
  5. How much more recharge does one need with 80% global, hasten, siphon speed and 2 +rech procs?

    Just like the fire/kin thread I commented in recently, there's a lot of different ways to build a plant/kin. Everyone has their own opinion, none of which are wrong (i guess lol). But I've farmed A LOT on both my plant/kin and fire/kin.

    My builds work.

    If you have problems playing them, its your attack chain or skill. I have 0 problems staying alive and kill mobs quickly. I would advise to slot it to your own playing style so long as your get your 45% s/l defense. That's all that really matters here.
  6. Quote:
    Originally Posted by Silas View Post
    The recovery/regen procs are of incredibly limited benefit in a Kin and Fulcrum/Siphon Speed need some accuracy and more recharge.

    Global acc and recharge isn't going to cut it if you really want to go fast or fight anything other than even cons.
    If this is in regards to my build, then sorry to tell ya but you're wrong.

    lolol @ even cons
  7. Here's my plant/kin farming build

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Stone Mastery

    Hero Profile:
    ------------
    Level 1: Strangler
    (A) Lockdown - Chance for +2 Mag Hold: Level 50
    (3) Basilisk's Gaze - Accuracy/Hold: Level 30
    (7) Basilisk's Gaze - Accuracy/Recharge: Level 30
    (13) Basilisk's Gaze - Recharge/Hold: Level 30
    (39) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30


    Level 1: Transfusion
    (A) Touch of the Nictus - Healing: Level 50
    (5) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 50
    (15) Touch of the Nictus - Accuracy/Healing: Level 50
    (15) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 50
    (19) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50


    Level 2: Roots
    (A) Gravitational Anchor - Chance for Hold: Level 50
    (3) Gravitational Anchor - Immobilize/Recharge: Level 50
    (5) Enfeebled Operation - Accuracy/Recharge: Level 50
    (7) Enfeebled Operation - Accuracy/Endurance: Level 50
    (13) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50
    (17) Enfeebled Operation - Accuracy/Immobilize: Level 50


    Level 4: Siphon Power
    (A) Recharge Reduction IO: Level 50


    Level 6: Hasten
    (A) Recharge Reduction IO: Level 50
    (17) Recharge Reduction IO: Level 50
    (25) Recharge Reduction IO: Level 50


    Level 8: Seeds of Confusion
    (A) Coercive Persuasion - Contagious Confusion: Level 50
    (9) Coercive Persuasion - Confused/Recharge: Level 50
    (9) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
    (11) Coercive Persuasion - Accuracy/Recharge: Level 50
    (11) Coercive Persuasion - Confused/Endurance: Level 50


    Level 10: Siphon Speed
    (A) Recharge Reduction IO: Level 50


    Level 12: Combat Jumping
    (A) Luck of the Gambler - Recharge Speed: Level 50


    Level 14: Super Jump
    (A) HamiO:Microfilament Exposure


    Level 16: Swift
    (A) Run Speed IO: Level 50


    Level 18: Health
    (A) Miracle - +Recovery: Level 40
    (19) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    (46) Numina's Convalescence - Heal: Level 50
    (46) Numina's Convalescence - Heal/Endurance: Level 50


    Level 20: Vines
    (A) Lockdown - Chance for +2 Mag Hold: Level 50
    (21) Unbreakable Constraint - Hold/Recharge: Level 50
    (21) Unbreakable Constraint - Hold: Level 50
    (23) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
    (23) Unbreakable Constraint - Accuracy/Recharge: Level 50
    (40) Unbreakable Constraint - Endurance/Hold: Level 50


    Level 22: Stamina
    (A) Performance Shifter - Chance for +End: Level 50


    Level 24: Kick
    (A) Kinetic Combat - Accuracy/Damage: Level 35
    (25) Kinetic Combat - Damage/Endurance: Level 35
    (40) Kinetic Combat - Damage/Recharge: Level 35
    (40) Kinetic Combat - Damage/Endurance/Recharge: Level 35


    Level 26: Carrion Creepers
    (A) Force Feedback - Chance for +Recharge: Level 50
    (27) Ragnarok - Chance for Knockdown: Level 50
    (27) Ragnarok - Damage/Recharge: Level 50
    (29) Ragnarok - Accuracy/Damage/Recharge: Level 50
    (29) Ragnarok - Accuracy/Recharge: Level 50
    (50) Ragnarok - Damage/Endurance: Level 50


    Level 28: Tough
    (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    (31) Steadfast Protection - Knockback Protection: Level 30
    (31) Reactive Armor - Resistance/Endurance: Level 40
    (34) Reactive Armor - Resistance: Level 40
    (37) Reactive Armor - Endurance: Level 40
    (39) Reactive Armor - Resistance/Endurance/Recharge: Level 40


    Level 30: Weave
    (A) Luck of the Gambler - Recharge Speed: Level 50
    (31) Luck of the Gambler - Defense: Level 50
    (34) Luck of the Gambler - Defense/Endurance: Level 50
    (39) Luck of the Gambler - Defense/Endurance/Recharge: Level 50


    Level 32: Fly Trap
    (A) Soulbound Allegiance - Chance for Build Up: Level 50
    (33) Soulbound Allegiance - Damage: Level 50
    (33) Expedient Reinforcement - Accuracy/Recharge: Level 50
    (33) Expedient Reinforcement - Accuracy/Damage: Level 50
    (34) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
    (43) Expedient Reinforcement - Damage/Endurance: Level 50


    Level 35: Transference
    (A) Efficacy Adaptor - EndMod: Level 50
    (36) Efficacy Adaptor - EndMod/Recharge: Level 50
    (36) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
    (36) Efficacy Adaptor - Accuracy/Recharge: Level 50
    (37) Efficacy Adaptor - EndMod/Accuracy: Level 50
    (37) Efficacy Adaptor - EndMod/Endurance: Level 50


    Level 38: Fulcrum Shift
    (A) Recharge Reduction IO: Level 50


    Level 41: Fissure
    (A) Force Feedback - Chance for +Recharge: Level 50
    (42) Absolute Amazement - Chance for ToHit Debuff: Level 50
    (42) Absolute Amazement - Stun/Recharge: Level 50
    (42) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
    (43) Absolute Amazement - Accuracy/Recharge: Level 50
    (43) Absolute Amazement - Endurance/Stun: Level 50


    Level 44: Rock Armor
    (A) Luck of the Gambler - Recharge Speed: Level 50
    (45) Luck of the Gambler - Defense: Level 50
    (45) Luck of the Gambler - Defense/Endurance: Level 50
    (45) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    (46) Kismet - Accuracy +6%: Level 30


    Level 47: Seismic Smash
    (A) Kinetic Combat - Accuracy/Damage: Level 35
    (48) Kinetic Combat - Damage/Endurance: Level 35
    (48) Kinetic Combat - Damage/Recharge: Level 35
    (48) Kinetic Combat - Damage/Endurance/Recharge: Level 35


    Level 49: Earth's Embrace
    (A) Recharge Reduction IO: Level 50
    (50) Recharge Reduction IO: Level 50
    (50) Recharge Reduction IO: Level 50


    ------------
    Level 1: Brawl
    (A) Empty


    Level 1: Sprint
    (A) Empty


    Level 2: Rest
    (A) Empty


    Level 1: Containment
    Level 0: Ninja Run
    ------------
    Set Bonus Totals:
    9.5% DamageBuff(Smashing)
    9.5% DamageBuff(Lethal)
    9.5% DamageBuff(Fire)
    9.5% DamageBuff(Cold)
    9.5% DamageBuff(Energy)
    9.5% DamageBuff(Negative)
    9.5% DamageBuff(Toxic)
    9.5% DamageBuff(Psionic)
    14.3% Defense(Smashing)
    14.3% Defense(Lethal)
    3% Defense(Fire)
    3% Defense(Cold)
    6.75% Defense(Energy)
    6.75% Defense(Negative)
    3% Defense(Psionic)
    8.63% Defense(Melee)
    4.88% Defense(Ranged)
    3% Defense(AoE)
    2.25% Max End
    4% Enhancement(Confused)
    3% Enhancement(Immobilize)
    5% Enhancement(Heal)
    81.3% Enhancement(RechargeTime)
    72% Enhancement(Accuracy)
    103 HP (10.1%) HitPoints
    Knockback (Mag -4)
    Knockup (Mag -4)
    MezResist(Confused) 2.5%
    MezResist(Held) 2.5%
    MezResist(Immobilize) 9.1%
    MezResist(Sleep) 2.5%
    MezResist(Stun) 2.5%
    MezResist(Terrorized) 2.5%
    25% (0.42 End/sec) Recovery
    58% (2.46 HP/sec) Regeneration
    7.56% Resistance(Fire)
    7.56% Resistance(Cold)
    1.88% Resistance(Negative)



    ------------
    Set Bonuses:
    Basilisk's Gaze
    (Strangler)
    2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    2% (0.03 End/sec) Recovery
    7.5% Enhancement(RechargeTime)


    Touch of the Nictus
    (Transfusion)
    19.1 HP (1.88%) HitPoints
    9% Enhancement(Accuracy)
    5% Enhancement(Heal)
    2.25% Max End


    Gravitational Anchor
    (Roots)
    4% (0.07 End/sec) Recovery


    Enfeebled Operation
    (Roots)
    3% Enhancement(Immobilize)
    1.88% Resistance(Negative)
    2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)


    Coercive Persuasion
    (Seeds of Confusion)
    4% (0.07 End/sec) Recovery
    4% Enhancement(Confused)
    4% DamageBuff(All)
    10% Enhancement(RechargeTime)


    Luck of the Gambler
    (Combat Jumping)
    7.5% Enhancement(RechargeTime)


    Numina's Convalescence
    (Health)
    12% (0.51 HP/sec) Regeneration
    19.1 HP (1.88%) HitPoints


    Unbreakable Constraint
    (Vines)
    4% (0.07 End/sec) Recovery
    2.52% Resistance(Fire,Cold)
    15% Enhancement(Accuracy)
    10% Enhancement(RechargeTime)


    Kinetic Combat
    (Kick)
    MezResist(Immobilize) 2.75%
    15.3 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Ragnarok
    (Carrion Creepers)
    4% (0.07 End/sec) Recovery
    2.52% Resistance(Fire,Cold)
    15% Enhancement(Accuracy)
    10% Enhancement(RechargeTime)


    Steadfast Protection
    (Tough)
    1.5% (0.03 End/sec) Recovery
    3% Defense(All)
    Knockback Protection (Mag -4)


    Reactive Armor
    (Tough)
    MezResist(Immobilize) 1.1%
    1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


    Luck of the Gambler
    (Weave)
    10% (0.42 HP/sec) Regeneration
    11.4 HP (1.13%) HitPoints
    9% Enhancement(Accuracy)
    7.5% Enhancement(RechargeTime)


    Soulbound Allegiance
    (Fly Trap)
    16% (0.68 HP/sec) Regeneration


    Expedient Reinforcement
    (Fly Trap)
    Status Resistance 2.5%
    3% DamageBuff(All)
    6.25% Enhancement(RechargeTime)


    Efficacy Adaptor
    (Transference)
    11.4 HP (1.13%) HitPoints
    1.5% (0.03 End/sec) Recovery
    10% (0.42 HP/sec) Regeneration
    2.5% DamageBuff(All)
    5% Enhancement(RechargeTime)


    Absolute Amazement
    (Fissure)
    4% (0.07 End/sec) Recovery
    2.52% Resistance(Fire,Cold)
    15% Enhancement(Accuracy)
    10% Enhancement(RechargeTime)


    Luck of the Gambler
    (Rock Armor)
    10% (0.42 HP/sec) Regeneration
    11.4 HP (1.13%) HitPoints
    9% Enhancement(Accuracy)
    7.5% Enhancement(RechargeTime)


    Kinetic Combat
    (Seismic Smash)
    MezResist(Immobilize) 2.75%
    15.3 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)






    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  8. Here's my build to add to your confusion. :P

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    As you can see, there's lots of different and successful fire/kin builds. All you do "really" need is the soft-capped s/l defense. The rest of the build should focus on the fastest way (and safest) to kill a mob, which is what mine does.

    First thing to know is when farming, FS will (or should) keep your dmg capped the entire way if you're moving fast enough from mob to mob. With that in mind, you should slot your 3 best dmg dealing powers accordingly.

    Hotfeet with all procs. Its the only way you can increase its dmg past the cap. Some might scream about the end cost and yes its high. But with a solid attack chain, transference will be up often enough to keep you going. Firecages, slot for ACC and get the GravAnch proc in there. And fissure, the +Rech proc is a must and slot for stun. No need for dmg enhs in there due to FS capping your dmg!

    The rest...is really debatable so long as you have that 45% s/l defense.

    Good luck!
  9. Quote:
    Originally Posted by MentalMaden View Post
    Oh please, a fire/kin can still be "good" and buff their teammates. It's not that hard and doesn't take that much time out of that "good fire/kin-ing".
    Maybe so...I dunno.

    I don't have either SB or ID on my fire/kin so I really don't care lol. If I want to be the teams buffbot, I'll play my plant/kin.
  10. You mentioned you want a good team/farm build, well here it is. If people ***** that you dont have speed boost or ID, they probably suck anyways so just ignore it. I've never been on a team where a person has commented on my build being "bad" because it doesnt have either of those powers. Any besides, if you're buffing others, then you're not being a very good fire/kin IMO.

    Enjoy


    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Level 50 Natural Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Stone Mastery

    Hero Profile:
    ------------
    Level 1: Char
    (A) Basilisk's Gaze - Accuracy/Hold: Level 30
    (3) Basilisk's Gaze - Accuracy/Recharge: Level 30
    (3) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
    (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30


    Level 1: Transfusion
    (A) Touch of the Nictus - Healing: Level 50
    (5) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 50
    (7) Touch of the Nictus - Accuracy/Healing: Level 50
    (17) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 50
    (23) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50


    Level 2: Fire Cages
    (A) Gravitational Anchor - Chance for Hold: Level 50
    (7) Gravitational Anchor - Immobilize/Recharge: Level 50
    (17) Enfeebled Operation - Accuracy/Recharge: Level 50
    (19) Enfeebled Operation - Accuracy/Immobilize: Level 50
    (23) Enfeebled Operation - Accuracy/Endurance: Level 50
    (29) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50


    Level 4: Siphon Power
    (A) Recharge Reduction IO: Level 50


    Level 6: Combat Jumping
    (A) Luck of the Gambler - Recharge Speed: Level 50
    (21) Red Fortune - Defense/Endurance: Level 50
    (21) Red Fortune - Endurance/Recharge: Level 50
    (31) Red Fortune - Defense/Endurance/Recharge: Level 50
    (46) Red Fortune - Defense: Level 50
    (46) Red Fortune - Endurance: Level 50


    Level 8: Hot Feet
    (A) Eradication - Chance for Energy Damage: Level 30
    (9) Impeded Swiftness - Chance of Damage(Smashing): Level 30
    (9) Obliteration - Chance for Smashing Damage: Level 50
    (11) Armageddon - Chance for Fire Damage: Level 50
    (11) Scirocco's Dervish - Chance of Damage(Lethal): Level 50


    Level 10: Siphon Speed
    (A) Recharge Reduction IO: Level 50


    Level 12: Flashfire
    (A) Stupefy - Accuracy/Recharge: Level 50
    (13) Stupefy - Endurance/Stun: Level 50
    (13) Stupefy - Accuracy/Endurance: Level 50
    (15) Stupefy - Stun/Range: Level 50
    (15) Stupefy - Accuracy/Stun/Recharge: Level 50


    Level 14: Super Jump
    (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50


    Level 16: Hurdle
    (A) Jumping IO: Level 50


    Level 18: Health
    (A) Miracle - +Recovery: Level 40
    (19) Numina's Convalescence - +Regeneration/+Recovery: Level 50


    Level 20: Stamina
    (A) Performance Shifter - Chance for +End: Level 50


    Level 22: Hasten
    (A) Recharge Reduction IO: Level 50
    (37) Recharge Reduction IO: Level 50
    (46) Recharge Reduction IO: Level 50


    Level 24: Cinders
    (A) Unbreakable Constraint - Chance for Smashing Damage: Level 50
    (25) Unbreakable Constraint - Hold/Recharge: Level 50
    (25) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
    (27) Unbreakable Constraint - Accuracy/Recharge: Level 50
    (27) Unbreakable Constraint - Endurance/Hold: Level 50


    Level 26: Boxing
    (A) Kinetic Combat - Accuracy/Damage: Level 35
    (31) Kinetic Combat - Damage/Endurance: Level 35
    (34) Kinetic Combat - Damage/Recharge: Level 35
    (34) Kinetic Combat - Damage/Endurance/Recharge: Level 35


    Level 28: Tough
    (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    (29) Steadfast Protection - Knockback Protection: Level 30
    (39) Reactive Armor - Endurance/Recharge: Level 40
    (39) Reactive Armor - Endurance: Level 40
    (43) Reactive Armor - Resistance: Level 40
    (50) Reactive Armor - Resistance/Endurance: Level 40


    Level 30: Weave
    (A) Luck of the Gambler - Recharge Speed: Level 50
    (31) Red Fortune - Defense/Endurance: Level 50
    (39) Red Fortune - Endurance: Level 50
    (40) Red Fortune - Defense: Level 50
    (40) Red Fortune - Defense/Endurance/Recharge: Level 50
    (40) Red Fortune - Endurance/Recharge: Level 50


    Level 32: Fire Imps
    (A) Call to Arms - Accuracy/Recharge: Level 30
    (33) Call to Arms - Accuracy/Damage: Level 30
    (33) Call to Arms - Damage/Endurance: Level 30
    (33) Call to Arms - Accuracy/Damage/Recharge: Level 30
    (34) Call to Arms - Endurance/Damage/Recharge: Level 30


    Level 35: Transference
    (A) Efficacy Adaptor - EndMod: Level 50
    (36) Efficacy Adaptor - EndMod/Recharge: Level 50
    (36) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
    (36) Efficacy Adaptor - Accuracy/Recharge: Level 50
    (37) Efficacy Adaptor - EndMod/Accuracy: Level 50
    (37) Efficacy Adaptor - EndMod/Endurance: Level 50


    Level 38: Fulcrum Shift
    (A) Recharge Reduction IO: Level 50


    Level 41: Fissure
    (A) Force Feedback - Chance for +Recharge: Level 50
    (42) Absolute Amazement - Chance for ToHit Debuff: Level 50
    (42) Absolute Amazement - Stun/Recharge: Level 50
    (42) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
    (43) Absolute Amazement - Accuracy/Recharge: Level 50
    (43) Absolute Amazement - Endurance/Stun: Level 50


    Level 44: Seismic Smash
    (A) Kinetic Combat - Accuracy/Damage: Level 35
    (45) Kinetic Combat - Damage/Endurance: Level 35
    (45) Kinetic Combat - Damage/Recharge: Level 35
    (45) Kinetic Combat - Damage/Endurance/Recharge: Level 35


    Level 47: Rock Armor
    (A) Luck of the Gambler - Recharge Speed: Level 50
    (48) Luck of the Gambler - Defense: Level 50
    (48) Luck of the Gambler - Defense/Endurance: Level 50
    (48) Luck of the Gambler - Defense/Endurance/Recharge: Level 50


    Level 49: Earth's Embrace
    (A) Recharge Reduction IO: Level 50
    (50) Recharge Reduction IO: Level 50
    (50) Recharge Reduction IO: Level 50


    ------------
    Level 1: Brawl
    (A) Empty


    Level 1: Sprint
    (A) Empty


    Level 2: Rest
    (A) Empty


    Level 1: Containment
    ------------
    Set Bonus Totals:
    6.5% DamageBuff(Smashing)
    6.5% DamageBuff(Lethal)
    6.5% DamageBuff(Fire)
    6.5% DamageBuff(Cold)
    6.5% DamageBuff(Energy)
    6.5% DamageBuff(Negative)
    6.5% DamageBuff(Toxic)
    6.5% DamageBuff(Psionic)
    14.3% Defense(Smashing)
    14.3% Defense(Lethal)
    3% Defense(Fire)
    3% Defense(Cold)
    6.75% Defense(Energy)
    6.75% Defense(Negative)
    3% Defense(Psionic)
    8.63% Defense(Melee)
    4.88% Defense(Ranged)
    3% Defense(AoE)
    2.25% Max End
    3% Enhancement(Stun)
    77.5% Enhancement(RechargeTime)
    48% Enhancement(Accuracy)
    3% Enhancement(Immobilize)
    5% Enhancement(Heal)
    106.8 HP (10.5%) HitPoints
    Knockback (Mag -8)
    Knockup (Mag -8)
    MezResist(Immobilize) 11%
    22% (0.37 End/sec) Recovery
    20% (0.85 HP/sec) Regeneration
    1.89% Resistance(Smashing)
    1.89% Resistance(Lethal)
    7.56% Resistance(Fire)
    7.56% Resistance(Cold)
    1.88% Resistance(Negative)



    ------------
    Set Bonuses:
    Basilisk's Gaze
    (Char)
    2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    2% (0.03 End/sec) Recovery
    7.5% Enhancement(RechargeTime)


    Touch of the Nictus
    (Transfusion)
    19.1 HP (1.88%) HitPoints
    9% Enhancement(Accuracy)
    5% Enhancement(Heal)
    2.25% Max End


    Gravitational Anchor
    (Fire Cages)
    4% (0.07 End/sec) Recovery


    Enfeebled Operation
    (Fire Cages)
    3% Enhancement(Immobilize)
    1.88% Resistance(Negative)
    2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)


    Luck of the Gambler
    (Combat Jumping)
    7.5% Enhancement(RechargeTime)


    Red Fortune
    (Combat Jumping)
    MezResist(Immobilize) 2.2%
    1.26% Resistance(Fire,Cold)
    2% DamageBuff(All)
    5% Enhancement(RechargeTime)


    Stupefy
    (Flashfire)
    2.5% (0.04 End/sec) Recovery
    19.1 HP (1.88%) HitPoints
    3% Enhancement(Stun)
    6.25% Enhancement(RechargeTime)


    Blessing of the Zephyr
    (Super Jump)
    Knockback Protection (Mag -4)


    Unbreakable Constraint
    (Cinders)
    4% (0.07 End/sec) Recovery
    2.52% Resistance(Fire,Cold)
    15% Enhancement(Accuracy)
    10% Enhancement(RechargeTime)


    Kinetic Combat
    (Boxing)
    MezResist(Immobilize) 2.75%
    15.3 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Steadfast Protection
    (Tough)
    1.5% (0.03 End/sec) Recovery
    3% Defense(All)
    Knockback Protection (Mag -4)


    Reactive Armor
    (Tough)
    MezResist(Immobilize) 1.1%
    1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


    Luck of the Gambler
    (Weave)
    7.5% Enhancement(RechargeTime)


    Red Fortune
    (Weave)
    MezResist(Immobilize) 2.2%
    1.26% Resistance(Fire,Cold)
    2% DamageBuff(All)
    5% Enhancement(RechargeTime)


    Call to Arms
    (Fire Imps)
    2.5% (0.04 End/sec) Recovery
    15.3 HP (1.5%) HitPoints
    6.25% Enhancement(RechargeTime)
    1.89% Resistance(Smashing,Lethal)


    Efficacy Adaptor
    (Transference)
    11.4 HP (1.13%) HitPoints
    1.5% (0.03 End/sec) Recovery
    10% (0.42 HP/sec) Regeneration
    2.5% DamageBuff(All)
    5% Enhancement(RechargeTime)


    Absolute Amazement
    (Fissure)
    4% (0.07 End/sec) Recovery
    2.52% Resistance(Fire,Cold)
    15% Enhancement(Accuracy)
    10% Enhancement(RechargeTime)


    Kinetic Combat
    (Seismic Smash)
    MezResist(Immobilize) 2.75%
    15.3 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Luck of the Gambler
    (Rock Armor)
    10% (0.42 HP/sec) Regeneration
    11.4 HP (1.13%) HitPoints
    9% Enhancement(Accuracy)
    7.5% Enhancement(RechargeTime)






    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  11. Quote:
    Originally Posted by Great_White_555 View Post
    Fly is simply a travel power. For fights and all other purposes it will be Siphon Speed that gets me around.
    lol...that will get annoying fast.
  12. And IMO, get rid of fly or change your Epic power pool. Fissure and fly just doesnt work.
  13. Best slotting for hotfeet is the following assuming you have some decent global Acc bonuses....

    Level 8: Hot Feet
    (A) Eradication - Chance for Energy Damage: Level 30
    (9) Impeded Swiftness - Chance of Damage(Smashing): Level 30
    (9) Obliteration - Chance for Smashing Damage: Level 50
    (11) Armageddon - Chance for Fire Damage: Level 50
    (11) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
  14. I have both a fire/kin and plant/kin.

    When I team, I use the plant/kin. When I farm, I use the fire/kin. I believe you'll be happy with either or.
  15. Quote:
    Originally Posted by Pinkpup View Post

    And Fulcrum Shift, just 3 slots... that's plain crazy (most folks I know have 2 crafted acc IO and 3 crafted recharge IO). Yes, its that important!
    I use just 1 rech IO in mine and it works just fine.
  16. Quote:
    Originally Posted by Arkyaeon View Post
    my suggestions were simply based on recharge, obviously you didn't see that >_> I saw the path they took with the build and looked at optimizing it --They were just suggestions based off a quick observation.


    @WA your ignorance on slotting EE is ... impressive. If you had read what I typed you might understand why I say that. Why would you NOT put heals in it when it will recharge just as fast. Not everyone has accolades, plus it makes it an even better heal...
    If it takes 400 to cap your hp, then having a heal that gives you 401 doesnt make it better. The purpose of EE on a good farm toon isnt the size of the heal, but to cap your hp and having enough rech makes that perma. If you need to heal (which you shouldnt much with capped s/l), then use transfusion.

    Dont be lazy, get the accolades.
  17. Build 1 looks REALLY close to the build I have.

    --Replace Doc Wounds in Transfusion with Touch of the Nictus

    --Dont do any of the above suggestions. You don't need 5 Enfeebled, just 4 for the Smash/Lethal defense. You dont need rags in fissure due to fulcrum capping your dmg output. Keep AbsolAmaz in fissure and Stupify in FF. With Accolades, EE caps you with the 3 Rech IOs like you have. No need for heal/rech IOs.

    Here's my final build I use for farming just about anything I want to....

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Level 50 Natural Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Stone Mastery

    Hero Profile:
    ------------
    Level 1: Char
    (A) Basilisk's Gaze - Accuracy/Hold: Level 30
    (3) Basilisk's Gaze - Accuracy/Recharge: Level 30
    (3) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
    (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30


    Level 1: Transfusion
    (A) Touch of the Nictus - Healing: Level 50
    (5) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 50
    (7) Touch of the Nictus - Accuracy/Healing: Level 50
    (17) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 50
    (23) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50


    Level 2: Fire Cages
    (A) Gravitational Anchor - Chance for Hold: Level 50
    (7) Gravitational Anchor - Immobilize/Recharge: Level 50
    (17) Enfeebled Operation - Accuracy/Recharge: Level 50
    (19) Enfeebled Operation - Accuracy/Immobilize: Level 50
    (23) Enfeebled Operation - Accuracy/Endurance: Level 50
    (29) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50


    Level 4: Siphon Power
    (A) Recharge Reduction IO: Level 50


    Level 6: Combat Jumping
    (A) Luck of the Gambler - Recharge Speed: Level 50
    (21) Red Fortune - Defense/Endurance: Level 50
    (21) Red Fortune - Endurance/Recharge: Level 50
    (31) Red Fortune - Defense/Endurance/Recharge: Level 50
    (46) Red Fortune - Defense: Level 50
    (46) Red Fortune - Endurance: Level 50


    Level 8: Hot Feet
    (A) Eradication - Chance for Energy Damage: Level 30
    (9) Impeded Swiftness - Chance of Damage(Smashing): Level 30
    (9) Obliteration - Chance for Smashing Damage: Level 50
    (11) Armageddon - Chance for Fire Damage: Level 50
    (11) Scirocco's Dervish - Chance of Damage(Lethal): Level 50


    Level 10: Siphon Speed
    (A) Recharge Reduction IO: Level 50


    Level 12: Flashfire
    (A) Stupefy - Accuracy/Recharge: Level 50
    (13) Stupefy - Endurance/Stun: Level 50
    (13) Stupefy - Accuracy/Endurance: Level 50
    (15) Stupefy - Stun/Range: Level 50
    (15) Stupefy - Accuracy/Stun/Recharge: Level 50


    Level 14: Super Jump
    (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50


    Level 16: Hurdle
    (A) Jumping IO: Level 50


    Level 18: Health
    (A) Miracle - +Recovery: Level 40
    (19) Numina's Convalescence - +Regeneration/+Recovery: Level 50


    Level 20: Stamina
    (A) Performance Shifter - Chance for +End: Level 50


    Level 22: Hasten
    (A) Recharge Reduction IO: Level 50
    (37) Recharge Reduction IO: Level 50
    (46) Recharge Reduction IO: Level 50


    Level 24: Cinders
    (A) Unbreakable Constraint - Chance for Smashing Damage: Level 50
    (25) Unbreakable Constraint - Hold/Recharge: Level 50
    (25) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
    (27) Unbreakable Constraint - Accuracy/Recharge: Level 50
    (27) Unbreakable Constraint - Endurance/Hold: Level 50


    Level 26: Boxing
    (A) Kinetic Combat - Accuracy/Damage: Level 35
    (31) Kinetic Combat - Damage/Endurance: Level 35
    (34) Kinetic Combat - Damage/Recharge: Level 35
    (34) Kinetic Combat - Damage/Endurance/Recharge: Level 35


    Level 28: Tough
    (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    (29) Steadfast Protection - Knockback Protection: Level 30
    (39) Reactive Armor - Endurance/Recharge: Level 40
    (39) Reactive Armor - Endurance: Level 40
    (43) Reactive Armor - Resistance: Level 40
    (50) Reactive Armor - Resistance/Endurance: Level 40


    Level 30: Weave
    (A) Luck of the Gambler - Recharge Speed: Level 50
    (31) Red Fortune - Defense/Endurance: Level 50
    (39) Red Fortune - Endurance: Level 50
    (40) Red Fortune - Defense: Level 50
    (40) Red Fortune - Defense/Endurance/Recharge: Level 50
    (40) Red Fortune - Endurance/Recharge: Level 50


    Level 32: Fire Imps
    (A) Call to Arms - Accuracy/Recharge: Level 30
    (33) Call to Arms - Accuracy/Damage: Level 30
    (33) Call to Arms - Damage/Endurance: Level 30
    (33) Call to Arms - Accuracy/Damage/Recharge: Level 30
    (34) Call to Arms - Endurance/Damage/Recharge: Level 30


    Level 35: Transference
    (A) Efficacy Adaptor - EndMod: Level 50
    (36) Efficacy Adaptor - EndMod/Recharge: Level 50
    (36) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
    (36) Efficacy Adaptor - Accuracy/Recharge: Level 50
    (37) Efficacy Adaptor - EndMod/Accuracy: Level 50
    (37) Efficacy Adaptor - EndMod/Endurance: Level 50


    Level 38: Fulcrum Shift
    (A) Recharge Reduction IO: Level 50


    Level 41: Fissure
    (A) Force Feedback - Chance for +Recharge: Level 50
    (42) Absolute Amazement - Chance for ToHit Debuff: Level 50
    (42) Absolute Amazement - Stun/Recharge: Level 50
    (42) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
    (43) Absolute Amazement - Accuracy/Recharge: Level 50
    (43) Absolute Amazement - Endurance/Stun: Level 50


    Level 44: Seismic Smash
    (A) Kinetic Combat - Accuracy/Damage: Level 35
    (45) Kinetic Combat - Damage/Endurance: Level 35
    (45) Kinetic Combat - Damage/Recharge: Level 35
    (45) Kinetic Combat - Damage/Endurance/Recharge: Level 35


    Level 47: Rock Armor
    (A) Luck of the Gambler - Recharge Speed: Level 50
    (48) Luck of the Gambler - Defense: Level 50
    (48) Luck of the Gambler - Defense/Endurance: Level 50
    (48) Luck of the Gambler - Defense/Endurance/Recharge: Level 50


    Level 49: Earth's Embrace
    (A) Recharge Reduction IO: Level 50
    (50) Recharge Reduction IO: Level 50
    (50) Recharge Reduction IO: Level 50


    ------------
    Level 1: Brawl
    (A) Empty


    Level 1: Sprint
    (A) Empty


    Level 2: Rest
    (A) Empty


    Level 1: Containment
    ------------
    Set Bonus Totals:
    6.5% DamageBuff(Smashing)
    6.5% DamageBuff(Lethal)
    6.5% DamageBuff(Fire)
    6.5% DamageBuff(Cold)
    6.5% DamageBuff(Energy)
    6.5% DamageBuff(Negative)
    6.5% DamageBuff(Toxic)
    6.5% DamageBuff(Psionic)
    14.3% Defense(Smashing)
    14.3% Defense(Lethal)
    3% Defense(Fire)
    3% Defense(Cold)
    6.75% Defense(Energy)
    6.75% Defense(Negative)
    3% Defense(Psionic)
    8.63% Defense(Melee)
    4.88% Defense(Ranged)
    3% Defense(AoE)
    2.25% Max End
    3% Enhancement(Stun)
    77.5% Enhancement(RechargeTime)
    48% Enhancement(Accuracy)
    3% Enhancement(Immobilize)
    5% Enhancement(Heal)
    106.8 HP (10.5%) HitPoints
    Knockback (Mag -8)
    Knockup (Mag -8)
    MezResist(Immobilize) 11%
    22% (0.37 End/sec) Recovery
    20% (0.85 HP/sec) Regeneration
    1.89% Resistance(Smashing)
    1.89% Resistance(Lethal)
    7.56% Resistance(Fire)
    7.56% Resistance(Cold)
    1.88% Resistance(Negative)



    ------------
    Set Bonuses:
    Basilisk's Gaze
    (Char)
    2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    2% (0.03 End/sec) Recovery
    7.5% Enhancement(RechargeTime)


    Touch of the Nictus
    (Transfusion)
    19.1 HP (1.88%) HitPoints
    9% Enhancement(Accuracy)
    5% Enhancement(Heal)
    2.25% Max End


    Gravitational Anchor
    (Fire Cages)
    4% (0.07 End/sec) Recovery


    Enfeebled Operation
    (Fire Cages)
    3% Enhancement(Immobilize)
    1.88% Resistance(Negative)
    2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)


    Luck of the Gambler
    (Combat Jumping)
    7.5% Enhancement(RechargeTime)


    Red Fortune
    (Combat Jumping)
    MezResist(Immobilize) 2.2%
    1.26% Resistance(Fire,Cold)
    2% DamageBuff(All)
    5% Enhancement(RechargeTime)


    Stupefy
    (Flashfire)
    2.5% (0.04 End/sec) Recovery
    19.1 HP (1.88%) HitPoints
    3% Enhancement(Stun)
    6.25% Enhancement(RechargeTime)


    Blessing of the Zephyr
    (Super Jump)
    Knockback Protection (Mag -4)


    Unbreakable Constraint
    (Cinders)
    4% (0.07 End/sec) Recovery
    2.52% Resistance(Fire,Cold)
    15% Enhancement(Accuracy)
    10% Enhancement(RechargeTime)


    Kinetic Combat
    (Boxing)
    MezResist(Immobilize) 2.75%
    15.3 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Steadfast Protection
    (Tough)
    1.5% (0.03 End/sec) Recovery
    3% Defense(All)
    Knockback Protection (Mag -4)


    Reactive Armor
    (Tough)
    MezResist(Immobilize) 1.1%
    1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


    Luck of the Gambler
    (Weave)
    7.5% Enhancement(RechargeTime)


    Red Fortune
    (Weave)
    MezResist(Immobilize) 2.2%
    1.26% Resistance(Fire,Cold)
    2% DamageBuff(All)
    5% Enhancement(RechargeTime)


    Call to Arms
    (Fire Imps)
    2.5% (0.04 End/sec) Recovery
    15.3 HP (1.5%) HitPoints
    6.25% Enhancement(RechargeTime)
    1.89% Resistance(Smashing,Lethal)


    Efficacy Adaptor
    (Transference)
    11.4 HP (1.13%) HitPoints
    1.5% (0.03 End/sec) Recovery
    10% (0.42 HP/sec) Regeneration
    2.5% DamageBuff(All)
    5% Enhancement(RechargeTime)


    Absolute Amazement
    (Fissure)
    4% (0.07 End/sec) Recovery
    2.52% Resistance(Fire,Cold)
    15% Enhancement(Accuracy)
    10% Enhancement(RechargeTime)


    Kinetic Combat
    (Seismic Smash)
    MezResist(Immobilize) 2.75%
    15.3 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Luck of the Gambler
    (Rock Armor)
    10% (0.42 HP/sec) Regeneration
    11.4 HP (1.13%) HitPoints
    9% Enhancement(Accuracy)
    7.5% Enhancement(RechargeTime)






    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  18. Quote:
    Originally Posted by Myriad View Post
    Hmm... wouldn't it be better to five slot it with Armageddon (without the Damage IO) instead? Mids gives a damage value of 18.1 with the Armageddon set but only 16.9 for the five damage procs. Plus 5-slotted Armageddon gives some nice global bonus and has better accuracy. And if you 6-slot Hotfeet you could either reduce endurance consumption to a manageable level or raise the damage value to 19.5 by adding a damage proc to 5-slotted Armageddon.
    Or did you leave that out because of the price?
    dmg values don't matter with fulcrum shift.

    So if you're maxed on dmg with fs, the only way to increase dmg is to proc out the power. EndRed doesnt matter either with transference and enough global rech.
  19. If you're any sort of decent farmer, slotting hotfeet for endred, dmg, and acc is a waste.

    Level 8: Hot Feet
    (A) Eradication - Chance for Energy Damage: Level 30
    (9) Impeded Swiftness - Chance of Damage(Smashing): Level 30
    (9) Obliteration - Chance for Smashing Damage: Level 50
    (11) Armageddon - Chance for Fire Damage: Level 50
    (11) Scirocco's Dervish - Chance of Damage(Lethal): Level 50

    Pure win...
  20. Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Level 50 Natural Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Stone Mastery

    Hero Profile:
    ------------
    Level 1: Char
    (A) Basilisk's Gaze - Accuracy/Hold: Level 30
    (3) Basilisk's Gaze - Accuracy/Recharge: Level 30
    (3) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
    (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30


    Level 1: Transfusion
    (A) Touch of the Nictus - Healing: Level 50
    (5) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 50
    (7) Touch of the Nictus - Accuracy/Healing: Level 50
    (17) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 50
    (23) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50


    Level 2: Fire Cages
    (A) Gravitational Anchor - Chance for Hold: Level 50
    (7) Gravitational Anchor - Immobilize/Recharge: Level 50
    (17) Enfeebled Operation - Accuracy/Recharge: Level 50
    (19) Enfeebled Operation - Accuracy/Immobilize: Level 50
    (23) Enfeebled Operation - Accuracy/Endurance: Level 50
    (29) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50


    Level 4: Siphon Power
    (A) Recharge Reduction IO: Level 50


    Level 6: Combat Jumping
    (A) Luck of the Gambler - Recharge Speed: Level 50
    (21) Red Fortune - Defense/Endurance: Level 50
    (21) Red Fortune - Endurance/Recharge: Level 50
    (31) Red Fortune - Defense/Endurance/Recharge: Level 50
    (46) Red Fortune - Defense: Level 50
    (46) Red Fortune - Endurance: Level 50


    Level 8: Hot Feet
    (A) Eradication - Chance for Energy Damage: Level 30
    (9) Impeded Swiftness - Chance of Damage(Smashing): Level 30
    (9) Obliteration - Chance for Smashing Damage: Level 50
    (11) Armageddon - Chance for Fire Damage: Level 50
    (11) Scirocco's Dervish - Chance of Damage(Lethal): Level 50


    Level 10: Siphon Speed
    (A) Recharge Reduction IO: Level 50


    Level 12: Flashfire
    (A) Stupefy - Accuracy/Recharge: Level 50
    (13) Stupefy - Endurance/Stun: Level 50
    (13) Stupefy - Accuracy/Endurance: Level 50
    (15) Stupefy - Stun/Range: Level 50
    (15) Stupefy - Accuracy/Stun/Recharge: Level 50


    Level 14: Super Jump
    (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50


    Level 16: Hurdle
    (A) Jumping IO: Level 50


    Level 18: Health
    (A) Miracle - +Recovery: Level 40
    (19) Numina's Convalescence - +Regeneration/+Recovery: Level 50


    Level 20: Stamina
    (A) Performance Shifter - Chance for +End: Level 50


    Level 22: Hasten
    (A) Recharge Reduction IO: Level 50
    (37) Recharge Reduction IO: Level 50
    (46) Recharge Reduction IO: Level 50


    Level 24: Cinders
    (A) Unbreakable Constraint - Chance for Smashing Damage: Level 50
    (25) Unbreakable Constraint - Hold/Recharge: Level 50
    (25) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
    (27) Unbreakable Constraint - Accuracy/Recharge: Level 50
    (27) Unbreakable Constraint - Endurance/Hold: Level 50


    Level 26: Boxing
    (A) Kinetic Combat - Accuracy/Damage: Level 35
    (31) Kinetic Combat - Damage/Endurance: Level 35
    (34) Kinetic Combat - Damage/Recharge: Level 35
    (34) Kinetic Combat - Damage/Endurance/Recharge: Level 35


    Level 28: Tough
    (A) Steadfast Protection - Resistance/+Def 3%: Level 30
    (29) Steadfast Protection - Knockback Protection: Level 30
    (39) Reactive Armor - Endurance/Recharge: Level 40
    (39) Reactive Armor - Endurance: Level 40
    (43) Reactive Armor - Resistance: Level 40
    (50) Reactive Armor - Resistance/Endurance: Level 40


    Level 30: Weave
    (A) Luck of the Gambler - Recharge Speed: Level 50
    (31) Red Fortune - Defense/Endurance: Level 50
    (39) Red Fortune - Endurance: Level 50
    (40) Red Fortune - Defense: Level 50
    (40) Red Fortune - Defense/Endurance/Recharge: Level 50
    (40) Red Fortune - Endurance/Recharge: Level 50


    Level 32: Fire Imps
    (A) Call to Arms - Accuracy/Recharge: Level 30
    (33) Call to Arms - Accuracy/Damage: Level 30
    (33) Call to Arms - Damage/Endurance: Level 30
    (33) Call to Arms - Accuracy/Damage/Recharge: Level 30
    (34) Call to Arms - Endurance/Damage/Recharge: Level 30


    Level 35: Transference
    (A) Efficacy Adaptor - EndMod: Level 50
    (36) Efficacy Adaptor - EndMod/Recharge: Level 50
    (36) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
    (36) Efficacy Adaptor - Accuracy/Recharge: Level 50
    (37) Efficacy Adaptor - EndMod/Accuracy: Level 50
    (37) Efficacy Adaptor - EndMod/Endurance: Level 50


    Level 38: Fulcrum Shift
    (A) Recharge Reduction IO: Level 50


    Level 41: Fissure
    (A) Force Feedback - Chance for +Recharge: Level 50
    (42) Absolute Amazement - Chance for ToHit Debuff: Level 50
    (42) Absolute Amazement - Stun/Recharge: Level 50
    (42) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
    (43) Absolute Amazement - Accuracy/Recharge: Level 50
    (43) Absolute Amazement - Endurance/Stun: Level 50


    Level 44: Seismic Smash
    (A) Kinetic Combat - Accuracy/Damage: Level 35
    (45) Kinetic Combat - Damage/Endurance: Level 35
    (45) Kinetic Combat - Damage/Recharge: Level 35
    (45) Kinetic Combat - Damage/Endurance/Recharge: Level 35


    Level 47: Rock Armor
    (A) Luck of the Gambler - Recharge Speed: Level 50
    (48) Luck of the Gambler - Defense: Level 50
    (48) Luck of the Gambler - Defense/Endurance: Level 50
    (48) Luck of the Gambler - Defense/Endurance/Recharge: Level 50


    Level 49: Earth's Embrace
    (A) Recharge Reduction IO: Level 50
    (50) Recharge Reduction IO: Level 50
    (50) Recharge Reduction IO: Level 50


    ------------
    Level 1: Brawl
    (A) Empty


    Level 1: Sprint
    (A) Empty


    Level 2: Rest
    (A) Empty


    Level 1: Containment
    ------------
    Set Bonus Totals:
    6.5% DamageBuff(Smashing)
    6.5% DamageBuff(Lethal)
    6.5% DamageBuff(Fire)
    6.5% DamageBuff(Cold)
    6.5% DamageBuff(Energy)
    6.5% DamageBuff(Negative)
    6.5% DamageBuff(Toxic)
    6.5% DamageBuff(Psionic)
    14.3% Defense(Smashing)
    14.3% Defense(Lethal)
    3% Defense(Fire)
    3% Defense(Cold)
    6.75% Defense(Energy)
    6.75% Defense(Negative)
    3% Defense(Psionic)
    8.63% Defense(Melee)
    4.88% Defense(Ranged)
    3% Defense(AoE)
    2.25% Max End
    3% Enhancement(Stun)
    77.5% Enhancement(RechargeTime)
    48% Enhancement(Accuracy)
    3% Enhancement(Immobilize)
    5% Enhancement(Heal)
    106.8 HP (10.5%) HitPoints
    Knockback (Mag -8)
    Knockup (Mag -8)
    MezResist(Immobilize) 11%
    22% (0.37 End/sec) Recovery
    20% (0.85 HP/sec) Regeneration
    1.89% Resistance(Smashing)
    1.89% Resistance(Lethal)
    7.56% Resistance(Fire)
    7.56% Resistance(Cold)
    1.88% Resistance(Negative)



    ------------
    Set Bonuses:
    Basilisk's Gaze
    (Char)
    2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    2% (0.03 End/sec) Recovery
    7.5% Enhancement(RechargeTime)


    Touch of the Nictus
    (Transfusion)
    19.1 HP (1.88%) HitPoints
    9% Enhancement(Accuracy)
    5% Enhancement(Heal)
    2.25% Max End


    Gravitational Anchor
    (Fire Cages)
    4% (0.07 End/sec) Recovery


    Enfeebled Operation
    (Fire Cages)
    3% Enhancement(Immobilize)
    1.88% Resistance(Negative)
    2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)


    Luck of the Gambler
    (Combat Jumping)
    7.5% Enhancement(RechargeTime)


    Red Fortune
    (Combat Jumping)
    MezResist(Immobilize) 2.2%
    1.26% Resistance(Fire,Cold)
    2% DamageBuff(All)
    5% Enhancement(RechargeTime)


    Stupefy
    (Flashfire)
    2.5% (0.04 End/sec) Recovery
    19.1 HP (1.88%) HitPoints
    3% Enhancement(Stun)
    6.25% Enhancement(RechargeTime)


    Blessing of the Zephyr
    (Super Jump)
    Knockback Protection (Mag -4)


    Unbreakable Constraint
    (Cinders)
    4% (0.07 End/sec) Recovery
    2.52% Resistance(Fire,Cold)
    15% Enhancement(Accuracy)
    10% Enhancement(RechargeTime)


    Kinetic Combat
    (Boxing)
    MezResist(Immobilize) 2.75%
    15.3 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Steadfast Protection
    (Tough)
    1.5% (0.03 End/sec) Recovery
    3% Defense(All)
    Knockback Protection (Mag -4)


    Reactive Armor
    (Tough)
    MezResist(Immobilize) 1.1%
    1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)


    Luck of the Gambler
    (Weave)
    7.5% Enhancement(RechargeTime)


    Red Fortune
    (Weave)
    MezResist(Immobilize) 2.2%
    1.26% Resistance(Fire,Cold)
    2% DamageBuff(All)
    5% Enhancement(RechargeTime)


    Call to Arms
    (Fire Imps)
    2.5% (0.04 End/sec) Recovery
    15.3 HP (1.5%) HitPoints
    6.25% Enhancement(RechargeTime)
    1.89% Resistance(Smashing,Lethal)


    Efficacy Adaptor
    (Transference)
    11.4 HP (1.13%) HitPoints
    1.5% (0.03 End/sec) Recovery
    10% (0.42 HP/sec) Regeneration
    2.5% DamageBuff(All)
    5% Enhancement(RechargeTime)


    Absolute Amazement
    (Fissure)
    4% (0.07 End/sec) Recovery
    2.52% Resistance(Fire,Cold)
    15% Enhancement(Accuracy)
    10% Enhancement(RechargeTime)


    Kinetic Combat
    (Seismic Smash)
    MezResist(Immobilize) 2.75%
    15.3 HP (1.5%) HitPoints
    3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)


    Luck of the Gambler
    (Rock Armor)
    10% (0.42 HP/sec) Regeneration
    11.4 HP (1.13%) HitPoints
    9% Enhancement(Accuracy)
    7.5% Enhancement(RechargeTime)






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  21. War_Admiral

    Imps

    I use 5 Call to Arms and call it a day.
  22. War_Admiral

    The Demon Farm

    Quote:
    Originally Posted by macskull View Post
    since you won't have a defense-based shield and won't have Earth's Embrace.
    Why not?

    I use my Fire/Kin/Stone on the demon farm just fine. Just because its demons, doesnt mean you HAVE to use the fire epic.