War_Admiral

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  1. Quote:
    Originally Posted by MentalMaden View Post
    I get 52 and 53s on that mission even with 0 level setting. I think it's just the way its made.
    Yeah, there's some purple 53 ltns that come when solo. When you add just 1 other person, they become bosses and slow the entire "farm" down....especially if said other person is just door sitting to be PLed.

    I love the farm....for tickets. I set it to 0/8 and I'm in and out in 5-7 minutes for 1500 tickets. If I run 2 accounts, I'll use a fire/sonic (50) alond with my fire/kin.....turns those bosses to soup.

    Running it on +4/8 is just...stupid.
  2. Felicia, you were useless during the raid.

    All you did was put me on follow (Fire Retarded), spam your heals (auto-heal ftw?), and fail to TP out the team of the bloom when called upon. Nicely done.

    That is all I'll say....
  3. I tried farming on my Plant/Kin (King Cannabis) a while back. For whatever reason, I could never get him to go as fast as I could when farming on my Fire/Kin.

    It just seemed weird to me... :/
  4. I think the teaming aspect of your build got lost in the grilling of the Masters build...which is fair enough. lol....I really dont like his and would love to watch him farm +4s on his AE mish. I think he face-plants more than he's leading on or uses other buffs to get him through. Side by side his build is inferior to mine and +4/8 even gave me some problems with some of the dmg spikes the 53 bosses were putting out.

    But all things being the same, I would find a slot for the +rech proc in fissure. It's glorious. I really dont know how I managed for so long using Fireball before making the switch to stone epic. It kinda eliminates the need for siphon speed and hits more often than you would think.
  5. Quote:
    Originally Posted by spiritfox View Post
    I got the Regen Tissue IO for 5k influence because someone listed it cheap, where as a 50 numina's like 20 mill and I have alts to feed, so I don't particularly care. Though, there's absolutely no reason I need to buy another purple for a build that doesn't need additional recharge. Occasionally getting char from 2.5 to 2.2 seconds recharge or shaving a half a second off of Fissure or Seismic smash really isn't going to make a ton of difference.

    And I never said anything like perfect. I just said my build is damn sight better than the OP's. Hell, I still am trying to figure out where I can work ID into the build because I love having it for teaming, makes me feel more useful.
    Just have 2 builds. My farmer doesnt have ID, SB, or IR but my teamer does.

    I tried going the farmer/teamer way long ago and just didnt like it at all. When I was on farms, I would get n00bs asking for SB. Enough was enough so all team buffs are gone from the farm build.
  6. Quote:
    Originally Posted by Fiery-Enforcer View Post
    Not having one proc in a power certainly doesn't make a build bad especially on a high recharge Kin build + Hasten + 3-4 stacked Siphon Speed. But I do agree having the FF +rech proc would help.
    Well ya, that one slotting issue doesnt make the entire build "bad", but its a huge miss in terms of slotting that power correctly, IMO.

    I guess it's not really fair to compare a farm build with a farm/teaming build. If I have a farm build, why do I care if I can hit EBs and AVs? I'll never fight them solo thus accuracy isnt that big of concern. I have FS slotted with 1 rech and it works just fine.

    Running this guys AE mission, I was dmg capped every run the entire way.

    I could pick apart a lot of things if this were a "farm" build, but since its a farm/teaming build, some things could slide...IE 6 slotting single target attacks like char and seismic smash. Hotfeet is another area that's been discussed recently and infact I just proc'd out my kin and removed the purple set. I most likely will keep it that way.

    It's not like you have to stop to hit transference. If there's time to 3-4 stack siphon speed, there's time to pop transference w/o it being a huge time waster.

    I dont know about everyone else, but I like to breath and move at a reasonable pace when farming. I dont find it necessary to button push 100 miles an hour to try to prove I'm the fastest.

    One last note to the "MASTER". I must say, I really like your farm. However its unecessary to run it +4/8. It works great at 0/8 if your just farming for tickets. *Note* I stopped PLing people awhile back so I do farming for purps/tickets only now.
  7. Anyone who has Ragnaroks in Fissure without the +Rech proc doesnt really have too much room to talk about "bad builds"....if you ask me.

    And FYI....if you replace that Regen Tissue proc in health with the Numina heal single, you get more regen overall. Yours is not perfect either.
  8. Your farm has a bubbling ally on it :P

    Dude...
  9. Yeah, farming in general is pretty boring to me and to be honest, its tailed off A LOT since they nerfed the AE. However I do find myself in there grinding away for tickets. I probably spend an hour or so a day. That's enough time for me to score 9999 tickets which I turn into orange salvage to craft my recipes that I roll from TF's. :P

    If I want purple drops, I run my demon farm. Very seldom do I load up the BM farm but since the demon farm is no longer available (so I've been told), I can see why the BM farm is somewhat popular.
  10. I dont even use my Fire/Kin for the BM farm....

    When I farm on my fire/kin, I'm either farming demons, or in the AE for tickets. The BM farm is for my Spines/WP scrapper.
  11. Quote:
    Originally Posted by GavinRuneblade View Post
    War Admiral, would it workout the same to swap combat-jump and SJ with Hover and fly? Or close enough to make no difference?
    The slotting would be exactly the same.

    You could put the LoTG Proc + the Red Fortune set in hover and the BotZ KB proc in fly. However, I'm not sure how that would play in a farm.....flying that is.

    I've always used CJ/SJ.
  12. Ewwww...

    The further I read, the worse it gets. Tactics and Manuevers?

    hahahaha!

    No +rech proc in fissure? This build is fail...
  13. War_Admiral

    + recharge proc

    It's 100% win in fissure.
  14. Quote:
    Originally Posted by Fiery-Enforcer View Post
    My guess is that Stupefy is in Flashfire because it is indeed cheap and gives out decent recharge and HP bonus. Procs do not work the same in toggle powers compared to attacks, only every 10 seconds the proc checks and it has a 20% chance to go off, or whatever the specific proc is. And as for Stamina, 3 slotting does add to the recovery, I'm assuming War Admiral left only the base slot because of the amount of global recharge the build has, Transference will be up a lot.
    Correct.

    I don't see the need in slotting up stamina when you have maybe the best end recovery power in the game at your disposal.

    Just slot for def, +rech and enough HP that Earths Embrace caps your HP.
  15. Quote:
    Originally Posted by Coldmed View Post
    well its a nice build..just to comment on a couple of things

    a farm build with weave and mnanevers?...nah!

    the resistance from tough and fire sheild is enough..id pick up cj, and sj over that....place your lotg in cj .

    i know your going the defense route but strictly from a farm build...its not needed..the mobs are easy and trying to soft cap defense on farm builds is fine on shield tanks but on a fire/kin is just a waste

    you wanna maximize recharge not maximize defense..this way mobs die faster and your xp skyrockets..not cause you dont wanna be hit
    Or you can maximize both defense and +rech and farm anything in the game....

    But if you like resistance better.....more to ya! I use to think the same way until I changed to stone. It's the only epic that makes sense for a farmer.
  16. Quote:
    Originally Posted by DRAIDE View Post
    I agree with War Adrimal on his build, my current farm build is very similar. I do have one question for him tho. An extreme farm build will be capped at damage which is the solid reasoning for the abs amaz slots on fissure. Have you tried proc slotting on hot feet?
    Havent tried it, but its a solid concept and I have every intention on removing the purp set and using the procs instead.

    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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  17. oops sorry....here it is

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  18. Softcapped, around 90% global rech and with EE....max HP.

    Nothing else matters....

    Fireball sucks....Fissure is pure win.

    ***NOTE*** I currently have the Touch of the Nictus set in transfusion instead of the Doc Wounds. I found it not very reliable w/o the Accurate Healing set in there.

    Hero Plan by Mids' Hero Designer 1.401
    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) Doctored Wounds - Endurance/Recharge: Level 50
    (5) Doctored Wounds - Heal/Recharge: Level 50
    (7) Doctored Wounds - Heal/Endurance/Recharge: Level 50
    (17) Doctored Wounds - Heal: Level 50
    (23) Doctored Wounds - 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) Armageddon - Chance for Fire Damage: Level 50
    (9) Armageddon - Damage/Recharge: Level 50
    (9) Armageddon - Accuracy/Damage/Recharge: Level 50
    (11) Armageddon - Accuracy/Recharge: Level 50
    (11) Armageddon - Damage/Endurance: 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)
    3% Enhancement(Stun)
    54% Enhancement(Accuracy)
    92.5% Enhancement(RechargeTime)
    3% Enhancement(Immobilize)
    4% Enhancement(Heal)
    87.7 HP (8.63%) HitPoints
    Knockback (Mag -8)
    Knockup (Mag -8)
    MezResist(Immobilize) 11%
    MezResist(Terrorized) 2.2%
    26% (0.43 End/sec) Recovery
    20% (0.85 HP/sec) Regeneration
    1.89% Resistance(Smashing)
    1.89% Resistance(Lethal)
    11.3% Resistance(Fire)
    11.3% Resistance(Cold)
    1.88% Resistance(Negative)
  19. no problem.

    To be honest, a lot of the purples I have in my build have dropped while farming. So if you stick with it long enough, the build somewhat pays for itself....if you get a little lucky
  20. And dont worry about the end cost of hotfeet. If you have a solid attack chain, you'll be hitting Transference w/o any worries of your end bottoming out.
  21. Ok, now that I'm done laughing, I'll post my build. Maybe you can take some things away from it. Not saying its "Teh Bestest" build out there, but it works great vs everything I've farmed and I dont plan on ever changing it.

    However, I wouldnt use this build outside of farming. Like Silas said, you really need to have speed boost/Increase Density if you team....which is why a second build is quite handy even if it just has SOs.

    ***NOTE*** I currently have the Touch of the Nictus set in transfusion instead of the Doc Wounds. I found it not very reliable w/o the Accurate Healing set in there.

    Hero Plan by Mids' Hero Designer 1.401
    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) Doctored Wounds - Endurance/Recharge: Level 50
    (5) Doctored Wounds - Heal/Recharge: Level 50
    (7) Doctored Wounds - Heal/Endurance/Recharge: Level 50
    (17) Doctored Wounds - Heal: Level 50
    (23) Doctored Wounds - 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) Armageddon - Chance for Fire Damage: Level 50
    (9) Armageddon - Damage/Recharge: Level 50
    (9) Armageddon - Accuracy/Damage/Recharge: Level 50
    (11) Armageddon - Accuracy/Recharge: Level 50
    (11) Armageddon - Damage/Endurance: 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)
    3% Enhancement(Stun)
    54% Enhancement(Accuracy)
    92.5% Enhancement(RechargeTime)
    3% Enhancement(Immobilize)
    4% Enhancement(Heal)
    87.7 HP (8.63%) HitPoints
    Knockback (Mag -8)
    Knockup (Mag -8)
    MezResist(Immobilize) 11%
    MezResist(Terrorized) 2.2%
    26% (0.43 End/sec) Recovery
    20% (0.85 HP/sec) Regeneration
    1.89% Resistance(Smashing)
    1.89% Resistance(Lethal)
    11.3% Resistance(Fire)
    11.3% 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)

    Doctored Wounds
    (Transfusion)
    MezResist(Terrorized) 2.2%
    1.26% Resistance(Fire,Cold)
    4% Enhancement(Heal)
    5% Enhancement(RechargeTime)

    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)

    Armageddon
    (Hot Feet)
    4% (0.07 End/sec) Recovery
    2.52% Resistance(Fire,Cold)
    15% Enhancement(Accuracy)
    10% 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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  22. Quote:
    Originally Posted by LazarusKane View Post
    Alright I know you guys are saying... "He dont have FlashFire or Cinders". I posted the post to see some Ideas. I dont need FF nor cinders, I pwn a full map of warriors lvl 53 +8 team size. I can run a map within 17-23 mins. So for the person who said "Im tired of seeing crapy builds blah blah blah" its defiently not crappy ok. I can pwn in farming and Pvp at the sametime and not get bored. Flashfire is for newb non experienced players that havnt played a fire/kin before. But ill let you keep talking. I have plent of people on freedom that tell me im a crazy farm. Also I charge 10mill and get a team of 4 easly. Well with that said, thanks and have a nice day. Smoke the tweed one in awhile, it will calm your nerves! Bahahaha
    lolol
  23. Like Local Man said, slot for recharge and recovery. With perma-PA, nothing else matters much. Infact, when I solo GMs/AVs on mine, I don't run any toggles except for my Rad toggles. No shields, No hover, no SI, nothing.

    All you need to do is survive the recast of PA and you're golden.
  24. Found it on our SG website :P

    ***NOTE*** I currently have the Touch of the Nictus set in transfusion instead of the Doc Wounds. I found it not very reliable w/o the Accurate Healing set in there.

    Hero Plan by Mids' Hero Designer 1.401
    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) Doctored Wounds - Endurance/Recharge: Level 50
    (5) Doctored Wounds - Heal/Recharge: Level 50
    (7) Doctored Wounds - Heal/Endurance/Recharge: Level 50
    (17) Doctored Wounds - Heal: Level 50
    (23) Doctored Wounds - 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) Armageddon - Chance for Fire Damage: Level 50
    (9) Armageddon - Damage/Recharge: Level 50
    (9) Armageddon - Accuracy/Damage/Recharge: Level 50
    (11) Armageddon - Accuracy/Recharge: Level 50
    (11) Armageddon - Damage/Endurance: 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)
    3% Enhancement(Stun)
    54% Enhancement(Accuracy)
    92.5% Enhancement(RechargeTime)
    3% Enhancement(Immobilize)
    4% Enhancement(Heal)
    87.7 HP (8.63%) HitPoints
    Knockback (Mag -8)
    Knockup (Mag -8)
    MezResist(Immobilize) 11%
    MezResist(Terrorized) 2.2%
    26% (0.43 End/sec) Recovery
    20% (0.85 HP/sec) Regeneration
    1.89% Resistance(Smashing)
    1.89% Resistance(Lethal)
    11.3% Resistance(Fire)
    11.3% 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)

    Doctored Wounds
    (Transfusion)
    MezResist(Terrorized) 2.2%
    1.26% Resistance(Fire,Cold)
    4% Enhancement(Heal)
    5% Enhancement(RechargeTime)

    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)

    Armageddon
    (Hot Feet)
    4% (0.07 End/sec) Recovery
    2.52% Resistance(Fire,Cold)
    15% Enhancement(Accuracy)
    10% 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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