rbfalife's Fire/Kinetic's Guide (Long)


Dark_Hipocrates

 

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Rbfalife’s Fire/Kinetics Guide

I. Introduction


There are several different dynamics that can be viewed when building a Fire/Kinetic’s Controller. Choosing which direction to choose is the biggest selection of them all. You can either go for more damage, more towards buffing, or even resistance/defense. So to help you with your desires of having a Fire/Kinetic’s Controller that suits your needs, I have created this guide. Enjoy.


 

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Rbfalife’s Fire/Kinetics Guide

II. Fire Control

Ring of Fire: Immobilizes target in a Ring of Fire. Deals Fire damage over time. More Resilient foes may require multiple Rings. (Moderate Damage; Foe Immobilization).
Recommendation: This power is more for those seeking one on one damage.
Slotting: Put two accuracy’s and two damages.
Hamidon Origins: Two Endoplasm Exposure’s and Two Peroxisome Exposure’s.
Invention Origins: Five Decimations.

Char: Incapacitates a targeted foe at a distance by charring him with smoldering soot and cinders. (Moderate Damage; Foe Hold).
Recommendation: This power should be chosen with all Fire/Kinetic Controllers.
Slotting: Two accuracy’s, two damages, and one hold.
Hamidon Origins: Two Endoplasm Exposure‘s and One Peroxisome Exposure.
Invention Origins: Five Decimations.

Fire Cages: Immobilizes a group, with Fire damage over time. Less damage then Ring of Fire, but affects several foes. (Minor Damage; Foe Immobilization).
Recommendation: Choose with all Fire/Kinetics.
Slotting: Put two accuracy’s, one damage, and one Reduce Endurance Cost.
Hamidon Origins: Two Endoplasm Exposure‘s and One Peroxisome Exposure.
Invention Origins: Five Gravitational Anchors.

Smoke: Most Foes in affected area can’t see past melee range. If attacked, they see you, but have am accuracy Penalty. (Foe -Perception).
Recommendation: Good for Fire/Kinetics who rely less on Resistance’s and Defenses.
Slotting: Put two ToHit Debuffs on this power.
Hamidon Origins: Two Enzyme Exposure’s.
Invention Origins: Six Dampened Spirits.

Hot Feet: While active, heats the earth in a large area around you, slowing nearby foes as they attempt to escape. (Minor Damage).
Recommendation: Good Power, choose for all Fire/Kinetics seeking good damage on their containment.
Slotting: Put two Damages and two Reduce Endurance Costs.
Hamidon Origins: Two Nucleolus Exposure’s and two Reduce Endurance Costs.
Invention Origins: Five Armageddon’s.

Flashfire: Hurls Flashfire at a group of foes to disorient them and deal some damage over time (Minor Damage; Foe Disorient).
Recommendation: Good Power and helps greatly. Recommend for all Fire/Kinetics.
Slotting: Put two Accuracy’s, two Recharge Reductions, and one Stun Duration. Hamidon Origins: Three Endoplasm Exposure’s and two Recharge Reduction.
Invention Origins: Five Absolute Amazements.

Cinders: Incapacitates a group of foes around you by whirling cinders to choke and leave them helpless. (Foe Hold.)
Recommendation: Another useful power all Fire/Kinetics should have and use.
Slotting: Two Accuracy’s, three Hold Durations, and one Recharge Reduction.
Hamidon Origins: Three Endoplasm Exposure’s and two Recharge Reduction.
Invention Origins: Five Unbreakable Constraints.

Bonfire: Drops a burning fire on the ground that knocks back and burns any foes who try to pass through it. (Minor Damage; Foe Knockback)
Recommendation: Used for emergency’s, skip if you can get a better power.
Slotting: One Damage, One Recharge Reduction, and One Reduce Endurance Cost.
Hamidon Origins: One Centriole Exposure and On Recharge Reduction.

Fire Imps: Summons 3 small Fire Imps to attack nearby foes. Fire Imps can be healed and buffed. Type /release_pets to dismiss them. (Moderate Damage).
Recommendation: Fire/Kinetics should all have this power.
Slotting: Three Accuracy’s and Three Damages.
Hamidon Origins: Three Nucleolus Exposure’s.
Invention Origins: Four Soulbound Allegiance; One Sovereign Right +Resistance to all


 

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Rbfalife’s Fire/Kinetics Guide

III. Kinetics

Transfusion Converts target‘s endurance into hit points for you and allies near the target (Team +Heal; Foe -Endurance -Regeneration)
Recommendation: you must have this power.
Slotting: Put two accuracy’s and three Healings.
Hamidon Origins: Three Golgi Exposure
Invention Origins: Five Doctored Wounds; One Miracle (+ Recovery)

Siphon Power Siphons damage potential from a targeted foe increasing your own and that of your nearby allies. (Self +dmg; Foe -dmg)
Recommendation: Skip-able at higher levels, needed at lower levels.
Slotting: One accuracy and One Recharge Reduction
Hamidon Origins: N/A
Invention Origins: N/A

Repel Creates a zone of Kinetic Energy that violently repels foes. Endurance cost is based on number of foes repelled. (Foe Knockback)
Recommendation: Good for Player Vs Player events but not to well in PvE
Slotting: Two Reduce Endurance Costs
Hamidon Origins: n/a
Invention Origins: n/a

Siphon Speed: Siphons the speed from a targeted foe, reducing the movement speed, and increasing your own. (Self +Speed +Recharge; Foe -Speed, -Recharge
Recommendation: Recommended for all Fire/Kinetics.
Slotting: One Accuracy, Two Recharge Reductions.
Hamidon Origins: Two Enzyme Exposure’s.
Invention Origins: Six Dampened Spirits.

Increase Density: Target ally is slower, but freed and resistant to Disorient, Immobilize, Hold, Knockback, and some damage. (Ally +Special)
Recommendation: Good Power for teams and buffing pets.
Slotting: Three Resist Damage.
Hamidon Origins: Three Ribosome Exposure.
Invention Origins: Four Impervium Armor and One Resist Damage.

Speed Boost Hastens targeted ally. Movement speed, attack rate, and Endurance Recovey are all greatly increased.
Recommendation: Good Power for teams and buffing Imps.
Slotting: One Increase Run Speed; One Endurance Modification.
Hamidon Origins: N/A
Invention Origins: Three Efficacy Adaptor’s.

Intertial Reduction: Reduces you and all nearby allies’ Inertia. Affected Heroes can jump incredible distances for a while. (Self +Jump; Ally +Jump)
Recommendation: Useful if you choose not to take a travel power.
Slotting: Two Recharge Reductions.
Hamidon Origins: Three Microfilament Exposures.
Invention Origins: Three Unbound Leaps.

Transference: Transfers some of a target’s endurance to you and your allies near the target. (Self +Endurance; Allies +Endurance; For -Endurance)
Recommendation: This power should be taken with all Fire/Kinetics.
Slotting: Two Accuracy’s; Two Endurance Modifications; Two Recharge Reductions.
Hamidon Origins: n/a
Invention Origins: Six Efficacy Adaptors

Fulcrum Shift: Transfers nearby foes’ combat power to allies. They do less damage; your team does more. The more the better. (Team +Damage; Foe -dmg (20%))
Recommendation: All Fire/Kinetics should take this power.
Slotting: Three Accuracy’s and Two Recharge Reductions
Hamidon Origins: N/A
Invention Origins: N/A


 

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Rbfalife’s Fire/Kinetics Guide

IV. Power Pools

Concealment

Stealth: You can only be seen at very close range. You can attack, but if you do so, you will be discovered. Even if discovered, you are still hard to see and have a bonus to defense, but your movement speed is Reduced.
Recommendation: Useful
Slotting: Two Defense; Two Endurance Reductions.
Hamidon Origins: Two Cytoskeleton Exposures
Invention Origins: One Luck of the Gambler +7.5% Recharge Reduction

Grant Invisibility: Gives Targeted ally full invisibility for a short whole. While invisible, he can’t be detected unless he attacks. If discovered he is still hard to see and has a bonus to defense.
Recommendation: Useful
Slotting: Two Defense
Hamidon Origins: Two Cytoskeleton Exposures
Invention Origins: One Luck of the Gambler +7.5% Recharge Reduction

Invisibility: While this power is active, you are all but impossible to detect and have a defense bonus. However, while invisible you cannot attack, and can only use powers that affect yourself.
Recommendation: Useful
Slotting: Two Defense; Two Endurance Reductions.
Hamidon Origins: Two Cytoskeleton Exposures
Invention Origins: One Luck of the Gambler +7.5% Recharge Reduction

[b Phase Shift: [/b] You Phase Shift to go out of sync with normal space. Although you do not become completely invisible, you are translucent and hard to see. You become intangible, and cannot affect or be affected by those in normal space.
Recommendation: Not Useful.


Fighting

Boxing: A decent punch that has a small chance to Disorient foes.
Recommendation: Useful to replace with Brawl.
Slotting: One accuracy.
Hamidon Origins: One Nucleolus Exposure’s.
Invention Origins: n/a

Kick: A modest kicking attack that has a small chance to knock opponents down.
Recommendation: Useful to replace with Brawl.
Slotting: One accuracy.
Hamidon Origins: One Nucleolus Exposure’s.
Invention Origins: n/a

Tough: While active, you are tough and slightly resistant to Smashing and Lethal damage.
Recommendation: Useful for Fire/Kinetics going for more Resistance/Defense.
Slotting: Three Resist Damages; Two Reduce Endurance Costs
Hamidon Origins: Three Ribosome Exposures
Invention Origins: Four Impervium Armor; One Steadfast Protection (Knockback Protection)

Weave: While active, you bob and weave, and increase your defense to melee and ranged attacks.
Recommendation: Useful for Fire/Kinetics going for more Defense/Resistance
Slotting: Three Defenses; Two Reduce Endurance Costs
Hamidon Origins: Three Cytoskeleton Exposures’
Invention Origins: Two Gift of the Ancients (Def/End; Def/Rech/End); Two Kismet (Def/End; Def/Rech/End); One Luck of the Gambler (7.5% Recharge)


Fitness:

Swift: You can naturally travel slightly faster than normal. This ability is an Auto power; it does not cost endurance and does not need to be activated.
Recommendation: Useful
Slotting: One Increase Run Speed.
Hamidon Origins: One Microfilament Exposure’s
Invention Origins: n/a

Hurdle: You can naturally jump higher than normal. This ability is an Auto power; it does not cost Endurance and does not need to be activated.
Recommendation: Useful
Slotting: One Increase Jump Speed.
Hamidon Origins: One Microfilament Exposure’s
Invention Origins: n/a

Health: You heal slightly faster than a normal person. This ability is an Auto power, it does not cost Endurance and does not need to be activated.
Recommendation: Useful
Slotting: One Heal.
Hamidon Origins: One Golgi Exposure.
Invention Origins: One Numina’s Convalescence (Unique: +Regeneration/Recovery); One Miracle (Unique +Miracle)

Stamina: You recover your Endurance a bit more quickly. This ability is an Auto Power; it does not cost Endurance and does not need to be activated.
Recommendation: Useful
Slotting: Three Endurance Modifications
Hamidon Origins: n/a
Invention Origins: Six Efficacy Adaptors


Flight:

Hover: For hovering and aerial combat. It is much slower than normal Fly, but provides some Defense, offers good air control, costs almost no endurance, and has none of the penalties associated with Fly. Hover when fighting other flying foes.
Recommendation: Not Useful

Air Superiority This two-handed overhead melee attack nearly always knocks a flying target to the ground.
Recommendation: Not Useful

Fly: Allows you to travel large distances quickly, but it burns a lot of endurance and you will fall if you run out before landing. Your fly speed increases with your level. Note that your accuracy while using Fly is reduced. Hover is a more effective Flight power for aerial combat.
Recommendation: Not Useful

Group Fly: You can endow nearby teammates with flight. Be mindful! Your friends will fall if you run out of endurance or if they travel too far away from you. Group Fly is slower than Fly, but costs less Endurance. However, each teammate you carry costs additional Endurance. Flying heroes suffer from reduced accuracy.
Recommendation: Not Useful


Leadership:

Maneuvers: While active, this power increases the Defense of you and all nearby teammates.
Recommendation: Useful
Slotting: Two Defenses; Two Reduce Endurance Costs
Hamidon Origins: Three Cytoskeleton Exposures.
Invention Origins: Five Red Fortunes; one Luck of the Gambler (7.5% Recharge)

Assault: While this power is active, your empower you and your nearby teammates with a bonus to damage.
Recommendation: Useful
Slotting: Three Reduce Endurance Cost
Hamidon Origins: n/a
Invention Origins: n/a

Tactics: While this power is active, your grant yourself and all nearby teammates an accuracy bonus.
Recommendation: Useful
Slotting: Three ToHit Buffs; Two Reduce Endurance Costs
Hamidon Origins: Three Cytoskeletons
Invention Origins: Five Adjusted Targeting and One Gaussian’s Synchronized Fire-Control (Chance for Build-Up)

Vengeance: When a teammate is defeated and you activate this power, you give you and all nearby teammates Defense, Accuracy, and Damage bonuses.
Recommendation: Useful
Slotting: Two Defenses; Two ToHit Buffs; Two Recharge Reductions
Hamidon Origins: Three Membrane Exposures
Invention Origins: One Luck of the Gambler (7.5% Recharge); Three Membrane Exposures


Leaping:

Jump Kick: A good jumping kick attack that can knock an opponent back. Good if you are looking for another attack power
Recommendation: Not Useful

Combat Jumping: While active, Combat Jumping increases your defense. Also moderately increases your jump height and distance with good air control.
Recommendation: Useful
Slotting: Two Defenses; Two Reduce Endurance Cost
Hamidon Origins: Two Cytoskeleton Exposures
Invention Origins: One Luck of the Gambler (7.5% recharge); One Cytoskeleton Exposure.

Super Jump: While this is active, you can leap great distances and heights, easily Jumping over buildings and from rooftop to rooftop.
Recommendation: Useful
Slotting: One Jump Speed.
Hamidon Origins: One Microfilament Exposure.
Invention Origins: n/a

Acrobatics: While this is active, you are nimble and Acrobatic avoiding most knock back effects and resistant to Hold effects.
Recommendation: Useful
Slotting: Two Reduce Endurance Costs
Hamidon Origins: n/a
Invention Origins: n/a


Medicine

Aid Other: Heals a single targeted Hero. This power is interruptible, so you shouldn’t use this in combat.
Recommendation: Not Useful

Stimulant: Frees an ally from Immobilization, Sleep, Disorient, or Hold Effects, leaving him briefly resistant to such effect. This is interruptible and shouldn’t be used in the heat of combat.
Recommendation: Not Useful

Aid Self: Allows you to heal yourself. This power is interruptible.
Recommendation: Not Useful.

Resuscitate: Revives a fallen Hero, but he is very weak and must rest to regain his strength. This power is interruptible.
Recommendation: Not Useful


Presence

Challenge Challenges a foe to attack you. Use this to pull a villain off an ally in trouble or away from a mob or foes. Not as effective as a typical Tanker or scrapper taunt power.
Recommendation: Not Useful

Provoke Attracts the attention of a foe and all those around him. Use this to pull villains off an ally in trouble.
Recommendation: Not Useful

Intimidate: Threatens a single for and scares him away for a brief while.
Recommendation: Not Useful.

Invoke Panic: Causes Sheer Terror in foes around you so that they run away.
Recommendation: Not useful


Speed

Flurry: Unleashes a super fast flurry of punches to pummel your foe. May disorient the target.
Recommendation: Not Useful

Hasten: Reduces the recharge of all powers for 120 seconds. Although Hasten doesn’t cost any endurance to activate, you can tire easily because endurance does not recover more quickly. After Hasten wears off, you become tired and will lose some endurance.
Recommendation: Useful
Slotting: Three Reduce Recharge Speed
Hamidon Origins: n/a
Invention Origins: n/a

Super Speed: You run at super-human speeds. While running at Super Speed, you may pass by enemies without being noticed.
Recommendation: Useful
Slotting: Two Run Speeds
Hamidon Origins: Two Microfilament Exposures
Invention Origins: n/a

Whirlwind: You spin at an amazing Speed to create a Whirlwind around yourself. Any foes that enter this whirlwind will be tossed into the air.
Recommendation: Not Useful


Teleportation

Recall Friend: Teleports one of your teammates to a targeted location next to you. The target must be a teammate and can be selected from the Team Window. You can also rescue a fallen teammate who may be in a hostile or inaccessible location, as long as he is on the same map. This power can be interrupted.
Recommendation: Useful
Slotting: One Reduce Endurance Cost
Hamidon Origins: n/a
Invention Origins: n/a

Teleport Foe: Teleports a single targeted foe directly next to you. A successful hit must be made in order to teleport the target, and more powerful foes cannot be teleported. This power can be interrupted:
Recommendation: Useful for PvP
Slotting: Two Accuracy’s; Two Recharge Reduction’s
Hamidon Origins: n/a
Invention Origins: n/a

Teleport: Teleports long distances. Teleport has no recharge time, and can be reactivated without pause, as long as you have endurance.
Recommendation: Useful
Slotting: Two Ranges, and Two Reduce Endurance Costs
Hamidon Origins: Two Microfilaments
Invention Origins: n/a

Team Teleport: Teleport you and your nearby teammates (even those defeated to a targeted location. Teammates must be in close proximity to you. This process can be quite a strain on you; each teammate teleported adds to the Endurance Costs. This power can be interrupted.
Recommendation: Not Useful


 

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Rbfalife’s Fire/Kinetics Guide

V. Epic Powers

Fire Mastery

Fire Blast: Sends a blast of fire at a targeted foe and sets them ablaze for a short time.
Recommendation: Useful
Slotting: Two Accuracy’s; Three Damages
Hamidon Origins: Three Nucleolus Exposures
Invention Origins: Five Decimations or Five Apocalypse’s

Fire Ball: Hurls an exploding ball of fire that consumes a targeted foe and all nearby enemies.
Recommendation: Useful
Slotting: Two Accuracy’s and Three Damages.
Hamidon Origins: Three Nucleolus Exposure’s
Invention Origins: Five Ragnarok’s

Fire Shield: While this power is active you have good resistance to Smashing, Lethal, and Fire Damage. Fire Shield also adds minimal resistance to cold damage.
Recommendation: Useful
Slotting: Two Resist Damage; Two Endurance Reductions.
Hamidon Origins: Three Ribosome Exposure’s.
Invention Origins: Five Impervious Skin’s and One Ribosome Exposure.

Consume: You can drain heat from all nearby foes to replenish your own endurance. The more foes affected the more endurance is gained. Foes affected have minimal Fire Damage upon them.
Recommendation: Useful
Slotting: Three Recharge Reductions
Hamidon Origins: n/a
Invention Origins: n/a


Ice Mastery

Ice Blast: Hurls a shard of Ice at a targeted foe and slows their attack and movement for a short while.
Recommendation: Useful.
Slotting: Two Accuracy’s; Three Damages
Hamidon Origins: Three Nucleolus Exposure’s.
Invention Origins: Five Decimations or Five Apocalypse’s

Hibernation: When you activate this power, you encase yourself in a block of solid ice, making yourself invulnerable, though you are frozen solid and can not attack. While hibernating with this block of ice, you recover Health and Endurance at an amazingly fast rate. You can emerge at anytime by deactivating the power. You can not hibernate for more then 30 seconds.
Recommendation: Useful
Slotting: Three Recharge Reductions
Hamidon Origins: n/a
Invention Origins: n/a

Frozen Armor: While active, you cover yourself in rock hard frozen armor. The hardness of the frozen armor offers good defense to smashing and lethal damage as well as resistance to cold damage. Also fire attack deal slightly less damage.
Recommendation: Useful
Slotting: Three Defenses; Two Reduce Endurance Costs
Hamidon Origins: Three Cytoskeleton Exposure’s
Invention Origins: Five Red Fortunes; One Luck of the Gambler (7.5% Recharge)

Ice Storm: Your Shred your foes with an Ice Storm. This power deals a lot of damage in a large area and can slow foes recharge and movement speed.
Recommendation: Useful.
Slotting: Three damages; Two Recharge Reductions
Hamidon Origins: n/a
Invention Origins: Five Positrons Blast or Five Ragnarok’s


Primal Force Mastery

Power Blast: Sends a focused beam of energy at a foe that can knock him back.
Recommendation: Useful.
Slotting: Two Accuracy’s; Three Damages
Hamidon Origins: Three Nucleolus Exposure’s.
Invention Origins: Five Decimations or Five Apocalypse’s

Conserve Power: While activated, you expand less endurance on all your powers for a while.
Recommendation: Useful
Slotting: Three Recharge Reductions
Hamidon Origins: n/a
Invention Origins: n/a

Temp Invulnerability: While activated, you have high resistance to smashing and lethal damage.
Recommendation: Useful
Slotting: Two Resist Damage; Two Endurance Reductions.
Hamidon Origins: Three Ribosome Exposure’s.
Invention Origins: Five Impervious Skin’s and One Ribosome Exposure.

Power Boost: Greatly Boosts the secondary effects of your powers. Your power effects such as holds, disorients, Immobilizations, Heals, Defense Buffs, Endurance Drains, and Knockbacks are all improved. The effects of Power Boost only last a short while and only affect the next couple attacks will be boosted.
Recommendation: Useful
Slotting: Three Recharge Reductions
Hamidon Origins: n/a
Invention Origins: n/a


Psionic Mastery

Mental Blast: This basic attack does moderate damage and can reduce a targets Recharge Speed.
Recommendation: Useful.
Slotting: Two Accuracy’s; Three Damages
Hamidon Origins: Two Nucleolus Exposure’s.
Invention Origins: Five Decimations or Five Apocalypse’s.

Indomitable Will: While activated, this power greatly boosts resistance to Holds, Fear, Sleep, and Disorients for 90 seconds. You also have high defense to Psionic Attacks.
Recommendation: Useful.
Slotting: Three Recharge Reductions; Three Defenses.
Hamidon Origins: n/a
Invention Origins: Two Gifts of the Ancient (Def/Rech; Def/end/Rech); Two Kismet’s (Def/Rech; Def/Rech/End); One Luck of the Gambler (7.5% Recharge); One Recharge Reduction.

Mind Over Body While activated, you activate your Mind Over Body and become Highly Resist to Smashing, Lethal, and Psionic Damage.
Recommendation: Useful
Slotting: Two Resist Damage; Two Endurance Reductions.
Hamidon Origins: Three Ribosome Exposure’s.
Invention Origins: Five Impervious Skin’s and One Ribosome Exposure.

Psionic Tornado: You unleash a whirlwind of Psionic Energy, tossing all nearby foes in the air. The Psionic Tornado deals damage and slows recharge Speed.
Recommendation: Useful
Slotting: Two Accuracy’s and Three Damages.
Hamidon Origins: Three Nucleolus Exposure’s
Invention Origins: Five Ragnarok’s

Stone Mastery:

Hurl Boulder: You are able to tear a chunk of earth from beneath your feet and throw it at your opponent.
Recommendation: Useful.
Slotting: Two Accuracy’s; Three Damages
Hamidon Origins: Two Nucleolus Exposure’s.
Invention Origins: Five Decimations or Five Apocalypse’s

Fissure: This powerful stomp causes a seismic disturbance and cracks the earth to create a fault towards a targeted foe. This may disorient and throw targets in the air.
Recommendation: Useful
Slotting: Two Accuracy’s and Three Damages.
Hamidon Origins: Three Nucleolus Exposure’s
Invention Origins: Five Ragnarok’s

Rock Armor: Your skin becomes rock when you activate this power. This makes you highly resistant to Smashing and Lethal damage.
Recommendation: Useful
Slotting: Three Defenses; Two Reduce Endurance Costs
Hamidon Origins: Three Cytoskeleton Exposure’s
Invention Origins: Five Red Fortunes; One Luck of the Gambler (7.5% Recharge)

Earth’s Embrace: You are so connected to the earth that you can draw its power to increase your own health.
Recommendation: Useful
Slotting: Three Recharge Reductions and Three Heal’s
Hamidon Origins: Three Golgi Exposures and Three Recharge Reduction.
Invention Origins: Five Doctored Wounds and One Recharge Reduction.


 

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Rbfalife’s Fire/Kinetics Guide

VI. Controlling Your Character

There are several different ways to control your controller. Here are just some tips that will help you.

Before you choose your powers, have an idea of what you want to do. You don’t want to have to respec because that involves wasting time, when you could have just done it right the first time. If you want to go for power, make sure you choose any and all powers that do damage and that will buff your damage and accuracy and recharge speed. If you want more defense and Resistant pick powers that will buff your defense, Resistant as well as debuff your opponents power. If you want a character that has equal of both is a bit harder. This is because there are many powers that do one specific thing, so picking the right powers that will help you takes time. Since you are only allowed 24 powers, which then is limited to four Power Pools and one Epic Pool.

Remember when you are a controller you are more focused on holding, stunning, and Immobilizing your foes. If you don’t have this concept in your build then you will lose your advantage as a controller. Controllers basically depend on their holds to survive soloing and team depend on controllers to keep the group of villains together in one spot and to hold any Bosses, Elite Bosses, and Arch-Villains that they come in contact with.

A group of controllers, if all focused on holding, debuffing and Buffing, can easily wipe through an Arch-Villain even without a tanker because of their multiple pets and eligibility to hold any target they come across.


 

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Rbfalife’s Fire/Kinetics Guide

VII. FAQ

Q. What is good about Fire/Kinetics.
A. Fire/Kinetics are known for their powers of holding, disorientating, and immobilizing huge groups of foes at one time while healing and buffing themselves and their teammates. Fire/Kinetics have the best crowd control then all other kind of controllers.

Q. Do you have any recommended builds for Fire/Kinetics?
A. I do. Please head to the next section for recommended builds.

-If you have any other questions please send e-mail to rrb3falife@aol.com so I can post more FAQ’s here.


 

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Rbfalife's Fire/Kinetics Build

VIII. Recommended Builds

Build for level 1-40.


Level 40 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed

Hero Profile:
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Level 1: Char Acc-I:40(A), Acc-I:40(3), Hold-I:40(9), Dmg-I:40(23), EndRdx-I:40(40)
Level 1: Transfusion Acc-I:40(A), Acc-I:40(3), Heal-I:40(5), Heal-I:40(9)
Level 2: Fire Cages Acc-I:40(A), Acc-I:40(5), Dmg-I:40(11), EndRdx-I:40(11), EndRdx-I:40(34)
Level 4: Siphon Power Acc-I:40(A), Acc-I:40(7), RechRdx-I:40(7)
Level 6: Hurdle Jump-I:40(A)
Level 8: Hot Feet Acc-I:40(A), Dmg-I:40(15), EndRdx-I:40(15), EndRdx-I:40(19), Dmg-I:40(34)
Level 10: Siphon Speed Acc-I:40(A), RechRdx-I:40(13), RechRdx-I:40(13)
Level 12: Flashfire Acc-I:40(A), Acc-I:40(19), RechRdx-I:40(25), RechRdx-I:40(27), Dsrnt-I:40(37)
Level 14: Health Heal-I:40(A)
Level 16: Hasten RechRdx-I:40(A), RechRdx-I:40(17), RechRdx-I:40(17)
Level 18: Cinders Acc-I:40(A), Acc-I:40(25), RechRdx-I:40(29), RechRdx-I:40(34), Hold-I:40(40)
Level 20: Stamina EndMod-I:40(A), EndMod-I:40(21), EndMod-I:40(21)
Level 22: Increase Density ResDam-I:40(A), ResDam-I:40(23)
Level 24: Smoke ToHitDeb-I:40(A), ToHitDeb-I:40(31)
Level 26: Speed Boost EndMod-I:40(A), EndMod-I:40(27)
Level 28: Inertial Reduction Jump-I:40(A), Jump-I:40(29)
Level 30: Ring of Fire Acc-I:40(A), Acc-I:40(31), Dmg-I:40(31)
Level 32: Fire Imps Acc-I:40(A), Acc-I:40(33), Dmg-I:40(33), Dmg-I:40(33), Dmg-I:40(40)
Level 35: Transference Acc-I:40(A), Acc-I:40(36), EndMod-I:40(36), EndMod-I:40(36), RechRdx-I:40(37), RechRdx-I:40(37)
Level 38: Fulcrum Shift Acc-I:40(A), Acc-I:40(39), RechRdx-I:40(39), RechRdx-I:40(39)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Containment
------------






Level 1-50 Regular Inventions Build:

Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php

Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Fire Mastery

Hero Profile:
------------
Level 1: Char Acc-I:50(A), Acc-I:50(3), Hold-I:50(9), Dmg-I:50(23), EndRdx-I:50(40), Hold-I:50(46)
Level 1: Transfusion Acc-I:50(A), Acc-I:50(3), Heal-I:50(5), Heal-I:50(9), Heal-I:50(50)
Level 2: Fire Cages Acc-I:50(A), Acc-I:50(5), Dmg-I:50(11), EndRdx-I:50(11), EndRdx-I:50(34), Dmg-I:50(43)
Level 4: Siphon Power Acc-I:50(A), Acc-I:50(7), RechRdx-I:50(7)
Level 6: Hurdle Jump-I:50(A)
Level 8: Hot Feet Acc-I:50(A), Dmg-I:50(15), EndRdx-I:50(15), EndRdx-I:50(19), Dmg-I:50(34)
Level 10: Siphon Speed Acc-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 12: Flashfire Acc-I:50(A), Acc-I:50(19), RechRdx-I:50(25), RechRdx-I:50(27), Dsrnt-I:50(37)
Level 14: Health Heal-I:50(A)
Level 16: Hasten RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17)
Level 18: Cinders Acc-I:50(A), Acc-I:50(25), RechRdx-I:50(29), RechRdx-I:50(34), Hold-I:50(40)
Level 20: Stamina EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Increase Density ResDam-I:50(A), ResDam-I:50(23), ResDam-I:50(43)
Level 24: Smoke ToHitDeb-I:50(A), ToHitDeb-I:50(31)
Level 26: Speed Boost EndMod-I:50(A), EndMod-I:50(27)
Level 28: Inertial Reduction Jump-I:50(A), Jump-I:50(29)
Level 30: Ring of Fire Acc-I:50(A), Acc-I:50(31), Dmg-I:50(31), Dmg-I:50(46)
Level 32: Fire Imps Acc-I:50(A), Acc-I:50(33), Dmg-I:50(33), Dmg-I:50(33), Dmg-I:50(40)
Level 35: Transference Acc-I:50(A), Acc-I:50(36), EndMod-I:50(36), EndMod-I:50(36), RechRdx-I:50(37), RechRdx-I:50(37)
Level 38: Fulcrum Shift Acc-I:50(A), Acc-I:50(39), RechRdx-I:50(39), RechRdx-I:50(39)
Level 41: Fire Ball Acc-I:50(A), Acc-I:50(42), Dmg-I:50(42), Dmg-I:50(42), Dmg-I:50(43)
Level 44: Fire Shield ResDam-I:50(A), ResDam-I:50(45), ResDam-I:50(45), EndRdx-I:50(45), EndRdx-I:50(46)
Level 47: Fire Blast Acc-I:50(A), Acc-I:50(48), Dmg-I:50(48), Dmg-I:50(48)
Level 49: Consume RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Run-I:50(A)
Level 2: Rest Empty(A)
Level 1: Containment
----------

Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php

Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Ice Mastery

Hero Profile:
------------
Level 1: Char Acc-I:50(A), Acc-I:50(3), Hold-I:50(9), Dmg-I:50(23), EndRdx-I:50(40), Hold-I:50(46)
Level 1: Transfusion Acc-I:50(A), Acc-I:50(3), Heal-I:50(5), Heal-I:50(9), Heal-I:50(50)
Level 2: Fire Cages Acc-I:50(A), Acc-I:50(5), Dmg-I:50(11), EndRdx-I:50(11), EndRdx-I:50(34), Dmg-I:50(43)
Level 4: Siphon Power Acc-I:50(A), Acc-I:50(7), RechRdx-I:50(7)
Level 6: Hurdle Jump-I:50(A)
Level 8: Hot Feet Acc-I:50(A), Dmg-I:50(15), EndRdx-I:50(15), EndRdx-I:50(19), Dmg-I:50(34)
Level 10: Siphon Speed Acc-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 12: Flashfire Acc-I:50(A), Acc-I:50(19), RechRdx-I:50(25), RechRdx-I:50(27), Dsrnt-I:50(37)
Level 14: Health Heal-I:50(A)
Level 16: Hasten RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17)
Level 18: Cinders Acc-I:50(A), Acc-I:50(25), RechRdx-I:50(29), RechRdx-I:50(34), Hold-I:50(40)
Level 20: Stamina EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Increase Density ResDam-I:50(A), ResDam-I:50(23), ResDam-I:50(43)
Level 24: Smoke ToHitDeb-I:50(A), ToHitDeb-I:50(31)
Level 26: Speed Boost EndMod-I:50(A), EndMod-I:50(27)
Level 28: Inertial Reduction Jump-I:50(A), Jump-I:50(29)
Level 30: Ring of Fire Acc-I:50(A), Acc-I:50(31), Dmg-I:50(31), Dmg-I:50(46)
Level 32: Fire Imps Acc-I:50(A), Acc-I:50(33), Dmg-I:50(33), Dmg-I:50(33), Dmg-I:50(40)
Level 35: Transference Acc-I:50(A), Acc-I:50(36), EndMod-I:50(36), EndMod-I:50(36), RechRdx-I:50(37), RechRdx-I:50(37)
Level 38: Fulcrum Shift Acc-I:50(A), Acc-I:50(39), RechRdx-I:50(39), RechRdx-I:50(39)
Level 41: Ice Blast Acc-I:50(A), Acc-I:50(42), Dmg-I:50(42), Dmg-I:50(42), Dmg-I:50(43)
Level 44: Frozen Armor DefBuff-I:50(A), DefBuff-I:50(45), DefBuff-I:50(45), EndRdx-I:50(45), EndRdx-I:50(46)
Level 47: Ice Storm RechRdx-I:50(A), RechRdx-I:50(48), Dmg-I:50(48), Dmg-I:50(48)
Level 49: Hibernate RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Run-I:50(A)
Level 2: Rest Empty(A)
Level 1: Containment
------------

Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php

Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery

Hero Profile:
------------
Level 1: Char Acc-I:50(A), Acc-I:50(3), Hold-I:50(9), Dmg-I:50(23), EndRdx-I:50(40), Hold-I:50(46)
Level 1: Transfusion Acc-I:50(A), Acc-I:50(3), Heal-I:50(5), Heal-I:50(9), Heal-I:50(50)
Level 2: Fire Cages Acc-I:50(A), Acc-I:50(5), Dmg-I:50(11), EndRdx-I:50(11), EndRdx-I:50(34), Dmg-I:50(43)
Level 4: Siphon Power Acc-I:50(A), Acc-I:50(7), RechRdx-I:50(7)
Level 6: Hurdle Jump-I:50(A)
Level 8: Hot Feet Acc-I:50(A), Dmg-I:50(15), EndRdx-I:50(15), EndRdx-I:50(19), Dmg-I:50(34)
Level 10: Siphon Speed Acc-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 12: Flashfire Acc-I:50(A), Acc-I:50(19), RechRdx-I:50(25), RechRdx-I:50(27), Dsrnt-I:50(37)
Level 14: Health Heal-I:50(A)
Level 16: Hasten RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17)
Level 18: Cinders Acc-I:50(A), Acc-I:50(25), RechRdx-I:50(29), RechRdx-I:50(34), Hold-I:50(40)
Level 20: Stamina EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Increase Density ResDam-I:50(A), ResDam-I:50(23), ResDam-I:50(43)
Level 24: Smoke ToHitDeb-I:50(A), ToHitDeb-I:50(31)
Level 26: Speed Boost EndMod-I:50(A), EndMod-I:50(27), EndMod-I:50(48)
Level 28: Inertial Reduction Jump-I:50(A), Jump-I:50(29)
Level 30: Ring of Fire Acc-I:50(A), Acc-I:50(31), Dmg-I:50(31), Dmg-I:50(46)
Level 32: Fire Imps Acc-I:50(A), Acc-I:50(33), Dmg-I:50(33), Dmg-I:50(33), Dmg-I:50(40)
Level 35: Transference Acc-I:50(A), Acc-I:50(36), EndMod-I:50(36), EndMod-I:50(36), RechRdx-I:50(37), RechRdx-I:50(37)
Level 38: Fulcrum Shift Acc-I:50(A), Acc-I:50(39), RechRdx-I:50(39), RechRdx-I:50(39)
Level 41: Power Blast Acc-I:50(A), Acc-I:50(42), Dmg-I:50(42), Dmg-I:50(42), Dmg-I:50(43)
Level 44: Temp Invulnerability ResDam-I:50(A), ResDam-I:50(45), ResDam-I:50(45), EndRdx-I:50(45), EndRdx-I:50(46)
Level 47: Power Boost RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(48)
Level 49: Conserve Power RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Run-I:50(A)
Level 2: Rest Empty(A)
Level 1: Containment
--------------

Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php

Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Psionic Mastery

Hero Profile:
------------
Level 1: Char Acc-I:50(A), Acc-I:50(3), Hold-I:50(9), Dmg-I:50(23), EndRdx-I:50(40), Hold-I:50(46)
Level 1: Transfusion Acc-I:50(A), Acc-I:50(3), Heal-I:50(5), Heal-I:50(9), Heal-I:50(46)
Level 2: Fire Cages Acc-I:50(A), Acc-I:50(5), Dmg-I:50(11), EndRdx-I:50(11), EndRdx-I:50(34), Dmg-I:50(43)
Level 4: Siphon Power Acc-I:50(A), Acc-I:50(7), RechRdx-I:50(7)
Level 6: Hurdle Jump-I:50(A)
Level 8: Hot Feet Acc-I:50(A), Dmg-I:50(15), EndRdx-I:50(15), EndRdx-I:50(19), Dmg-I:50(34)
Level 10: Siphon Speed Acc-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 12: Flashfire Acc-I:50(A), Acc-I:50(19), RechRdx-I:50(25), RechRdx-I:50(27), Dsrnt-I:50(37)
Level 14: Health Heal-I:50(A)
Level 16: Hasten RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17)
Level 18: Cinders Acc-I:50(A), Acc-I:50(25), RechRdx-I:50(29), RechRdx-I:50(34), Hold-I:50(40)
Level 20: Stamina EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Increase Density ResDam-I:50(A), ResDam-I:50(23), ResDam-I:50(43)
Level 24: Smoke ToHitDeb-I:50(A), ToHitDeb-I:50(31)
Level 26: Speed Boost EndMod-I:50(A), EndMod-I:50(27)
Level 28: Inertial Reduction Jump-I:50(A), Jump-I:50(29)
Level 30: Ring of Fire Acc-I:50(A), Acc-I:50(31), Dmg-I:50(31)
Level 32: Fire Imps Acc-I:50(A), Acc-I:50(33), Dmg-I:50(33), Dmg-I:50(33), Dmg-I:50(40)
Level 35: Transference Acc-I:50(A), Acc-I:50(36), EndMod-I:50(36), EndMod-I:50(36), RechRdx-I:50(37), RechRdx-I:50(37)
Level 38: Fulcrum Shift Acc-I:50(A), Acc-I:50(39), RechRdx-I:50(39), RechRdx-I:50(39)
Level 41: Indomitable Will RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42), DefBuff-I:50(42), DefBuff-I:50(43)
Level 44: Mind Over Body ResDam-I:50(A), ResDam-I:50(45), ResDam-I:50(45), EndRdx-I:50(45), EndRdx-I:50(46)
Level 47: Psionic Tornado Acc-I:50(A), Acc-I:50(48), Dmg-I:50(48), Dmg-I:50(48), Dmg-I:50(50)
Level 49: Mental Blast Acc-I:50(A), Dmg-I:50(50), Dmg-I:50(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Run-I:50(A)
Level 2: Rest Empty(A)
Level 1: Containment
-------------

Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php

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

Hero Profile:
------------
Level 1: Char Acc-I:50(A), Acc-I:50(3), Hold-I:50(9), Dmg-I:50(23), EndRdx-I:50(40), Hold-I:50(46)
Level 1: Transfusion Acc-I:50(A), Acc-I:50(3), Heal-I:50(5), Heal-I:50(9), Heal-I:50(46)
Level 2: Fire Cages Acc-I:50(A), Acc-I:50(5), Dmg-I:50(11), EndRdx-I:50(11), EndRdx-I:50(34), Dmg-I:50(43)
Level 4: Siphon Power Acc-I:50(A), Acc-I:50(7), RechRdx-I:50(7)
Level 6: Hurdle Jump-I:50(A)
Level 8: Hot Feet Acc-I:50(A), Dmg-I:50(15), EndRdx-I:50(15), EndRdx-I:50(19), Dmg-I:50(34)
Level 10: Siphon Speed Acc-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 12: Flashfire Acc-I:50(A), Acc-I:50(19), RechRdx-I:50(25), RechRdx-I:50(27), Dsrnt-I:50(37)
Level 14: Health Heal-I:50(A)
Level 16: Hasten RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17)
Level 18: Cinders Acc-I:50(A), Acc-I:50(25), RechRdx-I:50(29), RechRdx-I:50(34), Hold-I:50(40)
Level 20: Stamina EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Increase Density ResDam-I:50(A), ResDam-I:50(23), ResDam-I:50(43)
Level 24: Smoke ToHitDeb-I:50(A), ToHitDeb-I:50(31)
Level 26: Speed Boost EndMod-I:50(A), EndMod-I:50(27)
Level 28: Inertial Reduction Jump-I:50(A), Jump-I:50(29)
Level 30: Ring of Fire Acc-I:50(A), Acc-I:50(31), Dmg-I:50(31)
Level 32: Fire Imps Acc-I:50(A), Acc-I:50(33), Dmg-I:50(33), Dmg-I:50(33), Dmg-I:50(40)
Level 35: Transference Acc-I:50(A), Acc-I:50(36), EndMod-I:50(36), EndMod-I:50(36), RechRdx-I:50(37), RechRdx-I:50(37)
Level 38: Fulcrum Shift Acc-I:50(A), Acc-I:50(39), RechRdx-I:50(39), RechRdx-I:50(39)
Level 41: Fissure Acc-I:50(A), Acc-I:50(42), Dmg-I:50(42), Dmg-I:50(42), Dsrnt-I:50(43)
Level 44: Rock Armor DefBuff-I:50(A), DefBuff-I:50(45), DefBuff-I:50(45), EndRdx-I:50(45), EndRdx-I:50(46)
Level 47: Hurl Boulder Acc-I:50(A), Acc-I:50(48), Dmg-I:50(48), Dmg-I:50(48)
Level 49: Earth's Embrace RechRdx-I:50(A), RechRdx-I:50(50), Heal-I:50(50), Heal-I:50(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Run-I:50(A)
Level 2: Rest Empty(A)
Level 1: Containment
----------------------




Now here are a few Set bonus builds I've tried:

Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php

Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Hero Profile:
------------
Level 1: Char
(A) Decimation - Accuracy/Damage: Level 40
(3) Decimation - Damage/Endurance: Level 40
(9) Decimation - Damage/Recharge: Level 40
(23) Decimation - Accuracy/Endurance/Recharge: Level 40
(40) Decimation - Accuracy/Damage/Recharge: Level 40


Level 1: Transfusion
(A) Accuracy IO: Level 50
(3) Accuracy IO: Level 50
(5) Miracle - Heal: Level 40
(9) Miracle - Heal/Endurance: Level 40
(46) Miracle - Heal/Recharge: Level 40


Level 2: Fire Cages
(A) Positron's Blast - Accuracy/Damage: Level 50
(5) Positron's Blast - Damage/Endurance: Level 50
(7) Positron's Blast - Chance of Damage(Energy): Level 50
(11) Positron's Blast - Damage/Recharge: Level 50
(11) Positron's Blast - Damage/Range: Level 50
(34) Trap of the Hunter - Chance of Damage(Lethal): Level 50


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


Level 6: Hurdle
(A) Jumping IO: Level 50


Level 8: Hot Feet
(A) Tempered Readiness - Accuracy/Slow: Level 50
(15) Tempered Readiness - Damage/Slow: Level 50
(15) Endurance Reduction IO: Level 50
(19) Endurance Reduction IO: Level 50


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


Level 12: Flashfire
(A) Stupefy - Accuracy/Recharge: Level 50
(19) Stupefy - Endurance/Stun: Level 50
(25) Stupefy - Accuracy/Endurance: Level 50
(27) Stupefy - Stun/Range: Level 50
(37) Stupefy - Accuracy/Stun/Recharge: Level 50


Level 14: Health
(A) Miracle - +Recovery: Level 40


Level 16: Hasten
(A) Recharge Reduction IO: Level 50
(17) Recharge Reduction IO: Level 50
(17) Recharge Reduction IO: Level 50


Level 18: Cinders
(A) Ghost Widow's Embrace - Accuracy/Recharge: Level 50
(25) Ghost Widow's Embrace - Endurance/Hold: Level 50
(29) Ghost Widow's Embrace - Accuracy/Endurance: Level 50
(34) Ghost Widow's Embrace - Hold/Range: Level 50
(40) Ghost Widow's Embrace - Accuracy/Hold/Recharge: Level 50


Level 20: Stamina
(A) Endurance Modification IO: Level 50
(21) Endurance Modification IO: Level 50
(21) Endurance Modification IO: Level 50


Level 22: Combat Jumping
(A) Red Fortune - Defense/Endurance: Level 50
(23) Red Fortune - Defense/Recharge: Level 50
(31) Red Fortune - Endurance/Recharge: Level 50
(34) Red Fortune - Defense/Endurance/Recharge: Level 50
(43) Red Fortune - Defense: Level 50


Level 24: Super Jump
(A) Jumping IO: Level 50


Level 26: Maneuvers
(A) Luck of the Gambler - Recharge Speed: Level 50
(27) Luck of the Gambler - Defense: Level 50
(50) Luck of the Gambler - Defense/Endurance: Level 50


Level 28: Acrobatics
(A) Endurance Reduction IO: Level 50
(29) Endurance Reduction IO: Level 50


Level 30: Tactics
(A) Adjusted Targeting - To Hit Buff: Level 50
(31) Adjusted Targeting - To Hit Buff/Recharge: Level 50
(31) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50
(43) Adjusted Targeting - Endurance/Recharge: Level 50
(46) Adjusted Targeting - To Hit Buff/Endurance: Level 50
(50) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50


Level 32: Fire Imps
(A) HamiO:Nucleolus Exposure
(33) HamiO:Nucleolus Exposure
(33) HamiO:Nucleolus Exposure
(33) Soulbound Allegiance - Chance for Build Up: Level 50
(40) Sovereign Right - Resistance Bonus: Level 50


Level 35: Transference
(A) Performance Shifter - EndMod: Level 50
(36) Performance Shifter - EndMod/Recharge: Level 50
(36) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
(36) Performance Shifter - Accuracy/Recharge: Level 50
(37) Performance Shifter - EndMod/Accuracy: Level 50
(37) Performance Shifter - Chance for +End: Level 50


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


Level 41: Fire Ball
(A) Positron's Blast - Accuracy/Damage: Level 50
(42) Positron's Blast - Damage/Endurance: Level 50
(42) Positron's Blast - Damage/Recharge: Level 50
(42) Positron's Blast - Damage/Range: Level 50
(43) Positron's Blast - Accuracy/Damage/Endurance: Level 50


Level 44: Fire Shield
(A) Impervium Armor - Resistance: Level 40
(45) Impervium Armor - Resistance/Endurance: Level 40
(45) Impervium Armor - Resistance/Recharge: Level 40
(45) Impervium Armor - Endurance/Recharge: Level 40
(46) HamiO:Ribosome Exposure


Level 47: Fire Blast
(A) Decimation - Accuracy/Damage: Level 40
(48) Decimation - Damage/Endurance: Level 40
(48) Decimation - Damage/Recharge: Level 40
(48) Decimation - Accuracy/Damage/Recharge: Level 40
(50) Decimation - Chance of Build Up: Level 40


Level 49: Speed Boost
(A) Endurance Modification IO: Level 50


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


Level 1: Sprint
(A) Run Speed IO: Level 50


Level 2: Rest
(A) Empty


Level 1: Containment
------------
Set Bonus Totals:
+6.5% DamageBuff
+1.88% Defense(Psionic)
+3.13% Defense(AoE)
+9% Max Endurance
+27% Enhancement(Accuracy)
+2.5% Enhancement(Held)
+48.8% Enhancement(RechargeTime)
+3% Enhancement(Stun)
+5% FlySpeed
+110.6 (10.9%) HitPoints
+5% JumpSpeed
+MezResist(Immobilize) (Mag 7.7%)
+14% Recovery
+10% Regeneration
+4.41% Resistance(Fire)
+4.41% Resistance(Cold)
+1.26% Resistance(Energy)
+1.26% Resistance(Negative)
+10% RunSpeed
+PBAoE (20ft) Pet +Res(All but Psionic) 10%



------------
Set Bonuses:
Decimation
(Char)
+MezResist(Immobilize) (Mag 2.75%)
+11.4 (1.13%) HitPoints
+2.25% Max Max Endurance
+6.25% Enhancement(RechargeTime)


Miracle
(Transfusion)
+2.5% Recovery
+19.1 (1.88%) HitPoints


Positron's Blast
(Fire Cages)
+2.5% Recovery
+1.575% Res(Fire, Cold)
+9% Enhancement(Accuracy)
+6.25% Enhancement(RechargeTime)


Tempered Readiness
(Hot Feet)
+1.5% Recovery


Stupefy
(Flashfire)
+2.5% Recovery
+19.1 (1.88%) HitPoints
+3% Enhancement(Stun)
+6.25% Enhancement(RechargeTime)


Ghost Widow's Embrace
(Cinders)
+5% RunSpeed
+19.1 (1.88%) HitPoints
+2.25% Max Max Endurance
+2.5% Enhancement(Held)


Red Fortune
(Combat Jumping)
+MezResist(Immobilize) (Mag 2.2%)
+1.26% Res(Fire, Cold)
+2% DamageBuff
+5% Enhancement(RechargeTime)


Luck of the Gambler
(Maneuvers)
+10% Regeneration
+11.4 (1.13%) HitPoints
+7.5% Enhancement(RechargeTime)


Adjusted Targeting
(Tactics)
+2% DamageBuff
+1.26% Res(Energy, Neg)
+9% Enhancement(Accuracy)
+5% Enhancement(RechargeTime)


Sovereign Right
(Fire Imps)
+PBAoE (20ft) Pet +Res(All but Psionic) 10%


Performance Shifter
(Transference)
+5% Movement Increase
+19.1 (1.88%) HitPoints
+2.5% Recovery
+2.5% DamageBuff
+3.13% Defense(AoE)


Positron's Blast
(Fire Ball)
+2.5% Recovery
+1.575% Res(Fire, Cold)
+9% Enhancement(Accuracy)
+6.25% Enhancement(RechargeTime)


Impervium Armor
(Fire Shield)
+2.5% Recovery (Exceeded 5 Bonus Cap)
+1.88% Defense(Psionic)
+2.25% Max Max Endurance


Decimation
(Fire Blast)
+MezResist(Immobilize) (Mag 2.75%)
+11.4 (1.13%) HitPoints
+2.25% Max Max Endurance
+6.25% Enhancement(RechargeTime)






| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
|MHDz;4359;1224;1632;|
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H;G"A91X!"Y]YG%R#6/'/-`4QYT_$=3+KS?_QM1>@.B=3'.&*`D6+V%QI/I,](GTB?5)]8GT6>B3^MG
+4R].*!R-0NBKQ)]E6B61(LB6K3"FXN)(1@.J3YC?9Z?_0NML>"^
|-----------------------------------------------------------------------------|







Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php

Fire-Kin Genie: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Concealment
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Psionic Mastery

Hero Profile:
------------
Level 1: Char
(A) Decimation - Accuracy/Damage: Level 40
(3) Decimation - Damage/Endurance: Level 40
(7) Decimation - Damage/Recharge: Level 40
(9) Decimation - Accuracy/Endurance/Recharge: Level 40
(13) Decimation - Accuracy/Damage/Recharge: Level 40


Level 1: Transfusion
(A) Doctored Wounds - Heal/Endurance: Level 50
(3) Doctored Wounds - Endurance/Recharge: Level 50
(5) Doctored Wounds - Heal/Recharge: Level 50
(15) Doctored Wounds - Heal/Endurance/Recharge: Level 50
(23) Doctored Wounds - Heal: Level 50
(37) Miracle - +Recovery: Level 40


Level 2: Fire Cages
(A) Gravitational Anchor - Immobilize: Level 50
(5) Gravitational Anchor - Immobilize/Recharge: Level 50
(7) Gravitational Anchor - Accuracy/Immobilize/Recharge: Level 50
(17) Gravitational Anchor - Accuracy/Recharge: Level 50
(23) Gravitational Anchor - Chance for Hold: Level 50


Level 4: Ring of Fire
(A) Decimation - Accuracy/Damage: Level 40
(15) Decimation - Damage/Endurance: Level 40
(21) Decimation - Damage/Recharge: Level 40
(21) Decimation - Accuracy/Endurance/Recharge: Level 40
(33) Decimation - Accuracy/Damage/Recharge: Level 40


Level 6: Stealth
(A) Luck of the Gambler - Recharge Speed: Level 50


Level 8: Hot Feet
(A) Armageddon - Damage: Level 50
(9) Armageddon - Damage/Recharge: Level 50
(13) Armageddon - Accuracy/Damage/Recharge: Level 50
(37) Armageddon - Accuracy/Recharge: Level 50
(37) Armageddon - Damage/Endurance: Level 50


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


Level 12: Flashfire
(A) Absolute Amazement - Stun: Level 50
(27) Absolute Amazement - Endurance/Stun: Level 50
(29) Absolute Amazement - Stun/Recharge: Level 50
(31) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
(31) Absolute Amazement - Accuracy/Recharge: Level 50


Level 14: Hasten
(A) Recharge Reduction IO: Level 50
(25) Recharge Reduction IO: Level 50
(25) Recharge Reduction IO: Level 50


Level 16: Combat Jumping
(A) Luck of the Gambler - Recharge Speed: Level 50
(17) Karma - Knockback Protection: Level 30


Level 18: Cinders
(A) Unbreakable Constraint - Hold: Level 50
(19) Unbreakable Constraint - Hold/Recharge: Level 50
(19) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
(27) Unbreakable Constraint - Accuracy/Recharge: Level 50
(29) Unbreakable Constraint - Endurance/Hold: Level 50


Level 20: Super Jump
(A) Jumping IO: Level 50


Level 22: Speed Boost
(A) Run Speed IO: Level 50


Level 24: Grant Invisibility
(A) Luck of the Gambler - Recharge Speed: Level 50


Level 26: Boxing
(A) Accuracy IO: Level 50


Level 28: Tough
(A) Impervium Armor - Resistance/Endurance: Level 40
(31) Impervium Armor - Resistance/Endurance/Recharge: Level 40
(33) Steadfast Protection - Resistance/+Def 3%: Level 30
(43) Impervium Armor - Resistance: Level 40
(43) Impervium Armor - Resistance/Recharge: Level 40


Level 30: Weave
(A) Kismet - Defense/Endurance: Level 30
(34) Kismet - Defense/Endurance/Recharge: Level 30
(34) Gift of the Ancients - Defense/Endurance: Level 40
(36) Gift of the Ancients - Defense/Endurance/Recharge: Level 40
(36) Luck of the Gambler - Recharge Speed: Level 50


Level 32: Fire Imps
(A) HamiO:Nucleolus Exposure
(33) HamiO:Nucleolus Exposure
(34) HamiO:Nucleolus Exposure


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


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


Level 41: Indomitable Will
(A) Kismet - Defense/Endurance: Level 30
(42) Kismet - Defense/Endurance/Recharge: Level 30
(42) Gift of the Ancients - Defense/Endurance/Recharge: Level 40
(42) Gift of the Ancients - Defense/Endurance: Level 40
(46) Luck of the Gambler - Recharge Speed: Level 40
(48) Recharge Reduction IO: Level 40


Level 44: Mind Over Body
(A) Impervious Skin - Resistance/Endurance: Level 30
(45) Impervious Skin - Resistance/Recharge: Level 30
(45) Impervious Skin - Endurance/Recharge: Level 30
(45) Impervious Skin - Resistance/Endurance/Recharge: Level 30
(46) Impervious Skin - Status Resistance: Level 30
(46) HamiO:Ribosome Exposure


Level 47: Psionic Tornado
(A) Ragnarok - Damage: Level 50
(48) Ragnarok - Damage/Recharge: Level 50
(48) Ragnarok - Damage/Endurance: Level 50
(50) Ragnarok - Accuracy/Damage/Recharge: Level 50
(50) Ragnarok - Accuracy/Recharge: Level 50


Level 49: Mental Blast
(A) HamiO:Nucleolus Exposure
(50) HamiO:Nucleolus Exposure


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


Level 1: Sprint
(A) Celerity - +Stealth: Level 50


Level 2: Rest
(A) Empty


Level 1: Containment
------------
Set Bonus Totals:
+2.5% DamageBuff
+3% Defense(Smashing)
+3% Defense(Lethal)
+3% Defense(Fire)
+3% Defense(Cold)
+3% Defense(Energy)
+3% Defense(Negative)
+4.88% Defense(Psionic)
+3% Defense(Melee)
+3% Defense(Ranged)
+3% Defense(AoE)
+6.75% Max Endurance
+75% Enhancement(Accuracy)
+4% Enhancement(Heal)
+115% Enhancement(RechargeTime)
+58.7 (4.88%) HitPoints
+Knockback (Mag -4)
+MezResist(Confused) (Mag 7.5%)
+MezResist(Held) (Mag 7.5%)
+MezResist(Immobilize) (Mag 13%)
+MezResist(Sleep) (Mag 9.7%)
+MezResist(Stun) (Mag 7.5%)
+MezResist(Terrorized) (Mag 9.7%)
+31% Recovery
+10% Regeneration
+13.9% Resistance(Fire)
+13.9% Resistance(Cold)
+2% Debt Protection



------------
Set Bonuses:
Decimation
(Char)
+MezResist(Immobilize) (Mag 2.75%)
+13.6 (1.13%) HitPoints
+2.25% Max Max Endurance
+6.25% Enhancement(RechargeTime)


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


Gravitational Anchor
(Fire Cages)
+4% Recovery
+2.52% Res(Fire, Cold)
+15% Enhancement(Accuracy)
+10% Enhancement(RechargeTime)


Decimation
(Ring of Fire)
+MezResist(Immobilize) (Mag 2.75%)
+13.6 (1.13%) HitPoints
+2.25% Max Max Endurance
+6.25% Enhancement(RechargeTime)


Luck of the Gambler
(Stealth)
+7.5% Enhancement(RechargeTime)


Armageddon
(Hot Feet)
+4% Recovery
+2.52% Res(Fire, Cold)
+15% Enhancement(Accuracy)
+10% Enhancement(RechargeTime)


Absolute Amazement
(Flashfire)
+4% Recovery
+2.52% Res(Fire, Cold)
+15% Enhancement(Accuracy)
+10% Enhancement(RechargeTime)


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


Karma
(Combat Jumping)
+Knockback (Mag -4)


Unbreakable Constraint
(Cinders)
+4% Recovery
+2.52% Res(Fire, Cold)
+15% Enhancement(Accuracy)
+10% Enhancement(RechargeTime)


Luck of the Gambler
(Grant Invisibility)
+7.5% Enhancement(RechargeTime)


Impervium Armor
(Tough)
+2.5% Recovery
+1.88% Defense(Psionic)
+2.25% Max Max Endurance


Steadfast Protection
(Tough)
+3% Def(All)


Kismet
(Weave)
+1.5% Recovery


Gift of the Ancients
(Weave)
+2% Recovery


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


Efficacy Adaptor
(Transference)
+13.6 (1.13%) HitPoints
+1.5% Recovery
+10% Regeneration
+2.5% DamageBuff
+5% Enhancement(RechargeTime)


Kismet
(Indomitable Will)
+1.5% Recovery


Gift of the Ancients
(Indomitable Will)
+2% Recovery


Luck of the Gambler
(Indomitable Will)
+7.5% Enhancement(RechargeTime)


Impervious Skin
(Mind Over Body)
+MezResist(Sleep) (Mag 2.2%)
+18.1 (1.5%) HitPoints
+2% Debt Protection
+5% Enhancement(RechargeTime)
+7.5% Status Effect Duration Reduction


Ragnarok
(Psionic Tornado)
+4% Recovery
+2.52% Res(Fire, Cold)
+15% Enhancement(Accuracy)
+10% Enhancement(RechargeTime)






| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
|MHDz;4634;1247;1664;|
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M/?``
|-----------------------------------------------------------------------------|







Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php

perfect: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Primal Forces Mastery

Hero Profile:
------------
Level 1: Ring of Fire
(A) Damage Increase IO: Level 50
(3) Immobilisation Duration IO: Level 50


Level 1: Transfusion
(A) Doctored Wounds - Heal/Endurance: Level 50
(5) Doctored Wounds - Endurance/Recharge: Level 50
(5) Doctored Wounds - Heal/Recharge: Level 50
(7) Doctored Wounds - Heal/Endurance/Recharge: Level 50
(7) Doctored Wounds - Heal: Level 50
(9) Doctored Wounds - Recharge: Level 50


Level 2: Char
(A) HamiO:Peroxisome Exposure
(3) HamiO:Peroxisome Exposure
(11) HamiO:Peroxisome Exposure


Level 4: Fire Cages
(A) Enfeebled Operation - Accuracy/Recharge: Level 50
(9) Enfeebled Operation - Endurance/Immobilize: Level 50
(11) Enfeebled Operation - Accuracy/Endurance: Level 50
(13) Enfeebled Operation - Immobilize/Range: Level 50
(13) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50
(15) Enfeebled Operation - Accuracy/Immobilize: Level 50


Level 6: Hurdle
(A) Jumping IO: Level 50


Level 8: Hot Feet
(A) Tempered Readiness - Accuracy/Damage/Slow: Level 50
(15) Tempered Readiness - Damage/Slow: Level 50
(17) Pacing of the Turtle - Damage/Slow: Level 50
(19) Impeded Swiftness - Damage/Slow: Level 30
(19) Endurance Reduction IO: Level 50
(21) Endurance Reduction IO: Level 50


Level 10: Combat Jumping
(A) Red Fortune - Defense/Endurance: Level 50
(17) Red Fortune - Defense/Recharge: Level 50
(23) Red Fortune - Defense/Endurance/Recharge: Level 50
(23) Red Fortune - Endurance/Recharge: Level 50
(43) Red Fortune - Defense: Level 50
(50) Red Fortune - Endurance: Level 50


Level 12: Flashfire
(A) Rope A Dope - Accuracy/Recharge: Level 50
(25) Rope A Dope - Endurance/Stun: Level 50
(25) Rope A Dope - Accuracy/Endurance: Level 50
(27) Rope A Dope - Stun/Range: Level 50
(27) Rope A Dope - Accuracy/Stun/Recharge: Level 50
(29) Rope A Dope - Accuracy/Stun: Level 50


Level 14: Super Jump
(A) Jumping IO: Level 50


Level 16: Siphon Speed
(A) Tempered Readiness - Accuracy/Slow: Level 50
(29) Tempered Readiness - Endurance/Recharge/Slow: Level 50


Level 18: Kick
(A) Knockback Distance IO: Level 50


Level 20: Tough
(A) Titanium Coating - Endurance: Level 50
(21) Titanium Coating - Resistance: Level 50
(31) Titanium Coating - Resistance/Endurance/Recharge: Level 50
(31) Titanium Coating - Resistance/Recharge: Level 50
(33) Titanium Coating - Resistance/Endurance: Level 50
(42) Titanium Coating - Endurance/Recharge: Level 50


Level 22: Weave
(A) Luck of the Gambler - Defense/Endurance: Level 50
(31) Luck of the Gambler - Defense/Recharge: Level 50
(33) Luck of the Gambler - Endurance/Recharge: Level 50
(34) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
(34) Luck of the Gambler - Defense: Level 50
(34) Luck of the Gambler - Recharge Speed: Level 50


Level 24: Acrobatics
(A) Endurance Reduction IO: Level 50
(48) Endurance Reduction IO: Level 50


Level 26: Cinders
(A) Unbreakable Constraint - Hold: Level 50
(36) Unbreakable Constraint - Hold/Recharge: Level 50
(36) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
(36) Unbreakable Constraint - Accuracy/Recharge: Level 50
(37) Unbreakable Constraint - Endurance/Hold: Level 50
(37) Unbreakable Constraint - Chance for Smashing Damage: Level 50


Level 28: Health
(A) Healing IO: Level 50
(37) Healing IO: Level 50


Level 30: Stamina
(A) Endurance Modification IO: Level 50
(33) Endurance Modification IO: Level 50


Level 32: Fire Imps
(A) Soulbound Allegiance - Damage: Level 50
(43) Soulbound Allegiance - Damage/Recharge: Level 50
(45) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
(46) Soulbound Allegiance - Accuracy/Recharge: Level 50
(48) Soulbound Allegiance - Damage/Endurance: Level 50
(50) Soulbound Allegiance - Chance for Build Up: Level 50


Level 35: Transference
(A) Performance Shifter - EndMod: Level 50
(39) Performance Shifter - EndMod/Recharge: Level 50
(40) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
(40) Performance Shifter - Accuracy/Recharge: Level 50
(42) Performance Shifter - EndMod/Accuracy: Level 50
(43) Performance Shifter - Chance for +End: Level 50


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


Level 41: Conserve Power
(A) Recharge Reduction IO: Level 50
(42) Recharge Reduction IO: Level 50


Level 44: Temp Invulnerability
(A) Titanium Coating - Resistance: Level 50
(45) Titanium Coating - Resistance/Endurance: Level 50
(45) Titanium Coating - Resistance/Recharge: Level 50
(46) Titanium Coating - Endurance/Recharge: Level 50
(46) Titanium Coating - Resistance/Endurance/Recharge: Level 50
(50) Titanium Coating - Endurance: Level 50


Level 47: Power Boost
(A) Recharge Reduction IO: Level 50
(48) Recharge Reduction IO: Level 50


Level 49: Speed Boost
(A) Run Speed IO: Level 50


------------
Level 1: Brawl
(A) Damage Increase IO: Level 50


Level 1: Sprint
(A) Run Speed IO: Level 50


Level 2: Rest
(A) Interrupt Reduction IO: Level 50


Level 1: Containment
------------
Set Bonus Totals:
+8.5% DamageBuff
+2.5% Defense(Lethal)
+6.88% Defense(Psionic)
+8.13% Defense(Melee)
+2.5% Defense(Ranged)
+3.13% Defense(AoE)
+24% Enhancement(Accuracy)
+4% Enhancement(Heal)
+3% Enhancement(Immobilize)
+31.3% Enhancement(RechargeTime)
+2% Enhancement(Stun)
+5% FlySpeed
+108.5 (9%) HitPoints
+5% JumpSpeed
+MezResist(Held) (Mag 14.3%)
+MezResist(Immobilize) (Mag 2.2%)
+MezResist(Sleep) (Mag 4.4%)
+MezResist(Stun) (Mag 4.4%)
+MezResist(Terrorized) (Mag 2.2%)
+9.5% Recovery
+32% Regeneration
+5.99% Resistance(Fire)
+5.99% Resistance(Cold)
+1.88% Resistance(Negative)
+6.26% Resistance(Toxic)
+4.39% Resistance(Psionic)
+5% RunSpeed



------------
Set Bonuses:
Doctored Wounds
(Transfusion)
+MezResist(Terrorized) (Mag 2.2%)
+1.26% Res(Fire, Cold)
+4% Enhancement(Heal)
+5% Enhancement(RechargeTime)
+1.26% Res(Toxic, Psi)


Enfeebled Operation
(Fire Cages)
+3% Enhancement(Immobilize)
+1.88% Resistance(Negative)
+2.5% Defense(Lethal)
+3.75% Enhancement(RechargeTime)
+3.13% Defense(Melee)


Tempered Readiness
(Hot Feet)
+1.5% Recovery


Red Fortune
(Combat Jumping)
+MezResist(Immobilize) (Mag 2.2%)
+1.26% Res(Fire, Cold)
+2% DamageBuff
+5% Enhancement(RechargeTime)
+2.5% Defense(Ranged)


Rope A Dope
(Flashfire)
+6% Regeneration
+0.945% Res(Fire, Cold)
+2% Enhancement(Stun)
+MezResist(Held) (Mag 1.65%)
+1.88% Defense(Psionic)


Tempered Readiness
(Siphon Speed)
+1.5% Recovery


Titanium Coating
(Tough)
+MezResist(Sleep) (Mag 2.2%)
+18.1 (1.5%) HitPoints
+MezResist(Stun) (Mag 2.2%)
+MezResist(Held) (Mag 2.75%)
+2.5% Defense(Melee)


Luck of the Gambler
(Weave)
+10% Regeneration
+13.6 (1.13%) HitPoints
+9% Enhancement(Accuracy)
+MezResist(Held) (Mag 2.75%)
+3.13% Resistance(Psionic)
+7.5% Enhancement(RechargeTime)


Unbreakable Constraint
(Cinders)
+4% Recovery
+2.52% Res(Fire, Cold)
+15% Enhancement(Accuracy)
+10% Enhancement(RechargeTime)
+5% Resistance(Toxic)


Soulbound Allegiance
(Fire Imps)
+16% Regeneration
+36.2 (3%) HitPoints
+4% DamageBuff
+MezResist(Held) (Mag 4.4%)
+5% Defense(Psionic)


Performance Shifter
(Transference)
+5% Movement Increase
+22.6 (1.88%) HitPoints
+2.5% Recovery
+2.5% DamageBuff
+3.13% Defense(AoE)


Titanium Coating
(Temp Invulnerability)
+MezResist(Sleep) (Mag 2.2%)
+18.1 (1.5%) HitPoints
+MezResist(Stun) (Mag 2.2%)
+MezResist(Held) (Mag 2.75%)
+2.5% Defense(Melee)






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



-Have any other Builds you have and would like me to post e-mail me rrb3falife@aol.com


 

Posted

rbfalife's Fire/Kinetic's Guide

IX. Credits

I would like to start this off by giving a special thanks to:

NCSoft

They have made this game successful and if not for them this guide would not have been avaliable.

Thanks to:

@rbfalife
@Moonlight Steel
@Super Sharon
@Flamerator
@Lightsbane
Ex Libris

Thanks for viewing!


 

Posted

I like the way you show slotting in your guide. I will use this to help my Fire / Kin be better slotted. Thank you.


 

Posted

[ QUOTE ]
I like the way you show slotting in your guide. I will use this to help my Fire / Kin be better slotted. Thank you.

[/ QUOTE ]

No Problem glad it helped.


 

Posted

Wow, this is what I call a guide. You gave info an tips for all the powers, not excluding any to help someone that wants the info. This is what a real quide should look like. Very nice imo.


 

Posted

[ QUOTE ]
Wow, this is what I call a guide. You gave info an tips for all the powers, not excluding any to help someone that wants the info. This is what a real quide should look like. Very nice imo.

[/ QUOTE ]

Thanks for the feedback =)


 

Posted

Awesome guide.
One question though, according to the mids builder accuracy enh can be put into smoke.Yet i never seem to miss.
Is it an auto-hit power?


Triumph and Virtue
25 Level 50's

 

Posted

[ QUOTE ]
Awesome guide.
One question though, according to the mids builder accuracy enh can be put into smoke.Yet i never seem to miss.
Is it an auto-hit power?

[/ QUOTE ]

Yes this power is an auto-hit and will never miss.


 

Posted

[ QUOTE ]
[ QUOTE ]
Awesome guide.
One question though, according to the mids builder accuracy enh can be put into smoke.Yet i never seem to miss.
Is it an auto-hit power?

[/ QUOTE ]

Yes this power is an auto-hit and will never miss.

[/ QUOTE ]
The accuracy enhancement is for PvP, against players the autohit is overridden and the power can miss.


 

Posted

Wow, all the information you can get from the website on each powerset, right at your fingertips! (/irony off)

I wish people would actually write their own guides instead of just throwing a bunch of in-game text and stuff other people have written up, making a few mid's builds, and calling it a guide.

where's the upside and downside of each power? where's the reasons for taking/skipping? Where's the personality?
accuracy aside (admittedly the power descriptions are pretty accurate, a lot of good people spent a lot of work making sure they were accurate, although I don't see you crediting anyone else) This is little more than a copy and paste work. NOT a good guide.


 

Posted

there might be good stuff in the guide, but it was so long, dry and freaking boring that I didnt bother. i think is where the abbreviation tl;dr came from.

perk this boring, plagarized thing up! zero stars.


 

Posted

-Oops made a mistake-


 

Posted

[ QUOTE ]
Wow, all the information you can get from the website on each powerset, right at your fingertips! (/irony off)

I wish people would actually write their own guides instead of just throwing a bunch of in-game text and stuff other people have written up, making a few mid's builds, and calling it a guide.

where's the upside and downside of each power? where's the reasons for taking/skipping? Where's the personality?
accuracy aside (admittedly the power descriptions are pretty accurate, a lot of good people spent a lot of work making sure they were accurate, although I don't see you crediting anyone else) This is little more than a copy and paste work. NOT a good guide.

[/ QUOTE ]

Actually I did give credits to NcSoft. Also, I believe that I shouldnt put too much personal opinion into each one as I may mis-describe/mis-interprete a power or two...so sticking with the facks is the best thing to do. Also, if you dont like it, it is personal opinion and I respect it, but I'm sure others will like/enjoy it.

-Thanks for the Criticism, good and Bad-

-Rbfalife-


 

Posted

I read this with interest at first, but after getting progressively more frustrated with the terrible use of English (misuse of apostrophes etc; yes, I care about the quality of writing in a purely written medium, sue me) and the text which was simply copied from the game descriptions of powers, I finally came across this:

[ QUOTE ]
Combat Jumping: While active, Combat Jumping increases your defense. Also moderately increases your jump height and distance with good air control.
Recommendation: Useful
Slotting: Two Defenses; Two Reduce Endurance Cost

[/ QUOTE ]

2 x EndRdx in CJ? Seriously man, if you're going to give advice at least do some research first.

Don't waste your time with this guide.


 

Posted

[ QUOTE ]


2 x EndRdx in CJ? Seriously man, if you're going to give advice at least do some research first.

Don't waste your time with this guide.

[/ QUOTE ]

I find it quite interesting that you say this for many reasons actually. Apparently You don't know how to run a Fire/Kinetics. If you are running CJ with a fire/Kinetics you need all the end reduction you can get with the many toggles that are run. So don't patronize me if you have only had your Fire/Kin for 5.02 seconds as I've had mine since 2005. So I'd think I would know how to slot these characters.


 

Posted

[ QUOTE ]
I find it quite interesting that you say this for many reasons actually. Apparently You don't know how to run a Fire/Kinetics. If you are running CJ with a fire/Kinetics you need all the end reduction you can get with the many toggles that are run. So don't patronize me if you have only had your Fire/Kin for 5.02 seconds as I've had mine since 2005. So I'd think I would know how to slot these characters.

[/ QUOTE ]

I would think so too, yet it's obvious that you don't.

Combat Jumping's base endurance cost is 0.06 endurance/second. It is the cheapest toggle in the game.

Adding a single equal level SO endurance cost reducer reduces this to 0.05 endurance/second, saving you 0.01 endurance per second.

Adding a second slot takes this down to to 0.04 endurance/second, for a total saving of 0.02 endurance per second.

To put this in perspective, the base endurance cost of running Hot Feet alone is 1.04 endurance/second - or 52 times greater than the amount you are saving by slotting CJ in this way.

It is never a good idea to slot EndRdx in Combat Jumping. Slot the default slot with defense (for a gain of 0.45% defense on top of the base 2.25%) or just slot it for jump (for a gain of an extra 66% to your jump height.)

If you're only using SOs (or common IOs) it is also not worth putting any additional slots into CJ as diminishing returns will make the increase to defense not worthwhile and unless you are going for a hurdle+CJ unsupressible mini-travel power, extra slots for jumping would be a waste too. Clearly slotting IO sets is a different matter but that is not what we're discussing.

So I'll reiterate to you - if you're going to give advice, at least do some research first, and to everyone else - don't waste your time with this "guide".


 

Posted

TL;DR
All youre going to do is farm behemoths anyways.