My Fire/Kin Build
Bahahahaahah! -Is- 857m in one day a high score? Because apparently it -is- bad, and I -did- break the game.
I at least hope you responded with this when they went after you.
Sh*t's Weak
I recently built a Fire/Kin/Fire build with five purple sets (of five each) that I was relatively happy with. It was built around recharge and Ranged/AOE defense and while it certainly wasn't soft capped it provided some nice layered mitigation between the defense and the resists.
Before that build I had run a /Stone build without the Fighting pool mainly for perma Earth's Embrace and the extra hit points, but once I got all of the accolades that add hit points I was only getting about half of EE's hit points because of the cap.
I was intrigued by DasBert's build, and decided to tweak it by keeping some of my purples while selling off the more expensive sets (Armageddon and Ragnarok) to cash in on the Purple prices before they go back down at i16.
So below is my tweaked build. I kept two full puples sets and parts of another. The main difference between DasBerts is it has some global accuracy and some of the powers are maxed out a bit more for hold time, etc. I was able to keep essentially the same amount of recharge and the same level of S/L defense, and even eeked out a little more positional defense for the rare cases when S/L isn't present in the attack.
I also managed to make it a little better on endurance just so I don't have to spam Transference quite as much.
The only real cost to my tweaks are, well, cost. This is a much more expensive build than DasBerts and probably not worth the extra cost. It was worth it to me because I already had the purples in place and would have had to burn a bunch of re specs to get everything off. I made 1.4 billion selling off the 9 purples I decided to sell, so it's all worked out pretty well I think.
Oh, and I actually have one slot that I can't decide where to put. I've moved it around several places already. Right now it's in Combat Jumping with the Zephyr Speed IO (not the Knockback) mainly for the Ranged defense. If anyone has any other ideas for that last slot I'd love to hear it.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Transfusion -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx(40), Dct'dW-Heal(40), Dct'dW-EndRdx/Rchg(43), Dct'dW-Heal/Rchg(46)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Acc/Immob/Rchg(7), GravAnch-Immob/EndRdx(11), GravAnch-Hold%(37)
Level 4: Siphon Power -- Empty(A)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hot Feet -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dam%(9), Sciroc-Acc/Rchg(11), Sciroc-Acc/Dmg/EndRdx(34), EndRdx-I(34)
Level 10: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(17), LkGmblr-Rchg+(50)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(17)
Level 14: Siphon Speed -- RechRdx-I(A), RechRdx-I(15), Acc-I(50)
Level 16: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(21)
Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(19), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/EndRdx/Rchg(21)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Acc(23)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(25), Aegis-ResDam/EndRdx(25), ImpArm-ResDam/EndRdx(40)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(48)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(39), Lock-%Hold(45)
Level 32: Fire Imps -- C'Arms-+Def(Pets)(A), C'Arms-Acc/Dmg/Rchg(33), C'Arms-Acc/Dmg(33), C'Arms-Acc/Rchg(33), C'Arms-Dmg/EndRdx(34), Acc-I(45)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Fissure -- Stpfy-Acc/Stun/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/Rchg(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(43), FrcFbk-Rechg%(43)
Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Knock%(46)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/Rchg(50)
Level 49: Super Speed -- Zephyr-ResKB(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
[ QUOTE ]
Remember, guys, it's not exploiting or cheating that gets you punished, it's being too good at the game.
[/ QUOTE ]
This clip goes out to everyone that has ever felt this way. And DasBert is right.
You're going to break the game
In particular, 34 seconds and the end.