Fire/Kin Troller Help


Archy

 

Posted

Hi,

So I've decided to make a fire/kin troller as I've heard that they are awsome. I've got to lvl 11 and all it does is eats end, VERY quickly lol. And I have no idea about the slotting.

So does anyone have a good build that I could see? i dont plan on using IO sets and I dont have lots of inf to spare, I dont PvP either.

So can anyone help?

Thanks in advance


 

Posted

Here's a simple build using SOs. But yes, fire/kin is a major end nightmare until you get Transference at 35, so you'll be carrying lots of blues.

Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php

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

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

A few things can be done differently like using IR as a travel power, skipping Leadership, taking the single-target immob, taking Hover, etc. it depends a bit on your playstyle. I would really suggest you look into using IO sets at some point. The +rechg bonuses are great for kins (at least get a -kback IO so you can skip Acro).


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

Thanks , I'll give this a try. I may go down the IO route eventually but there are respecs for that

Thanks for your help mate


 

Posted



-kb isnt the only reason you get acro, it can be a nice idea to keep it unless all you plan to do is farm. Fulcrum shift can also make Assault somewhat redundant, plus leadership is another drain on your end that you will need to account for. There is no right or wrong build, it's all about personal preferences.

Good luck with it!


 

Posted

[ QUOTE ]

-kb isnt the only reason you get acro, it can be a nice idea to keep it unless all you plan to do is farm.

[/ QUOTE ]
It is the main one imo, unless you PvP. The hold res and protection are too low to make much of a difference in PvE in most cases unless you're stacking them with something else.

[ QUOTE ]
Fulcrum shift can also make Assault somewhat redundant, plus leadership is another drain on your end that you will need to account for.

[/ QUOTE ]
Totally redundant after Fulcrum indeed, but when levelling, I would still take it over Maneuvers (assuming you want Leadership at all) unless you're using IO sets and want +def slots. My level 50 respec build with IOs looks quite different.

[ QUOTE ]
There is no right or wrong build, it's all about personal preferences.

Good luck with it!

[/ QUOTE ]
Fully agree, hence why I mentioned a few examples of possible variations, none of which is better or worse.


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

[ QUOTE ]
[ QUOTE ]

-kb isnt the only reason you get acro, it can be a nice idea to keep it unless all you plan to do is farm.

[/ QUOTE ]
It is the main one imo, unless you PvP. The hold res and protection are too low to make much of a difference in PvE in most cases unless you're stacking them with something else.


[/ QUOTE ]

Actually the hold prot is a good one in PvE and sucky in PvP. In PvP even a blaster or def with a hold laughs at acro, let alone a troller or domi.

But in PvE holds aren't that frequent -and especially as a troller they should hardly be landing on you- and hardly ever stacked on you (apart from fighting Rikti maybe- too many times i've been perma held by a Chief lately ) so acro is a nice saver in those cases they try to hold you.
Still i agree main reason to take acro is KB prot, because the hold prot isn't that usefull overall, just a nice extra.

Now stuns are much more frequent then holds in PvE. And if acro had stun prot instead of hold prot i might reconsider dropping acro for karma/steadfast instead.


 

Posted

PvE on a squishy- the game of hold them before they hold you


 

Posted

I'd like to point out that as a general Hold's from AT's other than a Controller or a Dominator need two stacking applications to go over Acro in PvP.


 

Posted

[ QUOTE ]
Actually the hold prot is a good one in PvE and sucky in PvP. In PvP even a blaster or def with a hold laughs at acro, let alone a troller or domi.

[/ QUOTE ]

Acrob hold resist is quite useless for pve, as most of the stuff that hold effectively does thru it (carnies, malta, CoT...). For PvP it's only useless vs trollers or domis, as all the other AT's need to stack 2 to hold thru, as said above


 

Posted

[ QUOTE ]
[ QUOTE ]
Actually the hold prot is a good one in PvE and sucky in PvP. In PvP even a blaster or def with a hold laughs at acro, let alone a troller or domi.

[/ QUOTE ]

Acrob hold resist is quite useless for pve, as most of the stuff that hold effectively does thru it (carnies, malta, CoT...). For PvP it's only useless vs trollers or domis, as all the other AT's need to stack 2 to hold thru, as said above

[/ QUOTE ]

Acro has made freeze ray pretty much redundant in PvP


thePhilosopher Martial Arts/Regen/Fire Scrapper
theRegulator Empathy/Energy/Soul Defender
Total Inertia Ice Blast/Kinetics/Psy Corruptor
Total Inferno Ice Blast/Thermal/Leviathan Corruptor

 

Posted

Hey there, i not to recently started a Fire/kin myself. i found quite quickly its a major end drain too, but you'd be surprised as its mostly your attack/controls that do the -end. Heres how i went about my First fire/kin (without any consultation to any guides or readin anything about them :S)

I normally stick to the buffs and maybe some single target attacks unless i get dmg buffs on me and have enough end to execute a string of attacks.

At around 20 i choose the boxing power pool, not sure why other than i see a few Fire/kins with it. It was a major Yes instantly With a hold on the target and the dmg buffs i could solo +2 mish's and mobs. the dmg from kick was impressive and it also has a quick recharge.

I decided to make two choices that i have had to suffer with from level 14 and that was: No Travel power, and No Stamina.

No stamina?! you say? :P Well yes i thought at the time it would be a good idea to neglect stamina and wait for transference :/ Yes bad mistake but it is easy to live with.. it kinda makes me think.. well thats why rest is there :P As for the travel power at 28 you get inertial reduction and tis quick recharge means a pritty much constant SJ

I hope that helps and you can see where i went wrong and if you want to make my mistakes and or choices :P feel free i've still to get my imps and i think that will change the way i play entirely so.. i'll gt back to you


 

Posted

A Fire/Kin with no stamina???

How do you run Hotfeet, Flashfire &amp; Fire Cages?


 

Posted

With great difficulty, a tray full of blues and rest 6-slotted for recharge

Though I'd never play my fire/kin without stamina and transference...


 

Posted

Respec'd hot feet out as its kinda [censored] in the early levels i'll get it later on.

flashfire and fire cages are not toggles so i dont "run" them. As i said i mainly buff at the moment untill i get my imps/transferance.

Most people just run all toggles and blast all around them: No end

I dont have weave or tough on constantly... that would just waste end i use it like a purple insp: pop it if i get aggro. (remember thats currently, still have bugger all end gain if im fighting so its a choice and a way i have to play) i dont go nuts and attack and hold everyone i can, that drains end. I focus on targets either debuffing/attacking(single) or focus on team members buffing/healing.

As mentioned before if the necc. comes and i have the end i'll blow it out (i normally do that when i first start out or when i rest for end) then return to buffing etc.

Yes it does hinder me and affect my play but its still playable. I dont see why some people say stamina is a Must, i personally think its only needed if you PVP as then you need the "stamina" to last a fight....and as most people have it its a must to compete with them.

Call me a noob just my opinion

Ofcourse i still havent hit 50 and untill i have the full power selection at my disposal i cant say what will and wont work. I'm just speculating and gussing that i wont need stamina as i have a +end power. not to mention my imps to do most of the dmg.

Any other questions on the "fire/kin with no stamina?" :P


 

Posted

[ QUOTE ]
I dont see why some people say stamina is a Must, i personally think its only needed if you PVP as then you need the "stamina" to last a fight..

&lt;snip&gt;

I'm just speculating and gussing that i wont need stamina as i have a +end power. not to mention my imps to do most of the dmg.

Any other questions on the "fire/kin with no stamina?" :P

[/ QUOTE ]

Gah! It scares me. Even with procs and accolades I'm not sure I could handle it.. The end usage is just incredible.

I think it could be done but I'm guessing you would have to sacrifice many slots for end-reductions and pray that transference hits EVERY TIME, which of course it won't.. Also you might find yourself restricted to a much more passive playstyle.

I have stamina, however I run out out of end very quickly if I don't watch my blue bar like a hawk.


 

Posted

I'd just rather not have to use Transference between every other attack. And you will once you pick up Hot Feet again (which you should)


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

[ QUOTE ]
[ QUOTE ]
I dont see why some people say stamina is a Must, i personally think its only needed if you PVP as then you need the "stamina" to last a fight..

&lt;snip&gt;

I'm just speculating and gussing that i wont need stamina as i have a +end power. not to mention my imps to do most of the dmg.

Any other questions on the "fire/kin with no stamina?" :P

[/ QUOTE ]

Gah! It scares me. Even with procs and accolades I'm not sure I could handle it.. The end usage is just incredible.

I think it could be done but I'm guessing you would have to sacrifice many slots for end-reductions and pray that transference hits EVERY TIME, which of course it won't.. Also you might find yourself restricted to a much more passive playstyle.

I have stamina, however I run out out of end very quickly if I don't watch my blue bar like a hawk.

[/ QUOTE ]
Contained Hotfeet (hence the Fire Cages spammage) ends up doing almost as much damage as the imps.

Its actually better for the masses of Blues &amp; Whites that Fire/Kin thrives on than the imps (who get a bit unfocused at times, loopy little things).

Weave and Tough on a Controller I wouldn't be fussed about at all to be honest. Flashfire &amp; Cage or Cinders them and they won't be able to hit you anyway (and the bonuses aren't the best really).

Still the world don't move to the beat of just one drum, as a wise 80s Sitcom once said.


 

Posted

[ QUOTE ]
Still the world don't move to the beat of just one drum, as a wise 80s Sitcom once said.

[/ QUOTE ]

whut you talkin' 'bout, Carni?


Synaesthetix:if your mum wasn't already dead I would go kill her for bringing
you into the world

 

Posted

I disagree with your tough and weave comment, i think its necessary as you dont always have the same level or lower mobs. Generally they're always higher and that comes with that is the great chance that not all cinder/cage will hit them.

I have ONE! -end red. in my powers atm i admit to having a blue craving but only slightly more than normal as i said rest is there for a reason perhaps when i get to 50 or get enough inf going i'll buy end red enhanc and it'll make it alot easier maybe even not need blues as much. aswlel as with the +end power

Edit: forgot to mention...

Hit 32 recieved imps, can solo 15 or so white/yellows with a few yellow/red/blues. i choose hotfeet at 30 helped quite a bit. (looking at the "how do you run hotfeet" comment made me laugh. the -end from it is pathetic...made me giggle :P )

i still dont think im going to respec stamina in but i may change around a bit well see


 

Posted

[ QUOTE ]
I disagree with your tough and weave comment, i think its necessary as you dont always have the same level or lower mobs. Generally they're always higher and that comes with that is the great chance that not all cinder/cage will hit them.

I have ONE! -end red. in my powers atm i admit to having a blue craving but only slightly more than normal as i said rest is there for a reason perhaps when i get to 50 or get enough inf going i'll buy end red enhanc and it'll make it alot easier maybe even not need blues as much. aswlel as with the +end power

Edit: forgot to mention...

Hit 32 recieved imps, can solo 15 or so white/yellows with a few yellow/red/blues. i choose hotfeet at 30 helped quite a bit. (looking at the "how do you run hotfeet" comment made me laugh. the -end from it is pathetic...made me giggle :P )

i still dont think im going to respec stamina in but i may change around a bit well see

[/ QUOTE ]
-end by hotfeet is by no means pathetic, but it is also not the end of the world.


 

Posted

Ok hope this helps have 2 builds here first one i used to lvl to 50 and second build respecced into after 50



Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php

leveling build: Level 50 Technology Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Fire Mastery

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




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Build 2 respecced at 50

Hero Plan by Mids' Hero Designer 1.20
http://www.honourableunited.org.uk/mhd.php

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

Hero Profile:
Level 1: Ring of Fire -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(34), Decim-Dmg/Rchg:40(34), Decim-Acc/EndRdx/Rchg:40(37), Decim-Acc/Dmg/Rchg:40(40)
Level 1: Transfusion -- Acc-I:50(A), Acc-I:50(17), Numna-Heal:53(19), Numna-Heal/Rchg:53(23), Dct'dW-Rchg:40(23), Dct'dW-Heal/Rchg:53(25)
Level 2: Fire Cages -- Posi-Acc/Dmg:53(A), Posi-Dmg/EndRdx:53(3), Posi-Dmg/Rchg:53(3), Posi-Dmg/Rng:53(5), Posi-Acc/Dmg/EndRdx:53(5)
Level 4: Siphon Power -- Acc-I:50(A)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(7), RechRdx-I:50(7), RechRdx-I:50(46)
Level 8: Hot Feet -- TmpRdns-Acc/Slow:53(A), TmpRdns-Dmg/Slow:53(9), TmpRdns-Acc/EndRdx:53(9), TmpRdns-EndRdx/Rchg/Slow:53(11), TmpRdns-Acc/Dmg/Slow:53(11), EndRdx-I:50(40)
Level 10: Siphon Speed -- Acc-I:50(A), Acc-I:50(13), RechRdx-I:50(15), RechRdx-I:50(15), RechRdx-I:50(17)
Level 12: Combat Jumping -- LkGmblr-Rchg+:53(A), Krma-ResKB:30(13), Ksmt-ToHit+:30(43)
Level 14: Super Speed -- HO:Micro(A)
Level 16: Hurdle -- Jump-I:50(A)
Level 18: Health -- Numna-Regen/Rcvry+:53(A), Mrcl-Rcvry+:40(19)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21), EndMod-I:50(21)
Level 22: Flashfire -- Stpfy-Acc/Rchg:53(A), Stpfy-EndRdx/Stun:53(25), Stpfy-Acc/EndRdx:53(27), Stpfy-Stun/Rng:53(27), Stpfy-Acc/Stun/Rchg:53(29), RechRdx-I:50(50)
Level 24: Speed Boost -- EndMod-I:50(A)
Level 26: Cinders -- HO:Endo(A), HO:Endo(29), RechRdx-I:50(31), RechRdx-I:50(33), RechRdx-I:50(34)
Level 28: Maneuvers -- LkGmblr-Rchg+:53(A)
Level 30: Tactics -- HO:Cyto(A), HO:Cyto(31), HO:Cyto(31)
Level 32: Fire Imps -- HO:Nucle(A), HO:Nucle(33), HO:Nucle(33)
Level 35: Transference -- Acc-I:50(A), Acc-I:50(36), RechRdx-I:50(36), RechRdx-I:50(36), EndMod-I:50(37), EndMod-I:50(37)
Level 38: Fulcrum Shift -- Acc-I:50(A), Acc-I:50(39), RechRdx-I:50(39), RechRdx-I:50(39), RechRdx-I:50(40), Acc-I:50(43)
Level 41: Fire Ball -- Posi-Acc/Dmg:53(A), Posi-Dmg/EndRdx:53(42), Posi-Dmg/Rchg:53(42), Posi-Dmg/Rng:53(42), Posi-Acc/Dmg/EndRdx:53(43), RechRdx-I:50(50)
Level 44: Fire Shield -- S'fstPrt-ResKB:30(A), TtmC'tng-ResDam/EndRdx:53(45), TtmC'tng-ResDam/Rchg:53(45), TtmC'tng-EndRdx/Rchg:53(45), TtmC'tng-ResDam/EndRdx/Rchg:53(46), TtmC'tng-ResDam:53(46)
Level 47: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(48), Decim-Dmg/Rchg:40(48), Decim-Acc/EndRdx/Rchg:40(48), Decim-Acc/Dmg/Rchg:40(50)
Level 49: Vengeance -- LkGmblr-Rchg+:53(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
Set Bonus Totals:
+5.4% Max Endurance
+18% Enhancement(Accuracy)
+57.5% Enhancement(RechargeTime)
+1.5% Enhancement(Slow)
+3% Enhancement(Stun)
+57.2 (5.63%) HitPoints
+Knockback (Mag -8)
+MezResist(Held) (Mag 2.75%)
+MezResist(Immobilize) (Mag 5.5%)
+MezResist(Sleep) (Mag 2.2%)
+MezResist(Stun) (Mag 2.2%)
+MezResist(Terrorized) (Mag 2.2%)
+9% Recovery
+12% Regeneration
+3.15% Resistance(Fire)
+3.15% Resistance(Cold)
------------
Set Bonuses:
Decimation
(Ring of Fire)
+MezResist(Immobilize) (Mag 2.75%)
+11.4 (1.13%) HitPoints
+2.25% Max Max Endurance
+6.25% Enhancement(RechargeTime)
Numina's Convalescence
(Transfusion)
+12% Regeneration
Doctored Wounds
(Transfusion)
+MezResist(Terrorized) (Mag 2.2%)
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
+1.5% Enhancement(Slow)
+0.9% Max Max Endurance
+3.75% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
+7.5% Enhancement(RechargeTime)
Karma
(Combat Jumping)
+Knockback (Mag -4)
Stupefy
(Flashfire)
+2.5% Recovery
+19.1 (1.88%) HitPoints
+3% Enhancement(Stun)
+6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Maneuvers)
+7.5% Enhancement(RechargeTime)
Positron's Blast
(Fire Ball)
+2.5% Recovery
+1.575% Res(Fire, Cold)
+9% Enhancement(Accuracy)
+6.25% Enhancement(RechargeTime)
Steadfast Protection
(Fire Shield)
+Knockback (Mag -4)
Titanium Coating
(Fire Shield)
+MezResist(Sleep) (Mag 2.2%)
+15.3 (1.5%) HitPoints
+MezResist(Stun) (Mag 2.2%)
+MezResist(Held) (Mag 2.75%)
Decimation
(Fire Blast)
+MezResist(Immobilize) (Mag 2.75%)
+11.4 (1.13%) HitPoints
+2.25% Max Max Endurance
+6.25% Enhancement(RechargeTime)
Luck of the Gambler
(Vengeance)
+7.5% Enhancement(RechargeTime)
Code:

| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
|-----------------------------------------------------------------------------|
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|-----------------------------------------------------------------------------|


 

Posted

erm...did you forget char?


SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"

 

Posted

No Char... ZOMG! ROTFL!!