Fire / Kin. Defense Cap?
why only 40%?
Ehhh, Need one more Kinetic Combat to reach the cap, but still, 5% Difference wouldn't really make that difference. I tried substituting Luck insp. and seemed to still have the bad RNG.
So I finally got my Fire Kin to 50, and I decided to follow Dasberts build. I got 40% Defense, and the problem is I farm 52 Bosses, and still get rocked just because of Bad Luck. After a while I just get sick of it, should I switch from stone to Fire and just try and get the Res cap?
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Doesn't he need 73% defense to cap vs. +2 bosses?
0.5 base hit chance vs. player
*1.2 for +2 level
*1.3 for bosses
=0.78 adjusted hit chance vs. player
-0.05 hit floor
=0.73 defend-able hit chance
To the OP: That last 5% makes an enormous difference -- it drops the chance of a hit by HALF. You're not so much following Dasbert's build as you're getting partially there, it sounds like.
An even-level critter has a 50% chance to hit you. Minus your 40% defense, that's 10%.
A boss gets a 1.3x accuracy multiplier, and a +2 critter gets a 1.2x accuracy multiplier. So, altogether, the 52 boss has 1.56 multiplier.
So, 1.56x times 10% is a 15.6% chance to hit you. So, roughly one out of every 6 attacks will hit you. If you pull a dozen critters, you'll get hit twice every attack round.
Getting your defense to 45% means that the chance of a hit drops by half -- 50% minus 45%, times 1.56, which is 7.8%. Roughly one out of every 13 attacks will hit.
Dasbert's build is designed to farm 50s, by the way, not 52s. At the 45% cap, that's a 6.5% chance for something to hit you. Roughly one out of every 15 attacks will hit.
To Krya: You can't usefully have more than 45% defense; the accuracy mods are applied AFTER the defense/tohit mods, with a clamp of 5%.
HitChance = Clamp( AccMods × Clamp( BaseHitChance + ToHitMods DefMods ) )
See http://paragonwiki.com/wiki/Attack_Mechanics
By the way, my build is Dasbert-inspired, and while I can do 52 bosses, I much prefer 50s; it's much more efficient. Also, I find it highly useful to have Earth's Embrace plus some extra accuracy on top of what he uses. Reaching the HP cap helps survivability quite a bit.
I handled several 8 man lvl 53 boss spawns with my Fire/Kin yesterday after the rest of the team quit. My toon has the Stone epic and capped S/L defense. I did die once when they all hit at once, but other than that I was pretty safe. Lvl 52 should not be much of a problem at all, but you're not going to farm them very quickly. For efficiency you really should be doing lvl 50's.
The key for survivability is to stack Flashfire and Fissure and keep spamming Fissure to keep them mezzed.
That's what people miss so often when the talk about the Stone epic. The capped S/L defense is nice. Very nice, in fact. But against big boss farm, Fissure is just as key, because it's an AOE stun that stacks with Flashfire (or itself) and also damage great damage. It's a huge damage mitigation tool.
Excuse my noobish question, but can someone who me how to get 45% defense on a 50 fire/kin? What sets do you need and in what powers? Can it be done with fire epic or do you have to go stone?
the key for survivability is to stack flashfire and fissure and keep spamming fissure to keep them mezzed. That's what people miss so often when the talk about the stone epic. The capped s/l defense is nice. Very nice, in fact. But against big boss farm, fissure is just as key, because it's an aoe stun that stacks with flashfire (or itself) and also damage great damage. It's a huge damage mitigation tool. |
Shenanigans
LotD - JaL - POWT/SMD - SoCo - AJs
That's what people miss so often when the talk about the Stone epic. The capped S/L defense is nice. Very nice, in fact. But against big boss farm, Fissure is just as key, because it's an AOE stun that stacks with Flashfire (or itself) and also damage great damage. It's a huge damage mitigation tool.
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Excuse my noobish question, but can someone who me how to get 45% defense on a 50 fire/kin? What sets do you need and in what powers? Can it be done with fire epic or do you have to go stone?
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For figuring out sets, use Mid's, go to the Window menu, and choose Set Bonus Finder. That will let you see all the sets that grant defense.
Enfeebled Operation (an immob set) will grant 2.5% S/L defense at 4 slots, plus another 1.5% at 6 slots, for a total of 4.06%. This is a very inexpensive set.
Kinetic Combat will grant you 3.75% S/L defense. This is an extremely expensive set.
The rest of the defense you get in bits and pieces.
Stone offers the best defense toggle. Fire's shield is resist, not defense.
For figuring out sets, use Mid's, go to the Window menu, and choose Set Bonus Finder. That will let you see all the sets that grant defense. Enfeebled Operation (an immob set) will grant 2.5% S/L defense at 4 slots, plus another 1.5% at 6 slots, for a total of 4.06%. This is a very inexpensive set. Kinetic Combat will grant you 3.75% S/L defense. This is an extremely expensive set. The rest of the defense you get in bits and pieces. |
Still 45% seems a lot ... how much does the Stone Armor grant?
Weave is like 4.5%
Enfeebled 4.06%
Kinetic Combat 3.75%
Steadfast Unique 3%
Thats still quite far from 45%
Can anyone who has actually soft-capped defense list their bonuses and how they managed it?
Can anyone who has actually soft-capped defense list their bonuses and how they managed it?
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Thanks.
Still 45% seems a lot ... how much does the Stone Armor grant? Weave is like 4.5% Enfeebled 4.06% Kinetic Combat 3.75% Steadfast Unique 3% Thats still quite far from 45% Can anyone who has actually soft-capped defense list their bonuses and how they managed it? |
Powers:
Rock Armor - 22.5%
Weave - 7.04%
Combat Jumping - 2.61%
Set Bonuses:
Enfeebled Operation - 2.5%
Kinetic Combat x 2 - 7.50%
Steadfast Protection Unique - 3%
Total: 45.15%
You can finish off the Enfeebled Operation set to get an extra 1.56. You can add maneuvers to get more. There are other ways, this is just what I have.
Long answer: read Arcanaville's Guide to Defense or ParagonWiki.
Folonius: Except Chaos is right. You have to actually -complete- the build. And if you farm against 50 Maniac Slammers - well, let's just say I die maybe once an hour if I'm not paying attention, and nowadays I actually run two accounts at once and still don't die even while alt-tabbing.
And you left Dark Castle and took me off of you global for some reason. I get the feeling that I pissed you off somehow without ever talking to you. WTF, man?
Short answer: no, because you apply Defense before multiplying by Accuracy, and +45 Def is all you need to get the pre-multiplied value as low as it'll go.
Long answer: read Arcanaville's Guide to Defense or ParagonWiki. |
Except, uh, that Electric Feel's build has some really weird mistakes in it. So I redid it completely from the ground up. Which is why I posted the new one you linked to.
Folonius: Except Chaos is right. You have to actually -complete- the build. And if you farm against 50 Maniac Slammers - well, let's just say I die maybe once an hour if I'm not paying attention, and nowadays I actually run two accounts at once and still don't die even while alt-tabbing. And you left Dark Castle and took me off of you global for some reason. I get the feeling that I pissed you off somehow without ever talking to you. WTF, man? |
Have you considered Folonious's newest improvement of Kin Combat in Brawl?
Just for comparison, this is the original build with its 'weird mistakes' in it.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
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), Acc-I(17), 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), Enf'dOp-Acc/Immob(37), TotHntr-Dam%(40)
Level 4: Siphon Power Empty(A)
Level 6: Hurdle Jump-I(A), Jump-I(48)
Level 8: Hot Feet TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(9), TmpRdns-Acc/EndRdx(9), TmpRdns-EndRdx/Rchg/Slow(11), TmpRdns-Acc/Dmg/Slow(34), EndRdx-I(34)
Level 10: Combat Jumping Jump-I(A), LkGmblr-Rchg+(11)
Level 12: Flashfire Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(17), RechRdx-I(21)
Level 14: Siphon Speed RechRdx-I(A), RechRdx-I(15), Acc-I(50)
Level 16: Health Heal-I(A)
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-ResKB(A), S'fstPrt-ResDam/Def+(25), ResDam-I(25), ResDam-I(50)
Level 26: Weave LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
Level 28: Hasten RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Cinders BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31)
Level 32: Fire Imps C'Arms-+Def(Pets)(A), C'Arms-Acc/Dmg/Rchg(33), C'Arms-Acc/Dmg(33), C'Arms-EndRdx/Dmg/Rchg(33), C'Arms-Dmg/EndRdx(34)
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), EndRdx-I(39), 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 Acc-I(A), RechRdx-I(45), KntkC'bat-Acc/Dmg(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Knock%(46)
Level 47: Rock Armor LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), DefBuff-I(50)
Level 49: Earth's Embrace Empty(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Containment
| Copy & Paste this data into Mids' Hero Designer to view the build |
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I had also considered working a build with the Ice APP. The only issue is that the one AoE power is a cone, which requires more positioning than I wanted with a simple, cheap farming build. On my live build, I've got Obliteration in Hot Feet.
Why Obliteration in Hot Feet? A big increase in cost and in slots for what, 3% recharge? As you approach the recharge cap (which both builds hit at times in some powers) extra recharge does less and less. The difference between 300% recharge (1/4 recharge time) and 400% recharge (1/5 recharge time) is a lot less than the difference between 200% (1/3 recharge) and 300% (1/4). And the damage slotting does you no good for a farming build - or a character teaming with a decent number of people. And will do even less post-i16.
And you put 'weird mistakes' in quotes. Are you seriously saying the extra slot of jump speed in Hurdle is a -good- choice for a farming build? Or that Super Jump is superior on, say, an ITF where you might have people with just SS to Inertial Reduction, which doesn't suppress and can be shared with your allies?
Oh, wait. You changed that build and took Earth's Embrace instead of Super Jumping (so it's not the same build), leaving you with Combat Leaping and Hurdle as your travel power. I guess if you're not -ever- leaving AE that works, but even then, that slot from Hurdle could go somewhere else and do more good.
If money is no object, then you might consider the below. The purples can be dropped for a slight hit in global recharge.
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
Click this DataLink to open the build!
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 -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(5), UbrkCons-EndRdx/Hold(23)
Level 1: Transfusion -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(17), Nictus-Heal(19), Nictus-Heal/HP/Regen/Rchg(19)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(7), Enf'dOp-Acc/Immob/Rchg(21), Enf'dOp-Acc/Immob(37)
Level 4: Siphon Power -- Acc-I(A), RechRdx-I(21)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Dmg/Rchg(9), M'Strk-Acc/EndRdx(11), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(11)
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 -- Acc-I(A), RechRdx-I(15), RechRdx-I(50)
Level 16: Health -- Numna-Regen/Rcvry+(A)
Level 18: Boxing -- Dmg-I(A)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Rchg(40)
Level 24: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(25), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-EndRdx(40), S'fstPrt-ResDam/Def+(43), S'fstPrt-ResKB(46)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/EndRdx/Rchg(40)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-+Res(Pets)(34), BldM'dt-Acc/Dmg(39)
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 -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43), FrcFbk-Rechg%(43)
Level 44: Seismic Smash -- Mako-Acc/Dmg/EndRdx/Rchg(A), KntkC'bat-Knock%(45), KntkC'bat-Acc/Dmg(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48)
Level 49: Earth's Embrace -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(50), Heal-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Why Obliteration in Hot Feet? A big increase in cost and in slots for what, 3% recharge? As you approach the recharge cap (which both builds hit at times in some powers) extra recharge does less and less. The difference between 300% recharge (1/4 recharge time) and 400% recharge (1/5 recharge time) is a lot less than the difference between 200% (1/3 recharge) and 300% (1/4). And the damage slotting does you no good for a farming build - or a character teaming with a decent number of people. And will do even less post-i16.
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And you put 'weird mistakes' in quotes. Are you seriously saying the extra slot of jump speed in Hurdle is a -good- choice for a farming build? Or that Super Jump is superior on, say, an ITF where you might have people with just SS to Inertial Reduction, which doesn't suppress and can be shared with your allies?
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Oh, wait. You changed that build and took Earth's Embrace instead of Super Jumping (so it's not the same build), leaving you with Combat Leaping and Hurdle as your travel power. I guess if you're not -ever- leaving AE that works, but even then, that slot from Hurdle could go somewhere else and do more good.
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And I've been having no problem running regular missions, STFs, ITFs, etc with just CJ and Hurdle.
This might have been answered, but I'm not seeing it. How much Def would a Fire/Kin need to fight 54 Bosses? Wouldn't as the level gets higher from you more def you need to be "Soft-Capped"? I have a build here with 50.7% def to Smashing and Lethal and if all you need is 45% to fight 54s then I could just switch out some sets to better suit what I want. Here's what I made up. |
Here is the changed build.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Subject 40-09: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(3), BasGaze-Acc/Hold:30(3), BasGaze-Rchg/Hold:30(5)
Level 1: Transfusion -- Theft-+End%:30(A), Nictus-Acc/EndRdx/Rchg:50(40), Nictus-Heal:50(43), Nictus-Heal/HP/Regen/Rchg:50(45), Nictus-Acc/Heal:50(46), Nictus-Acc/EndRdx/Heal/HP/Regen:50(46)
Level 2: Fire Cages -- Enf'dOp-Acc/Immob:50(A), Enf'dOp-Acc/Immob/Rchg:50(5), Enf'dOp-Immob/Rng:50(7), Enf'dOp-Acc/EndRdx:50(7), Enf'dOp-EndRdx/Immob:50(17), GravAnch-Hold%:50(19)
Level 4: Siphon Power -- Acc-I:50(A)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(9), RechRdx-I:50(9)
Level 10: Siphon Speed -- Acc-I:50(A), Acc-I:50(11), RechRdx-I:50(11)
Level 12: Flashfire -- RzDz-Immob%:30(A), RzDz-Acc/Stun/Rchg:30(13), RzDz-EndRdx/Stun:30(13), RzDz-Acc/Rchg:30(15), RzDz-Acc/EndRdx:30(17), RzDz-Stun/Rng:30(46)
Level 14: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(15)
Level 16: Kick -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(37), KntkC'bat-Dmg/EndRdx/Rchg:35(40)
Level 18: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(21), P'Shift-EndMod/Rchg:50(21), P'Shift-EndMod/Acc:50(34)
Level 22: Speed Boost -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(23), Zephyr-ResKB:50(23)
Level 24: Hot Feet -- Armgdn-Dam%:50(A), Erad-%Dam:30(25), Sciroc-Dam%:50(25), C'ngBlow-Acc/Dmg:50(31), EndRdx-I:50(34), EndRdx-I:50(34)
Level 26: Weave -- HO:Enzym(A), HO:Enzym(27), HO:Enzym(27)
Level 28: Inertial Reduction -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(29), Zephyr-ResKB:50(29)
Level 30: Maneuvers -- HO:Enzym(A), HO:Enzym(31), HO:Enzym(31)
Level 32: Fire Imps -- C'Arms-+Def(Pets):30(A), C'Arms-EndRdx/Dmg/Rchg:30(33), C'Arms-Acc/Dmg/Rchg:30(33), C'Arms-Acc/Dmg:30(33)
Level 35: Transference -- Efficacy-EndMod/EndRdx:50(A), Efficacy-EndMod/Acc:50(36), Efficacy-Acc/Rchg:50(36), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-EndMod/Rchg:50(37), Efficacy-EndMod:50(37)
Level 38: Fulcrum Shift -- Acc-I:50(A), Acc-I:50(39), Acc-I:50(39), RechRdx-I:50(39), RechRdx-I:50(40), RechRdx-I:50(50)
Level 41: Fissure -- Det'tn-Acc/Dmg/EndRdx:50(A), Det'tn-Dmg/EndRdx/Rng:50(42), Det'tn-Acc/Dmg:50(42), Det'tn-Dmg/EndRdx:50(42), Det'tn-Dmg/Rchg:50(43), FrcFbk-Rechg%:50(43)
Level 44: Rock Armor -- HO:Enzym(A), HO:Enzym(45), HO:Enzym(45)
Level 47: Cinders -- UbrkCons-Dam%:50(A), UbrkCons-EndRdx/Hold:50(48), UbrkCons-Acc/Rchg:50(48), UbrkCons-Acc/Hold/Rchg:50(48), UbrkCons-Hold/Rchg:50(50)
Level 49: Earth's Embrace -- Dct'dW-Heal/Rchg:50(A), Numna-Heal/Rchg:50(50)
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Level 1: Brawl -- HO:Nucle(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Containment
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Set Bonus Totals:
- 2.5% DamageBuff(Smashing)
- 2.5% DamageBuff(Lethal)
- 2.5% DamageBuff(Fire)
- 2.5% DamageBuff(Cold)
- 2.5% DamageBuff(Energy)
- 2.5% DamageBuff(Negative)
- 2.5% DamageBuff(Toxic)
- 2.5% DamageBuff(Psionic)
- 5% Defense
- 10.5% Defense(Smashing)
- 10.5% Defense(Lethal)
- 8.31% Defense(Fire)
- 8.31% Defense(Cold)
- 8.63% Defense(Energy)
- 8.63% Defense(Negative)
- 3% Defense(Psionic)
- 8.63% Defense(Melee)
- 10.5% Defense(Ranged)
- 13.6% Defense(AoE)
- 2.25% Max End
- 2% Enhancement(Stun)
- 32.5% Enhancement(RechargeTime)
- 3% Enhancement(Immobilize)
- 5% Enhancement(Heal)
- 24% Enhancement(Accuracy)
- 5% FlySpeed
- 95.4 HP (9.38%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Immobilize) 2.75%
- MezResist(Sleep) 1.65%
- 14.5% (0.24 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 1.88% Resistance(Energy)
- 1.88% Resistance(Negative)
- 5% RunSpeed
- 1% XPDebtProtection
So I finally got my Fire Kin to 50, and I decided to follow Dasberts build. I got 40% Defense, and the problem is I farm 52 Bosses, and still get rocked just because of Bad Luck. After a while I just get sick of it, should I switch from stone to Fire and just try and get the Res cap?