Fire Kin Flame Mastery Farmer Critiue
LOL Have you ever played a fire/kin? Your power choices (assault for one) are questionable and most of your slotting borders on insane.
I smell a troll...............
Here is what I use for all my farming.
| Copy & Paste this data into Mids' Hero Designer to view the build |
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I got assault becasue it s not really a power its not really of use but the DMG+ is a plus but i got it because u need to get it in order to get Tactics and the with the use of tactics i get the Set Bonues for S/L 2 slots DUH U NOOB and this build can easiley solo 54's bosses on BM...
I got assault becasue it s not really a power its not really of use but the DMG+ is a plus but i got it because u need to get it in order to get Tactics and the with the use of tactics i get the Set Bonues for S/L 2 slots DUH U NOOB and this build can easiley solo 54's bosses on BM...
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And remember, you attract more flies with honey than with vinegar and water.
There are a lot of questionable slotting and power choices. End mod in Transfusion? Assault? Damage IO in Fire Blast? One slotted Hasten? Along with that, soloing 54's isn't very effective, you'd be better off fighting 52's or 53's.
[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]
OK Well lets see the only thing jthat u have better than me is
Accuracy by lol 3.5%
KnockBack by 4% which i gave up for DMG!!
I have Higher Immob
These below are not used really in farming so u dont really need them!!! So have bounues on them is a little on the fence...depending on what your farming but im on BM map
COnfuse
Taunt
Fear
Placte
Your Perceptions is better than mine but again its not needed for farming!!!!
***SURVIVAL STATS***
We both have res Max ok
My Regen is higher even though i sacrafice MAX health but the Regen makes up for it
My End Recove is Higher than yours
My End use is higher but i have higer end rec to make up
U have higher Max end ...
****DEFENSE****
The Only thing that u have better in Defense on me is S/L WHY THAT IS is becasue i gave up that DEF for DMG...but other than that u have a awsome build. we should Daul....
This thread contains some of the worst farming builds I've ever seen. At first I thought they were budget builds, but they actually use purples and pricey IOs.
If you're going to farm with a fire/kin, understand these simple principles:
1. Recharge is more important than damage. When you've fulcrum shifted (especially when you're double stacked), much of the damage enhancements in your epic blasts don't count because you're already at the cap. So, you want your epic damaging attacks with a decent amount of recharge and as much global recharge as possible.
2. Accuracy is important. Missing your heal, missing mobs with fulcrum shift, missing siphon speed or transference are all bad. Builds without tactics or without lots of global accuracy bonuses stink. Accuracy means the difference between farming even cons and farming higher conning mobs for more loot.
3. Survivability is important in farming builds. Having kb protection, capped (or near capped) defense and good hitpoints/regen are all nice to have. However, I'd rather have a build with more recharge than capped defenses given the choice, largely because you can open with flashfire and not worry about it as much. Survivability comes in when you want to farm higher conning mobs or mobs with a lot of mez.
4. Even SO'ed fire/kins can farm decently. Before inventions, I was farming Battle Maiden with mine with 5 padders, so I know it's possible. However, having lots of recharge, accuracy, survivability allows you greater farming efficiency. In order to have great efficiency, you want to invest in your build.
5. Don't take your farming build outside of the farm. Farming is really an exercise of maximium gain for as little risk as possible. You are purposely fighting against things that are easy for your build to take on. I hate seeing farming builds on TFs because outside of the controlled environment of a farm, farm fire/kin builds are rather awful. They often don't have their key buffs and the smash/lethal defense they rely on so much on the farms are useless against exotic damage types or against stuff that debuffs defense.
Just so that I'm put on an even footing with everyone else, the build below is what I use to farm. However, I largely use her primary build now (which is fire/kin/fire and built as a support character) because I no longer believe that fire/kins are the best farmers in the game.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire Kin Farming: Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- NrncSD-Acc/Rchg:30(A), NrncSD-EndRdx/Hold:30(3), NrncSD-Acc/EndRdx:30(7), NrncSD-Hold/Rng:30(15), NrncSD-Acc/Hold/Rchg:30(39), NrncSD-Dam%:30(40)
Level 1: Transfusion -- Nictus-Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(5), Nictus-Acc/Heal:50(7), Nictus-Acc/EndRdx/Heal/HP/Regen:50(29), Nictus-Acc/EndRdx/Rchg:50(29)
Level 2: Fire Cages -- GravAnch-Immob/Rchg:50(A), GravAnch-Acc/Immob/Rchg:50(3), GravAnch-Acc/Rchg:50(5), GravAnch-Immob/EndRdx:50(15), GravAnch-Hold%:50(34), EndRdx-I:50(40)
Level 4: Siphon Power -- Acc-I:50(A)
Level 6: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(46)
Level 8: Hot Feet -- Armgdn-Dmg:50(A), Armgdn-Acc/Dmg/Rchg:50(9), Armgdn-Acc/Rchg:50(9), Armgdn-Dmg/EndRdx:50(17), Armgdn-Dam%:50(37), EndRdx-I:50(40)
Level 10: Siphon Speed -- CtlSpd-Acc/Slow:30(A), CtlSpd-Rng/Slow:30(11), CtlSpd-Acc/EndRdx:30(11), CtlSpd-EndRdx/Rchg/Slow:30(43), RechRdx-I:50(50)
Level 12: Flashfire -- Amaze-Stun/Rchg:50(A), Amaze-Acc/Stun/Rchg:50(13), Amaze-Acc/Rchg:50(13), Amaze-EndRdx/Stun:50(17), Amaze-ToHitDeb%:50(46)
Level 14: Swift -- Run-I:50(A)
Level 16: Health -- Numna-Regen/Rcvry+:50(A), RgnTis-Regen+:30(48), Mrcl-Rcvry+:40(50), Mrcl-Heal:40(50)
Level 18: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(34)
Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(21), EndMod-I:50(21)
Level 22: Tough -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(23), S'fstPrt-ResKB:30(23)
Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25)
Level 26: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(27), LkGmblr-Rchg+:50(27)
Level 28: Inertial Reduction -- Zephyr-ResKB:50(A)
Level 30: Cinders -- UbrkCons-Hold/Rchg:50(A), UbrkCons-Acc/Hold/Rchg:50(31), UbrkCons-Acc/Rchg:50(31), UbrkCons-EndRdx/Hold:50(31), UbrkCons-Dam%:50(34)
Level 32: Fire Imps -- C'Arms-Acc/Rchg:30(A), C'Arms-Acc/Dmg:30(33), C'Arms-Dmg/EndRdx:30(33), C'Arms-Acc/Dmg/Rchg:30(33)
Level 35: Transference -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(36), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-Acc/Rchg:50(36), Efficacy-EndMod/Acc:50(37), Efficacy-EndMod/EndRdx:50(37)
Level 38: Fulcrum Shift -- Acc-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39)
Level 41: Fissure -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(42), Ragnrk-Acc/Rchg:50(42), Ragnrk-Dmg/EndRdx:50(42), Ragnrk-Dmg:50(43), FrcFbk-Rechg%:50(43)
Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(45), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(45), Hectmb-Acc/Rchg:50(46)
Level 47: Rock Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(48), LkGmblr-Rchg+:50(48)
Level 49: Earth's Embrace -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- EndRdx-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Containment
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This thread contains some of the worst farming builds I've ever seen. At first I thought they were budget builds, but they actually use purples and pricey IOs.
If you're going to farm with a fire/kin, understand these simple principles: 1. Recharge is more important than damage. When you've fulcrum shifted (especially when you're double stacked), much of the damage enhancements in your epic blasts don't count because you're already at the cap. So, you want your epic damaging attacks with a decent amount of recharge and as much global recharge as possible. 2. Accuracy is important. Missing your heal, missing mobs with fulcrum shift, missing siphon speed or transference are all bad. Builds without tactics or without lots of global accuracy bonuses stink. Accuracy means the difference between farming even cons and farming higher conning mobs for more loot. 3. Survivability is important in farming builds. Having kb protection, capped (or near capped) defense and good hitpoints/regen are all nice to have. However, I'd rather have a build with more recharge than capped defenses given the choice, largely because you can open with flashfire and not worry about it as much. Survivability comes in when you want to farm higher conning mobs or mobs with a lot of mez. 4. Even SO'ed fire/kins can farm decently. Before inventions, I was farming Battle Maiden with mine with 5 padders, so I know it's possible. However, having lots of recharge, accuracy, survivability allows you greater farming efficiency. In order to have great efficiency, you want to invest in your build. 5. Don't take your farming build outside of the farm. Farming is really an exercise of maximium gain for as little risk as possible. You are purposely fighting against things that are easy for your build to take on. I hate seeing farming builds on TFs because outside of the controlled environment of a farm, farm fire/kin builds are rather awful. They often don't have their key buffs and the smash/lethal defense they rely on so much on the farms are useless against exotic damage types or against stuff that debuffs defense. Just so that I'm put on an even footing with everyone else, the build below is what I use to farm. However, I largely use her primary build now (which is fire/kin/fire and built as a support character) because I no longer believe that fire/kins are the best farmers in the game. Hero Plan by Mids' Hero Designer 1.601 http://www.cohplanner.com/ Click this DataLink to open the build! Fire Kin Farming: Level 50 Mutation Controller Primary Power Set: Fire Control Secondary Power Set: Kinetics Power Pool: Leaping Power Pool: Fitness Power Pool: Fighting Power Pool: Speed Ancillary Pool: Stone Mastery Hero Profile: Level 1: Char -- NrncSD-Acc/Rchg:30(A), NrncSD-EndRdx/Hold:30(3), NrncSD-Acc/EndRdx:30(7), NrncSD-Hold/Rng:30(15), NrncSD-Acc/Hold/Rchg:30(39), NrncSD-Dam%:30(40) Level 1: Transfusion -- Nictus-Heal:50(A), Nictus-Heal/HP/Regen/Rchg:50(5), Nictus-Acc/Heal:50(7), Nictus-Acc/EndRdx/Heal/HP/Regen:50(29), Nictus-Acc/EndRdx/Rchg:50(29) Level 2: Fire Cages -- GravAnch-Immob/Rchg:50(A), GravAnch-Acc/Immob/Rchg:50(3), GravAnch-Acc/Rchg:50(5), GravAnch-Immob/EndRdx:50(15), GravAnch-Hold%:50(34), EndRdx-I:50(40) Level 4: Siphon Power -- Acc-I:50(A) Level 6: Combat Jumping -- LkGmblr-Def:50(A), LkGmblr-Rchg+:50(46) Level 8: Hot Feet -- Armgdn-Dmg:50(A), Armgdn-Acc/Dmg/Rchg:50(9), Armgdn-Acc/Rchg:50(9), Armgdn-Dmg/EndRdx:50(17), Armgdn-Dam%:50(37), EndRdx-I:50(40) Level 10: Siphon Speed -- CtlSpd-Acc/Slow:30(A), CtlSpd-Rng/Slow:30(11), CtlSpd-Acc/EndRdx:30(11), CtlSpd-EndRdx/Rchg/Slow:30(43), RechRdx-I:50(50) Level 12: Flashfire -- Amaze-Stun/Rchg:50(A), Amaze-Acc/Stun/Rchg:50(13), Amaze-Acc/Rchg:50(13), Amaze-EndRdx/Stun:50(17), Amaze-ToHitDeb%:50(46) Level 14: Swift -- Run-I:50(A) Level 16: Health -- Numna-Regen/Rcvry+:50(A), RgnTis-Regen+:30(48), Mrcl-Rcvry+:40(50), Mrcl-Heal:40(50) Level 18: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(19), KntkC'bat-Dmg/Rchg:35(19), KntkC'bat-Dmg/EndRdx/Rchg:35(34) Level 20: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(21), EndMod-I:50(21) Level 22: Tough -- S'fstPrt-ResDam/EndRdx:30(A), S'fstPrt-ResDam/Def+:30(23), S'fstPrt-ResKB:30(23) Level 24: Hasten -- RechRdx-I:50(A), RechRdx-I:50(25), RechRdx-I:50(25) Level 26: Weave -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(27), LkGmblr-Rchg+:50(27) Level 28: Inertial Reduction -- Zephyr-ResKB:50(A) Level 30: Cinders -- UbrkCons-Hold/Rchg:50(A), UbrkCons-Acc/Hold/Rchg:50(31), UbrkCons-Acc/Rchg:50(31), UbrkCons-EndRdx/Hold:50(31), UbrkCons-Dam%:50(34) Level 32: Fire Imps -- C'Arms-Acc/Rchg:30(A), C'Arms-Acc/Dmg:30(33), C'Arms-Dmg/EndRdx:30(33), C'Arms-Acc/Dmg/Rchg:30(33) Level 35: Transference -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(36), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-Acc/Rchg:50(36), Efficacy-EndMod/Acc:50(37), Efficacy-EndMod/EndRdx:50(37) Level 38: Fulcrum Shift -- Acc-I:50(A), RechRdx-I:50(39), RechRdx-I:50(39) Level 41: Fissure -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(42), Ragnrk-Acc/Rchg:50(42), Ragnrk-Dmg/EndRdx:50(42), Ragnrk-Dmg:50(43), FrcFbk-Rechg%:50(43) Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(45), KntkC'bat-Dmg/Rchg:35(45), KntkC'bat-Dmg/EndRdx/Rchg:35(45), Hectmb-Acc/Rchg:50(46) Level 47: Rock Armor -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(48), LkGmblr-Rchg+:50(48) Level 49: Earth's Embrace -- RechRdx-I:50(A) ------------ Level 1: Brawl -- Acc-I:50(A) Level 1: Sprint -- EndRdx-I:50(A) Level 2: Rest -- RechRdx-I:50(A) Level 1: Containment Code:
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Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Fire Kin Master 3: Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Hero Profile:
------------
Level 1: Ring of Fire Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(3), Enf'dOp-Acc/EndRdx(3), Enf'dOp-Immob/Rng(5), Enf'dOp-Acc/Immob/Rchg(5), Enf'dOp-Acc/Immob(7)
Level 1: Transfusion Efficacy-EndMod(A), Efficacy-EndMod/Rchg(7), Efficacy-EndMod/Acc/Rchg(9), Efficacy-Acc/Rchg(9), Numna-Heal(46), Numna-Heal/Rchg(46)
Level 2: Fire Cages Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(11), Enf'dOp-Acc/EndRdx(11), Enf'dOp-Immob/Rng(13), Enf'dOp-Acc/Immob/Rchg(13), Enf'dOp-Acc/Immob(15)
Level 4: Siphon Power RechRdx-I(A)
Level 6: Hasten RechRdx-I(A)
Level 8: Hot Feet Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(21), Sciroc-Dmg/Rchg(29), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(31)
Level 10: Siphon Speed RechRdx-I(A)
Level 12: Flashfire Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(33), Stpfy-Acc/Stun/Rchg(33), Stpfy-KB%(34)
Level 14: Boxing KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(17)
Level 16: Tough S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(19), S'fstPrt-ResKB(19), ResDam-I(50)
Level 18: Hurdle Jump-I(A)
Level 20: Health Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21), Numna-Heal(39)
Level 22: Stamina Efficacy-EndMod(A), Efficacy-EndMod/Rchg(23), Efficacy-EndMod/Acc/Rchg(23)
Level 24: Weave RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(27), RedFtn-Def(27), RedFtn-EndRdx(29)
Level 26: Maneuvers LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(37), LkGmblr-EndRdx/Rchg(37)
Level 28: Assault EndRdx-I(A)
Level 30: Tactics Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(34)
Level 32: Fire Imps C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(34), C'Arms-Dmg/EndRdx(36), C'Arms-Acc/Dmg/Rchg(36), C'Arms-EndRdx/Dmg/Rchg(36), C'Arms-+Def(Pets)(37)
Level 35: Transference Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(40)
Level 38: Fulcrum Shift RechRdx-I(A), RechRdx-I(40), Acc-I(40), Acc-I(42)
Level 41: Fire Ball Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(43), Ragnrk-Dmg/EndRdx(43), Ragnrk-Knock%(43)
Level 44: Fire Shield RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(46)
Level 47: Fire Blast Apoc-Dmg(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(50), Dmg-I(50)
Level 49: Super Speed Run-I(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Containment
------------
Set Bonus Totals:
6% DamageBuff(Smashing)
6% DamageBuff(Lethal)
6% DamageBuff(Fire)
6% DamageBuff(Cold)
6% DamageBuff(Energy)
6% DamageBuff(Negative)
6% DamageBuff(Toxic)
6% DamageBuff(Psionic)
5% Defense
18% Defense(Smashing)
18% Defense(Lethal)
6.44% Defense(Fire)
6.44% Defense(Cold)
7.06% Defense(Energy)
7.06% Defense(Negative)
3% Defense(Psionic)
15.2% Defense(Melee)
9.25% Defense(Ranged)
9.88% Defense(AoE)
3% Enhancement(Stun)
45% Enhancement(RechargeTime)
24% Enhancement(Accuracy)
6% Enhancement(Immobilize)
141.2 HP (13.9%) HitPoints
Knockback (Mag -4)
Knockup (Mag -4)
MezResist(Immobilize) 6.05%
15% (0.25 End/sec) Recovery
80% (3.4 HP/sec) Regeneration
1.89% Resistance(Smashing)
1.89% Resistance(Lethal)
3.78% Resistance(Fire)
3.78% Resistance(Cold)
6.88% Resistance(Negative)
5% Resistance(Toxic)
------------
Set Bonuses:
Enfeebled Operation
(Ring of Fire)
3% Enhancement(Immobilize)
1.88% Resistance(Negative)
2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
3.75% Enhancement(RechargeTime)
3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Efficacy Adaptor
(Transfusion)
11.4 HP (1.13%) HitPoints
1.5% (0.03 End/sec) Recovery
10% (0.42 HP/sec) Regeneration
Numina's Convalescence
(Transfusion)
12% (0.51 HP/sec) Regeneration
Enfeebled Operation
(Fire Cages)
3% Enhancement(Immobilize)
1.88% Resistance(Negative)
2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
3.75% Enhancement(RechargeTime)
3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Scirocco's Dervish
(Hot Feet)
10% (0.42 HP/sec) Regeneration
3.13% Resistance(Negative)
9% Enhancement(Accuracy)
3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
Stupefy
(Flashfire)
2.5% (0.04 End/sec) Recovery
19.1 HP (1.88%) HitPoints
3% Enhancement(Stun)
6.25% Enhancement(RechargeTime)
3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
Kinetic Combat
(Boxing)
MezResist(Immobilize) 2.75%
15.3 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Steadfast Protection
(Tough)
1.5% (0.03 End/sec) Recovery
15.3 HP (1.5%) HitPoints
3% Defense(All)
Knockback Protection (Mag -4)
Numina's Convalescence
(Health)
12% (0.51 HP/sec) Regeneration
Efficacy Adaptor
(Stamina)
11.4 HP (1.13%) HitPoints
1.5% (0.03 End/sec) Recovery
Red Fortune
(Weave)
MezResist(Immobilize) 2.2%
1.26% Resistance(Fire,Cold)
2% DamageBuff(All)
5% Enhancement(RechargeTime)
2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Luck of the Gambler
(Maneuvers)
10% (0.42 HP/sec) Regeneration
11.4 HP (1.13%) HitPoints
Rectified Reticle
(Tactics)
1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
Call to Arms
(Fire Imps)
2.5% (0.04 End/sec) Recovery
15.3 HP (1.5%) HitPoints
6.25% Enhancement(RechargeTime)
1.89% Resistance(Smashing,Lethal)
2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
5% Defense
Efficacy Adaptor
(Transference)
11.4 HP (1.13%) HitPoints
1.5% (0.03 End/sec) Recovery
10% (0.42 HP/sec) Regeneration
Ragnarok
(Fire Ball)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
5% Resistance(Toxic)
Reactive Armor
(Fire Shield)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
1.25% Defense(AoE), 0.63% Defense(Fire), 0.63% Defense(Cold)
Apocalypse
(Fire Blast)
16% (0.68 HP/sec) Regeneration
30.5 HP (3%) HitPoints
4% DamageBuff(All)
10% Enhancement(RechargeTime)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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