Fire/Super reflexes Ninja build ;D


all_hell

 

Posted

Basically i have built this char as a perma hasten ninja run travel power everything killer.

At max fury (90%) all my attacks are doing over 300 damage each hit and have very fast recharge, good to hit, but a bit high end cost compared to everything else. with buildup and the proc, i'm getting 413 damage out of my weakest attack which recharges in just over one and a half seconds.

With that damage and that speed, would this build be a solid AV killer. I am aware that fire is quite rarely resisted, but when it is it's resisted a hell of a lot like with infernal.

Also how many mph does ninja run add for jump and run speeds at lvl 50. So i know how fast i shall be running with it active =)

Thanx for reading and here's my build, hope you like it =D


Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Adamant Flame: Level 50 Mutation Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Super Reflexes
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Fire Sword -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(34), Hectmb-Acc/Dmg/Rchg(36), Hectmb-Acc/Rchg(36), Hectmb-Dmg/EndRdx(36), Hectmb-Dam%(37)
Level 1: Focused Fighting -- RedFtn-Def/EndRdx(A), RedFtn-Def(3), RedFtn-Def/Rchg(3), RedFtn-Def/EndRdx/Rchg(5), RedFtn-EndRdx(5)
Level 2: Focused Senses -- RedFtn-Def(A), RedFtn-EndRdx(7), RedFtn-Def/EndRdx(7), RedFtn-Def/Rchg(9), RedFtn-Def/EndRdx/Rchg(9)
Level 4: Agile -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11)
Level 6: Cremate -- T'Death-Acc/Dmg(A), T'Death-Dam%(27), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(40)
Level 8: Hurdle -- Jump-I(A)
Level 10: Practiced Brawler -- RechRdx-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(15), RgnTis-Regen+(17), Heal-I(17)
Level 16: Dodge -- LkGmblr-Rchg+(A), LkGmblr-Def(19), LkGmblr-Def/EndRdx(19)
Level 18: Incinerate -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(40), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(43), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 20: Evasion -- RedFtn-Def(A), RedFtn-EndRdx(21), RedFtn-Def/EndRdx(21), RedFtn-Def/Rchg(23), RedFtn-Def/EndRdx/Rchg(23)
Level 22: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-End%(25), P'Shift-EndMod(25), P'Shift-EndMod/Rchg(27)
Level 24: Boxing -- EndRdx-I(A)
Level 26: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), GSFC-Build%(31)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam(34), Aegis-ResDam/Rchg(34)
Level 30: Lucky -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(33)
Level 32: Greater Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(45), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45), C'ngImp-Dmg/EndRdx/Rchg(46)
Level 35: Quickness -- Run-I(A)
Level 38: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/Rchg(50)
Level 41: Fire Sword Circle -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(42), Armgdn-Acc/Dmg/Rchg(42), Armgdn-Acc/Rchg(42), Armgdn-Dmg/EndRdx(43)
Level 44: Web Envelope -- GravAnch-Immob(A), GravAnch-Acc/Immob/Rchg(46), GravAnch-Acc/Rchg(46), GravAnch-Immob/EndRdx(48), GravAnch-Hold%(50)
Level 47: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
------------
Set Bonus Totals:

  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 6.13% Defense(Smashing)
  • 6.13% Defense(Lethal)
  • 7.38% Defense(Fire)
  • 7.38% Defense(Cold)
  • 5.81% Defense(Energy)
  • 5.81% Defense(Negative)
  • 3% Defense(Psionic)
  • 9.25% Defense(Melee)
  • 8.63% Defense(Ranged)
  • 7.06% Defense(AoE)
  • 92.5% Enhancement(RechargeTime)
  • 68% Enhancement(Accuracy)
  • 10% FlySpeed
  • 191.2 HP (12.8%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 13.8%
  • 17% (0.28 End/sec) Recovery
  • 62% (3.88 HP/sec) Regeneration
  • 11.3% Resistance(Fire)
  • 11.3% Resistance(Cold)
  • 5% Resistance(Toxic)
  • 15% RunSpeed
------------
Set Bonuses:
Hecatomb
(Fire Sword)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
  • 5% Resistance(Toxic)
Red Fortune
(Focused Fighting)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Red Fortune
(Focused Senses)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Agile)
  • 10% (0.63 HP/sec) Regeneration
  • 16.9 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Touch of Death
(Cremate)
  • MezResist(Immobilize) 2.75%
  • 22.5 HP (1.5%) HitPoints
  • 2.5% DamageBuff(All)
  • MezResist(Held) 2.75%
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Numina's Convalescence
(Health)
  • 12% (0.75 HP/sec) Regeneration
  • 28.1 HP (1.88%) HitPoints
Luck of the Gambler
(Dodge)
  • 10% (0.63 HP/sec) Regeneration
  • 16.9 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Crushing Impact
(Incinerate)
  • MezResist(Immobilize) 2.2%
  • 16.9 HP (1.13%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Red Fortune
(Evasion)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 28.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Gaussian's Synchronized Fire-Control
(Build Up)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 28.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Steadfast Protection
(Tough)
  • 3% Defense(All)
Aegis
(Tough)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
Luck of the Gambler
(Lucky)
  • 10% (0.63 HP/sec) Regeneration
  • 16.9 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Crushing Impact
(Greater Fire Sword)
  • MezResist(Immobilize) 2.2%
  • 16.9 HP (1.13%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Weave)
  • 10% (0.63 HP/sec) Regeneration
  • 16.9 HP (1.13%) HitPoints (Exceeded 5 Bonus Cap)
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Armageddon
(Fire Sword Circle)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Gravitational Anchor
(Web Envelope)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Luck of the Gambler
(Combat Jumping)
  • 10% (0.63 HP/sec) Regeneration
  • 16.9 HP (1.13%) HitPoints (Exceeded 5 Bonus Cap)
  • 7.5% Enhancement(RechargeTime)
Blessing of the Zephyr
(Super Jump)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)


 

Posted

Nice build.

You might want to consider super-speed over super-jump. Coupled with your stealth IO (that you forgot to put in sprint), that should give you invis for the times when you want to stealth something.

Personally, since Ninja Run drops toggles, I'd go with CJ/hurdle and superspeed.

As your recharge is good enough to double-stack Practiced Brawler, you might consider an end mod over the rech IO. You lose about 10 seconds, which really is minor.


 

Posted

Have you played it yet?

How's the end consumption?


 

Posted

I'd drop the Hecatomb: +Damage for another damage proc, particularly Perfect Zinger. It's far superior in every aspect, unless you absolutely crave 5% toxic resistance...


 

Posted

I'm working on a fire/sr myself, but I'll only weigh in on the fire primary. Fire sword, in my opinion, is a bit too animated to make a decent chain starter. I was in love with the numbers on paper, but testing it out with my speedy fire/elec, I just had a really hard time with it. I went with scorch instead and now have a speedy, endless chain of scorch, cremate and incinerate. It opened up a lot of options for my build and it's looking pretty monstrous.


50 SM/WP Brute - D Block
50 FM/ELA Brute - Raging Daemon
50 Acher/MM Blaster - Dark Reiver
50 FM/SD - Firestorm Brigade

You were right to fear me...

 

Posted

I haven't gotten to play it yet, my character is still in mercy, waiting for a little day job time.

with the celerity stealth IO, does it work like a toggle or does it only work for a few mins?


 

Posted

Fire has the best damage per endurance, so once you learn to anticipate the secondary DoT, it's quite effective.


 

Posted

Quote:
Originally Posted by NeonPower View Post
with the celerity stealth IO, does it work like a toggle or does it only work for a few mins?
The stealth IOs work for 120 seconds after the power they are slotted in is activated, just like the regen & recovery uniques and the Kismet +Acc.

So slotting it in a passive would essentially make the stealth "always on" which is why they cannot be slotted in passives. (Just the stealth IOs, not the other 120 second IOs) Slotting it in a toggle--the best choice by far, IMO--means it stays on while the toggle is running and 120 seconds after it is turned off. Slotting it in a click power means it will be active for 120 seconds.


My Characters

Knight Court--A CoH Story Complete 2/3/2012

 

Posted

Quote:
Originally Posted by Finduilas View Post
The stealth IOs work for 120 seconds after the power they are slotted in is activated, just like the regen & recovery uniques and the Kismet +Acc.

So slotting it in a passive would essentially make the stealth "always on" which is why they cannot be slotted in passives. (Just the stealth IOs, not the other 120 second IOs) Slotting it in a toggle--the best choice by far, IMO--means it stays on while the toggle is running and 120 seconds after it is turned off. Slotting it in a click power means it will be active for 120 seconds.
sweet =) that does sound best

btw, if i'm having ninja run as my travel power would it be best to take hurdle or swift from the fitness pool, and how fast will i be going with either of them =)


 

Posted

hurdle is faster, but swift is fast enough

~49mph with swift(w/ run enhnc) and sprint(w/ end red)
~52mph with swift(w/ run enhnc) and sprint(w/ run enhnc)
~60mph w/ hurdle(w/ jump enhc)