Did I do this right? (Fire/Kinetics build & advice)
AE works the same, but there are mission specific for either side. For farming, you want x8 with no bosses on what whatever +x you can handle. If you do want a Fire/kin on red side, then go for it. I would be tempted just to make either of your other Fire/controllers a farmer and work the market as well since they are already level 50. I personally would pick one of your characters to be the market worker. Have other characters e-mail the market worker what influ. you feel comfortable giving and then have the market worker start playing with as much high end market stuff that you can find. I typically feed off of people being lazy so I grab enhancements, craft them, and them sell them for profit. Once I get to where I can crank out a stack of 10 at a time, I just skim the profit off the top and give it to other characters.
EDIT: Red side has many more EBs/AVs.
First, while some of the guides are out of date, most are not. There are also a bunch of Fire/Kin threads discussing builds.
Second, if you are low on Influence, the best way to make lots is on the market, not farming. See the guides in the Market forum.
As for your build, I have a few things that you might want to think about:
Char: After 4 Baz Gaze, I think it is a good idea to slot some damage. Drop the EndRdx/Hold/Rech and the proc and add some damage. If you can get them, an Acc/Dam and Dam/Mez Hami-Os are nice, or on the cheap, just an Acc/Dam/Rech and a common Damage.
Fire Cages: The damage on FC is not real high. I believe you get more damage from procs. Slot it for Accuracy and EndRdx, then add procs. At level 50, I love having the purple set's Chance for Hold proc in Fire Cages. Some folks going for a high defense build use the Enfeebled Operation set.
Stamina & Speed Boost: Move one of the EndRdx out of Speed Boost and into Stamina. You know that Speed Boost no longer buffs the Recharge on your pets? It increases their Run Speed and Recovery, but not Recharge. Some selfish people skip Speed Boost, but it is still one of the best buffs in the game.
Hot Feet needs to be slotted for EndRdx, Damage and some Accuracy. A little bit of slow is nice if you can fit it in. The Obliteration set doesn't have nearly enough EndRdx. You can frankenslot this power, or use the Multistrike set. Some people add procs after they have enough Damage and EndRdx slotted, but go for the Damage before the procs.
Health: See that Regen Tissue proc? Pull out your Mids, and replace that with a Numinas's Heal IO. See your Regen go up?
Fire Imps: If you are going for a high defense build, the Blood Mandate has some nice bonuses. Personally, I like to slot a lot of recharge for when the Imps die. I use 4 Expediant Reinforcement (Recharge Intensive Pets set) leaving out the Dam/End and the +Resistance proc. Imps run around too much to get much benefit from that proc. Then add the two Call to Arms triples, or at level 50 you can go for Dam/Rech and Chance for Build Up from the purple Soulbound Alliegence set.
Most Fire/Kins today go for the Earth APP for Fissure, the Defense-based armor (to softcap Smashing/Lethal defense), Seismic Smash as a big-time melee attack and Earth's Embrace, the heal. Fissure recharges faster than Fireball and has a chance to add some stun -- over time, Fissure does more damage but it is short range.
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Here is a decent and cheap build that has soft-capped smashing/lethal defense at level 50.
It isn't an uber/expensive build by any stretch of the imagination. What it IS, though, is a cheap playable build that you could follow from level 1 up, using the power picks and slot placement just as I have them here. You can simply use SOs, generic IOs, or cheap franken-slotted set IOs to get by with the character. I will point out, though, that during the level-up period, it is a team-oriented build. If you planned to do a lot of soloing, you might have to fit in Ring of Fire and Air Superiority. But I always team when I'm playing a /Kin.
Anyway, once you are level 50, you'll be able to farm vs Smashing/Lethal-heavy groups, but you'll also have all the tools you need to solo or to team. Once the Inherent Stamina comes in Issue 19, you'll be able to move Combat Jumping to level 16 for KB protection in task forces (tho you'd want a level 18 or less Karma KB IO in that event). You'd be able to get Speed Boost at level 20 also, for the Posi task forces (assuming they are still level 15 and that your level 20 powers are available to you). You'd also be able to pick up Increase Density, Smoke, and Recall Friend in the build for maximum "teamy goodness".
The most important thing about the build is that it is pretty darned cheap. I myself hate marketing so I prefer a bit of farming, and if you are going to farm, don't sink a bunch of money in your farm build. Go lite, go cheap, go easy.
I wish I could stand to play the market though. I find the guides vaguely sketchy, I guess because they dont want to reveal the hottest items for turn-arounds, but I found that a turn off.
Lewis
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Hell Witch CINDERS: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(3), NrncSD-Acc/EndRdx(3), NrncSD-Hold/Rng(19), NrncSD-Acc/Hold/Rchg(19), NrncSD-Dam%(40)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Acc/EndRdx/Rchg(23)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Immob/Rng(40), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(50)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Acc/EndRdx(9), M'Strk-Acc/Dmg/EndRdx(11), C'ngBlow-Dmg/EndRdx(11)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(17), RechRdx-I(37)
Level 12: Flashfire -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(13), RzDz-Acc/EndRdx(13), RzDz-Stun/Rng(15), RzDz-Acc/Stun/Rchg(15), Rope-Acc/Stun/Rchg(17)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Speed Boost -- EndMod-I(A)
Level 24: Cinders -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(25), NrncSD-Acc/EndRdx(25), NrncSD-Hold/Rng(34), NrncSD-Acc/Hold/Rchg(34), NrncSD-Dam%(40)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam(29), RctvArm-EndRdx(34), S'fstPrt-ResDam/Def+(43)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(46)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
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), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), RechRdx-I(43)
Level 44: Rock Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(46)
Level 47: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(48), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 49: Combat Jumping -- DefBuff-I(A), Krma-ResKB(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run
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Thanks for the advice!
First, while some of the guides are out of date, most are not. There are also a bunch of Fire/Kin threads discussing builds.
|
Second, if you are low on Influence, the best way to make lots is on the market, not farming. See the guides in the Market forum. |
However, my reasoning for wanting to do more than just play the markets is so I can add some potentially great purple or other drops to the equation, so I may have a chance of ever getting those without paying their exorbitant prices.
As for your build, I have a few things that you might want to think about: Char: After 4 Baz Gaze, I think it is a good idea to slot some damage. Drop the EndRdx/Hold/Rech and the proc and add some damage. If you can get them, an Acc/Dam and Dam/Mez Hami-Os are nice, or on the cheap, just an Acc/Dam/Rech and a common Damage. |
Fire Cages: The damage on FC is not real high. I believe you get more damage from procs. Slot it for Accuracy and EndRdx, then add procs. At level 50, I love having the purple set's Chance for Hold proc in Fire Cages. Some folks going for a high defense build use the Enfeebled Operation set. |
Stamina & Speed Boost: Move one of the EndRdx out of Speed Boost and into Stamina. You know that Speed Boost no longer buffs the Recharge on your pets? It increases their Run Speed and Recovery, but not Recharge. Some selfish people skip Speed Boost, but it is still one of the best buffs in the game. |
Hot Feet needs to be slotted for EndRdx, Damage and some Accuracy. A little bit of slow is nice if you can fit it in. The Obliteration set doesn't have nearly enough EndRdx. You can frankenslot this power, or use the Multistrike set. Some people add procs after they have enough Damage and EndRdx slotted, but go for the Damage before the procs. |
Health: See that Regen Tissue proc? Pull out your Mids, and replace that with a Numinas's Heal IO. See your Regen go up? Fire Imps: If you are going for a high defense build, the Blood Mandate has some nice bonuses. Personally, I like to slot a lot of recharge for when the Imps die. I use 4 Expediant Reinforcement (Recharge Intensive Pets set) leaving out the Dam/End and the +Resistance proc. Imps run around too much to get much benefit from that proc. Then add the two Call to Arms triples, or at level 50 you can go for Dam/Rech and Chance for Build Up from the purple Soulbound Alliegence set. |
Most Fire/Kins today go for the Earth APP for Fissure, the Defense-based armor (to softcap Smashing/Lethal defense), Seismic Smash as a big-time melee attack and Earth's Embrace, the heal. Fissure recharges faster than Fireball and has a chance to add some stun -- over time, Fissure does more damage but it is short range. |
I suppose that makes sense; I would miss the ability to get right back into things with the Rise of the Phoenix... And I'll have to find some slots somewhere to maximize Earth's Embrace...
Thanks again.
Thanks for eight fun years, Paragon.
My advice when it comes to builds is "Well, it depends on your play style."
I'm built for defense (AoE/Range).
In the process of doing that, I have more than decent accuracy and recharge buffs as well.
My play style is very aggressive - so I'm always up in the middle of things.
Also, in response to Hot Feet and the end hog that it is - no matter the slotting, it's still going to eat away from your end bar.
Transference basically makes this a moot point (in the later levels) so I 6-slotted Eradication for the set bonuses.
Anyways, back to what I originally said - Think about your play style and what you need to make your character fun/viable.
Then go from there.
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So I've been told. I'm trying that now, but I'm just not getting it. I don't know if I'm picking bad recipes to craft and flip, but so far I've got a lot of crafted enhancements just languishing in the inventory. I've been doing this with a level 41 blaster for three levels now, and that's probably my mistake.
|
I'm certain there has to be a guide listed here somewhere, but all in the guide section are woefully out of date, and I tend to prefer anecdotal evidence as it is.
Yes, I have added another Fire/Kin Controller to the dreadfully high pile of them that already exist. I've made one in the past, but never bothered to level it past level 10 or so because of how rampant they were, but now it's to the point where they must be dying down or are all level 50 and in their missions, because I don't see them about too much.
First off... Yes, I intend to be one of those Fire/Kins. That is still a viable option, right? I've only been back for about two months now, so it's possible I've missed something...
My three determining factors in finally taking this plunge:
1. The new difficulty options - No fillers/anchors/warm bodies? Interesting. What difficulty settings are standard for these endeavors?
2. I am broke - I could use a moneymaker.
3. Morality/side-switching. I think it would be fun to run a Fire/Kin through the Rogue Isles. There will still be "viable" missions there, correct? Everyone just uses Architect Entertainment these days, right? And while we're on the subject, AE's are the same for heroes and villains, aren't they? I'm pretty ignorant in regards to the entire system, because I took a long break shortly after it was originally implemented.
I've played a Fire/Storm Controller, Fire/Rad Controller, an Ice/Kin Controller and a Radiation/Kin Corrupter to 50, so I know what I'm doing with the powers in-game. What I don't know if how to specifically slot the powers with IO sets to maximize my investment, particularly in-regards to the activities I have in mind which I'm trying desperately not to put into words.
I could use slotting advice for Flashfire (the Razzle Dazzle + an HO seems a bit awkward), Transfusion (never used the accurate healing set) and the Fire Imps (couldn't decide which Pet set was preferable).
I also just noticed that I somehow missed Cinders, so I took out Increase Density in favor of it. No idea how I missed it, was just a dumb oversight as I made this build at work yesterday.
Finally, here is the build - I wanted it to be both a leveling and an end-of-game fun-time build. Any thoughts?
Thanks!
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Pyrokinetix: Level 50 Magic 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
- (A) Basilisk's Gaze - Accuracy/Hold
- (3) Basilisk's Gaze - Accuracy/Recharge
- (7) Basilisk's Gaze - Recharge/Hold
- (15) Basilisk's Gaze - Endurance/Recharge/Hold
- (17) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (29) Basilisk's Gaze - Chance for Recharge Slow
Level 1: Transfusion- (A) Touch of the Nictus - Healing
- (5) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (5) Touch of the Nictus - Accuracy/Healing
- (7) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (25) Touch of the Nictus - Accuracy/Endurance/Recharge
- (25) Touch of the Nictus - Chance for Negative Energy Damage
Level 2: Fire Cages- (A) Positron's Blast - Accuracy/Damage
- (3) Positron's Blast - Damage/Endurance
- (11) Positron's Blast - Damage/Recharge
- (15) Positron's Blast - Damage/Range
- (19) Positron's Blast - Accuracy/Damage/Endurance
- (29) Positron's Blast - Chance of Damage(Energy)
Level 4: Siphon Power- (A) Accuracy IO
- (17) Accuracy IO
- (31) Recharge Reduction IO
- (31) Recharge Reduction IO
Level 6: Combat Jumping- (A) Luck of the Gambler - Recharge Speed
Level 8: Hot Feet- (A) Obliteration - Damage
- (9) Obliteration - Accuracy/Recharge
- (9) Obliteration - Damage/Recharge
- (11) Obliteration - Accuracy/Damage/Recharge
- (19) Obliteration - Accuracy/Damage/Endurance/Recharge
- (21) Obliteration - Chance for Smashing Damage
Level 10: Siphon Speed- (A) Accuracy IO
- (27) Accuracy IO
- (31) Recharge Reduction IO
- (33) Recharge Reduction IO
Level 12: Flashfire- (A) HamiO:Peroxisome Exposure
- (13) Razzle Dazzle - Accuracy/Recharge
- (13) Razzle Dazzle - Endurance/Stun
- (23) Razzle Dazzle - Accuracy/Endurance
- (23) Razzle Dazzle - Stun/Range
- (27) Razzle Dazzle - Chance of Immobilize
Level 14: Super Jump- (A) Unbounded Leap - +Stealth
Level 16: Hurdle- (A) Jumping IO
Level 18: Health- (A) Numina's Convalescence - +Regeneration/+Recovery
- (46) Miracle - +Recovery
- (48) Regenerative Tissue - +Regeneration
Level 20: Stamina- (A) Endurance Modification IO
- (21) Endurance Modification IO
Level 22: Speed Boost- (A) Endurance Modification IO
- (37) Endurance Modification IO
Level 24: Acrobatics- (A) Endurance Reduction IO
Level 26: Cinders- (A) Lockdown - Accuracy/Hold
- (43) Lockdown - Accuracy/Recharge
- (46) Lockdown - Recharge/Hold
- (46) Lockdown - Endurance/Recharge/Hold
- (48) Lockdown - Accuracy/Endurance/Recharge/Hold
- (50) Lockdown - Chance for +2 Mag Hold
Level 28: Hasten- (A) Recharge Reduction IO
Level 30: Maneuvers- (A) Luck of the Gambler - Defense/Endurance
- (40) Luck of the Gambler - Defense/Endurance/Recharge
- (40) Luck of the Gambler - Defense
- (40) Luck of the Gambler - Recharge Speed
Level 32: Fire Imps- (A) Blood Mandate - Accuracy/Damage
- (33) Blood Mandate - Damage/Endurance
- (33) Blood Mandate - Accuracy/Endurance
- (34) Blood Mandate - Accuracy/Damage/Endurance
- (34) Blood Mandate - Accuracy
- (34) Blood Mandate - Damage
Level 35: Transference- (A) Efficacy Adaptor - EndMod
- (36) Efficacy Adaptor - EndMod/Recharge
- (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (36) Efficacy Adaptor - Accuracy/Recharge
- (37) Efficacy Adaptor - EndMod/Accuracy
- (37) Efficacy Adaptor - EndMod/Endurance
Level 38: Fulcrum Shift- (A) Accuracy IO
- (39) Accuracy IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
Level 41: Fire Ball- (A) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Damage/Endurance
- (42) Positron's Blast - Damage/Recharge
- (42) Positron's Blast - Damage/Range
- (43) Positron's Blast - Accuracy/Damage/Endurance
- (43) Positron's Blast - Chance of Damage(Energy)
Level 44: Fire Blast- (A) Devastation - Accuracy/Damage
- (45) Devastation - Damage/Endurance
- (45) Devastation - Damage/Recharge
- (45) Devastation - Accuracy/Damage/Recharge
Level 47: Fire Shield- (A) Reactive Armor - Resistance/Endurance
- (48) Reactive Armor - Resistance/Endurance/Recharge
- (50) Steadfast Protection - Resistance/Endurance
- (50) Steadfast Protection - Resistance/+Def 3%
Level 49: Rise of the Phoenix- (A) Recharge Reduction IO
------------Level 1: Brawl
- (A) Accuracy IO
Level 1: Sprint- (A) Run Speed IO
Level 2: Rest- (A) Recharge Reduction IO
Level 1: ContainmentLevel 2: Ninja Run
------------
Set Bonus Totals:
- 11.5% DamageBuff(Smashing)
- 11.5% DamageBuff(Lethal)
- 11.5% DamageBuff(Fire)
- 11.5% DamageBuff(Cold)
- 11.5% DamageBuff(Energy)
- 11.5% DamageBuff(Negative)
- 11.5% DamageBuff(Toxic)
- 11.5% DamageBuff(Psionic)
- 6.13% Defense(Smashing)
- 6.13% Defense(Lethal)
- 8% Defense(Fire)
- 8% Defense(Cold)
- 9.25% Defense(Energy)
- 9.25% Defense(Negative)
- 3% Defense(Psionic)
- 9.25% Defense(Melee)
- 11.8% Defense(Ranged)
- 10.2% Defense(AoE)
- 2.25% Max End
- 2% Enhancement(Stun)
- 2.5% Enhancement(Held)
- 45% Enhancement(Accuracy)
- 45% Enhancement(RechargeTime)
- 5% Enhancement(Heal)
- 80.1 HP (7.88%) HitPoints
- MezResist(Confused) 5%
- MezResist(Held) 7.2%
- MezResist(Immobilize) 6.1%
- MezResist(Sleep) 5%
- MezResist(Stun) 8.85%
- MezResist(Terrorized) 5%
- 13.5% (0.23 End/sec) Recovery
- 42% (1.78 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 3.75% Resistance(Negative)
- 6.25% Resistance(Toxic)
------------Set Bonuses:
Basilisk's Gaze
(Char)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
- Status Resistance 5%
- 10% (0.42 HP/sec) Regeneration
Touch of the Nictus(Transfusion)
- 19.1 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 2.25% Max End
- 3.75% Resistance(Negative)
Positron's Blast(Fire Cages)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
- 3.13% Resistance(Toxic)
Luck of the Gambler(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
Obliteration(Hot Feet)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Razzle Dazzle(Flashfire)
- 2% (0.03 End/sec) Recovery
- 15.3 HP (1.5%) HitPoints
- 2% Enhancement(Stun)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Lockdown(Cinders)
- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Luck of the Gambler(Maneuvers)
- 10% (0.42 HP/sec) Regeneration
- 11.4 HP (1.13%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
Blood Mandate(Fire Imps)
- 1.5% (0.03 End/sec) Recovery
- 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
- MezResist(Stun) 1.65%
- 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Efficacy Adaptor(Transference)
- 11.4 HP (1.13%) HitPoints
- 1.5% (0.03 End/sec) Recovery
- 10% (0.42 HP/sec) Regeneration
- 2.5% DamageBuff(All)
- 5% Enhancement(RechargeTime)
Positron's Blast(Fire Ball)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
- 3.13% Resistance(Toxic)
Devastation(Fire Blast)
- 12% (0.51 HP/sec) Regeneration
- 22.9 HP (2.25%) HitPoints
- 3% DamageBuff(All)
Reactive Armor(Fire Shield)
- MezResist(Immobilize) 1.1%
Steadfast Protection(Fire Shield)
Thanks for eight fun years, Paragon.