My First try on a Fire/Kin Build. Need feedback please.


Amy_Amp

 

Posted

Hello everyone, I currently have a level 29 Fire / Kin character that I really plan on getting to 50. I made a first build for him and hopefully, I can get feedback on how I can improve him better. My main goal for the build was to be able to solo well on x7 / x8 difficulty but at the same time, be a great support for the team while doing some damage and debuffing on the side.

I'm currently at s/l def cap and since it's impossible (so far) for me to cap the other defences, especially the positional ones, I decided to increase them as high as I can with the goal of using 2 purple inspirations to get me to the cap. With 2 purple inspirations, My defenses are capped, except for Psionic but it's currently close enough to the cap that I should have no problem with it. On teams, I have vengeance to easily get me to the cap whenever someone dies.

I've been reading around for what a fire/kin does and from what I gather, it's almost like a Mastermind in solo play where in It will all depend on my pets, debuffing the enemies, my dots and most of all, fulcrum shift.

I need feedback if this build is going to be fine or if I'm doing it all wrong, or if there are other ways I am able to maximize it. I was not sure if it was a good thing to put all those slots on my toggles but with them in there, my endurance drain has dramatically decreased which will let me have hot feet less of a problem in terms of endurance drain. Also, because of the sets in the toggles, I'm able to increase some of the defenses.

Any helpful feedback is greatly appreciated. Thank you in advance.

http://www.cohplanner.com/mids/downl...303806F02CDDB5

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Char

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (25) Basilisk's Gaze - Accuracy/Recharge
Level 1: Transfusion
  • (A) Triage - Heal/Recharge
  • (3) Regenerative Tissue - Heal/Recharge
  • (3) Harmonized Healing - Heal/Recharge
  • (5) Doctored Wounds - Heal/Recharge
  • (7) Accuracy IO
Level 2: Siphon Power
  • (A) Accuracy IO
  • (5) Recharge Reduction IO
Level 4: Fire Cages
  • (A) Enfeebled Operation - Accuracy/Recharge
  • (7) Enfeebled Operation - Accuracy/Endurance
  • (11) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (11) Gravitational Anchor - Chance for Hold
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (9) Recharge Reduction IO
  • (31) Recharge Reduction IO
Level 8: Hot Feet
  • (A) Obliteration - Damage
  • (9) Obliteration - Accuracy/Recharge
  • (13) Obliteration - Damage/Recharge
  • (13) Obliteration - Accuracy/Damage/Recharge
  • (15) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (15) Obliteration - Chance for Smashing Damage
Level 10: Siphon Speed
  • (A) Accuracy IO
Level 12: Flashfire
  • (A) Stagger - Accuracy/Recharge
  • (17) Razzle Dazzle - Accuracy/Recharge
  • (17) Rope A Dope - Accuracy/Recharge
  • (21) Stupefy - Accuracy/Recharge
  • (21) Stupefy - Accuracy/Stun/Recharge
Level 14: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (29) Karma - Knockback Protection
  • (29) Defense Buff IO
Level 16: Increase Density
  • (A) Reactive Armor - Resistance/Endurance
  • (25) Reactive Armor - Resistance/Recharge
  • (27) Reactive Armor - Resistance
  • (27) Reactive Armor - Resistance/Endurance/Recharge
Level 18: Cinders
  • (A) Accuracy IO
  • (23) Recharge Reduction IO
Level 20: Speed Boost
  • (A) Efficacy Adaptor - EndMod/Recharge
  • (31) Efficacy Adaptor - EndMod/Endurance
  • (31) Efficacy Adaptor - Accuracy/Recharge
Level 22: Kick
  • (A) Kinetic Combat - Accuracy/Damage
  • (23) Kinetic Combat - Damage/Recharge
  • (39) Kinetic Combat - Damage/Endurance
  • (50) Kinetic Combat - Damage/Endurance/Recharge
Level 24: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (43) Reactive Armor - Resistance/Endurance
  • (43) Reactive Armor - Resistance/Recharge
  • (46) Reactive Armor - Endurance
  • (46) Reactive Armor - Resistance
  • (48) Reactive Armor - Resistance/Endurance/Recharge
Level 26: Weave
  • (A) Red Fortune - Defense/Endurance
  • (34) Red Fortune - Defense/Recharge
  • (37) Red Fortune - Endurance/Recharge
  • (40) Red Fortune - Defense/Endurance/Recharge
  • (42) Red Fortune - Defense
  • (42) Red Fortune - Endurance
Level 28: Maneuvers
  • (A) Red Fortune - Defense/Endurance
  • (37) Red Fortune - Defense/Recharge
  • (37) Red Fortune - Endurance/Recharge
  • (40) Red Fortune - Defense/Endurance/Recharge
  • (42) Red Fortune - Defense
  • (43) Red Fortune - Endurance
Level 30: Tactics
  • (A) To Hit Buff IO
Level 32: Fire Imps
  • (A) Blood Mandate - Accuracy/Damage
  • (33) Blood Mandate - Damage/Endurance
  • (33) Blood Mandate - Accuracy/Endurance
  • (33) Blood Mandate - Accuracy/Damage/Endurance
  • (34) Blood Mandate - Accuracy
  • (34) Blood Mandate - Damage
Level 35: Transference
  • (A) Recharge Reduction IO
  • (36) Recharge Reduction IO
  • (36) Recharge Reduction IO
  • (36) Accuracy IO
Level 38: Fulcrum Shift
  • (A) Recharge Reduction IO
  • (39) Recharge Reduction IO
  • (39) Accuracy IO
  • (40) Endurance Reduction IO
Level 41: Vengeance
  • (A) Luck of the Gambler - Recharge Speed
Level 44: Fissure
  • (A) Detonation - Accuracy/Damage
  • (45) Detonation - Damage/Endurance
  • (45) Detonation - Accuracy/Damage/Endurance
  • (45) Detonation - Damage/Recharge
  • (46) Detonation - Damage/Range
Level 47: Rock Armor
  • (A) Serendipity - Defense/Endurance
  • (48) Serendipity - Defense/Recharge
  • (48) Serendipity - Defense/Endurance/Recharge
  • (50) Serendipity - Defense
  • (50) Serendipity - Endurance
Level 49: Bonfire
  • (A) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Containment
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (19) Efficacy Adaptor - EndMod/Endurance
  • (19) Efficacy Adaptor - EndMod/Recharge
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 7% DamageBuff(Smashing)
  • 7% DamageBuff(Lethal)
  • 7% DamageBuff(Fire)
  • 7% DamageBuff(Cold)
  • 7% DamageBuff(Energy)
  • 7% DamageBuff(Negative)
  • 7% DamageBuff(Toxic)
  • 7% DamageBuff(Psionic)
  • 11.13% Defense(Smashing)
  • 11.13% Defense(Lethal)
  • 8.938% Defense(Fire)
  • 8.938% Defense(Cold)
  • 12.38% Defense(Energy)
  • 12.38% Defense(Negative)
  • 3% Defense(Psionic)
  • 9.875% Defense(Melee)
  • 14.25% Defense(Ranged)
  • 12.06% Defense(AoE)
  • 30% Enhancement(RechargeTime)
  • 3% Enhancement(Immobilize)
  • 12% Enhancement(Accuracy)
  • 45.78 HP (4.502%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 9.35%
  • MezResist(Sleep) 1.65%
  • MezResist(Stun) 3.85%
  • 7% (0.117 End/sec) Recovery
  • 4% (0.17 HP/sec) Regeneration
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 1.875% Resistance(Energy)
  • 1.875% Resistance(Negative)
  • 1% XPDebtProtection

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Posted

Char is way underslotted. Transfusion doesn't need that much recharge. 1 recharge is really enough. Fire Cages could use a little more end reduc. Hot Feet needs a lot more end reduc. Basically slotting gives it 3 end reduc. If you go less, you'll want more end recovery coming from somewhere. Siphon speed needs 4 slot minimum. 1 acc, 3 recharge. Way overkill on acc and recharge for FF. You'll want stun in there. Against higher level mobs the lack of duration will hurt. Cinders is horribly underslotted. Tactics needs a end reduc. It should get more tohit buff as well. Transference needs end mod. FS gets 2 acc, 3 recharge.


 

Posted

Looking over your build two things jump out at me, one I think you really have too much defense and two you don’t have close to enough recharge.

It’s apparent you’ve done your research and have a good idea of what you want but your build over does it in some areas and is weak in others.

More defense is good but at the cost of damage and recharge you will be left standing around waiting to die as your enemies slowly chip away at your life.

Post 32 your fire imps will do a large part of your overall damage but they are quick to die and might need to be resummoned in the heat of battle. Global recharge will help with this as will it help with getting Flash Fire up for each new group.

I would add two or three more slots to char and 4 slot Gaze.

Six slot Fire Cages for damage other the Gravitational Anchor.

You’re going to need some Knockback protection maybe in the form of a stead fast protection IO.

Tough, Weave, and Maneuvers are all over slotted.

Here’s my build that I have on live right now, I still plan to upgrade to a few purple sets but right now I can solo many enemy groups at +1x8 w/ bosses with ease. Though groups with heavy mez powers still give me trouble requiring that I carry a few break frees at all times.

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Dark Tower. SL50 Stone/Stone Tanker
Founder The Freedom Phalanx Reserve
An Infinity Top 25 Super Group
Founded January 4th 2006

 

Posted

Thanks a lot for the feedbacks. I'm currently in the process of rearranging the slots based on your feedbacks. The build was based on maximizing the amount of def I could get on enhancement sets but I guess I was doing it the wrong way.

I'm a little bit confused though about playing Fire/Kin, I was always under the impression that to survive a huge army of enemies with x8 difficulty, you gotta have max defense in order to survive well. I've had some characters that didn't survive well without max defenses but then again, I have not played a controller yet.

Is it based on mezing the enemies to mitigate damage and using transfusion often then killing enemies with your pets + your dots with of course fullcrum shift? I'm currently looking at youtube videos to see how fire/kins do it but so far, the videos I've been watching were from 1 year ago. Is it going to be the same?

I'm now rearranging my build with + global recharge in mind. Thanks a lot! I'll be posting my new one as soon as I'm done with it.


 

Posted

Here's the new and improved build. This time, the main focus was global recharge. I was still at least able to cap s/l.

I looked at Dark Towers' build and went my way from there.
For some reason, (Dark Tower) your build has 10% extra recharge bonus. I'm not sure why that was. I compared your build to mine and we almost I believe have the same exact sets. However, you had Smoke but I instead chose Vengeance. You had a recharge bonus on smoke but I was able to put another Luck of the Gambler Recharge on Vengeance.

I was also wondering, I know that you could only get 5 times of the same bonus set effect to be effective. Right now, I have 5 luck of the gambler recharge that has 7.5 recharge bonus and on the basilisks set, I have another 7.5 recharge bonus, so that's 6 7.5 recharge bonus enhancement effect I have. I was wondering it's making the 6th 7.5 recharge bonus useless? But whenever I put in the 5th luck of the gambler recharge, it does add it to my over all global recharge. Are luck of the gambler recharge bonus separate from the bonus sets of some enhancments?

Here's the build. Please let me know what I should still be focusing on or if there are other things I can do more to maximize it.

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Char

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (25) Basilisk's Gaze - Accuracy/Recharge
  • (37) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (37) Basilisk's Gaze - Endurance/Recharge/Hold
  • (40) Lockdown - Chance for +2 Mag Hold
Level 1: Transfusion
  • (A) Touch of the Nictus - Accuracy/Endurance/Recharge
  • (3) Touch of the Nictus - Accuracy/Healing
  • (3) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
  • (5) Touch of the Nictus - Chance for Negative Energy Damage
  • (5) Miracle - +Recovery
  • (34) Miracle - Heal/Endurance
Level 2: Siphon Power
  • (A) Recharge Reduction IO
Level 4: Fire Cages
  • (A) Positron's Blast - Accuracy/Damage
  • (7) Positron's Blast - Damage/Endurance
  • (7) Positron's Blast - Damage/Recharge
  • (11) Positron's Blast - Accuracy/Damage/Endurance
  • (11) Positron's Blast - Chance of Damage(Energy)
  • (42) Gravitational Anchor - Chance for Hold
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (9) Recharge Reduction IO
  • (31) Recharge Reduction IO
Level 8: Hot Feet
  • (A) Obliteration - Damage
  • (9) Obliteration - Accuracy/Recharge
  • (13) Obliteration - Damage/Recharge
  • (13) Obliteration - Accuracy/Damage/Recharge
  • (15) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (15) Obliteration - Chance for Smashing Damage
Level 10: Siphon Speed
  • (A) Tempered Readiness - Accuracy/Slow
  • (31) Tempered Readiness - Accuracy/Endurance
Level 12: Flashfire
  • (A) Stupefy - Accuracy/Recharge
  • (17) Stupefy - Endurance/Stun
  • (17) Stupefy - Accuracy/Endurance
  • (21) Stupefy - Stun/Range
  • (21) Stupefy - Accuracy/Stun/Recharge
  • (40) Recharge Reduction IO
Level 14: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (29) Defense Buff IO
Level 16: Increase Density
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (23) Steadfast Protection - Resistance/Endurance
Level 18: Cinders
  • (A) Lockdown - Accuracy/Hold
  • (23) Lockdown - Accuracy/Recharge
  • (43) Lockdown - Recharge/Hold
  • (43) Lockdown - Endurance/Recharge/Hold
  • (43) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (46) Lockdown - Chance for +2 Mag Hold
Level 20: Speed Boost
  • (A) Performance Shifter - Chance for +End
Level 22: Kick
  • (A) Kinetic Combat - Accuracy/Damage
  • (25) Kinetic Combat - Damage/Endurance
  • (27) Kinetic Combat - Damage/Recharge
  • (27) Kinetic Combat - Damage/Endurance/Recharge
Level 24: Tough
  • (A) Steadfast Protection - Resistance/Endurance
  • (29) Steadfast Protection - Knockback Protection
Level 26: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (34) Luck of the Gambler - Defense/Endurance
  • (39) Endurance Reduction IO
Level 28: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense/Endurance
  • (37) Endurance Reduction IO
Level 30: Tactics
  • (A) To Hit Buff IO
  • (46) Endurance Reduction IO
Level 32: Fire Imps
  • (A) Call to Arms - Accuracy/Recharge
  • (33) Call to Arms - Accuracy/Damage
  • (33) Call to Arms - Accuracy/Damage/Recharge
  • (33) Call to Arms - Endurance/Damage/Recharge
  • (34) Soulbound Allegiance - Accuracy/Damage/Recharge
Level 35: Transference
  • (A) Efficacy Adaptor - EndMod
  • (36) Efficacy Adaptor - EndMod/Recharge
  • (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (36) Efficacy Adaptor - Accuracy/Recharge
  • (42) Efficacy Adaptor - EndMod/Accuracy
  • (42) Efficacy Adaptor - EndMod/Endurance
Level 38: Fulcrum Shift
  • (A) Recharge Reduction IO
  • (39) Recharge Reduction IO
  • (39) Accuracy IO
  • (40) Accuracy IO
Level 41: Vengeance
  • (A) Luck of the Gambler - Recharge Speed
Level 44: Fissure
  • (A) Positron's Blast - Accuracy/Damage
  • (45) Positron's Blast - Damage/Endurance
  • (45) Positron's Blast - Damage/Recharge
  • (45) Positron's Blast - Damage/Range
  • (46) Positron's Blast - Accuracy/Damage/Endurance
Level 47: Rock Armor
  • (A) Luck of the Gambler - Recharge Speed
  • (48) Luck of the Gambler - Defense
  • (48) Defense Buff IO
  • (48) Endurance Reduction IO
Level 49: Seismic Smash
  • (A) Kinetic Combat - Accuracy/Damage
  • (50) Kinetic Combat - Damage/Endurance
  • (50) Kinetic Combat - Damage/Recharge
  • (50) Kinetic Combat - Damage/Endurance/Recharge
------------
Level 1: Brawl
  • (A) Empty
Level 1: Containment
Level 1: Sprint
  • (A) Run Speed IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (19) Efficacy Adaptor - EndMod/Endurance
  • (19) Efficacy Adaptor - EndMod/Recharge
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 8.5% DamageBuff(Smashing)
  • 8.5% DamageBuff(Lethal)
  • 8.5% DamageBuff(Fire)
  • 8.5% DamageBuff(Cold)
  • 8.5% DamageBuff(Energy)
  • 8.5% DamageBuff(Negative)
  • 8.5% DamageBuff(Toxic)
  • 8.5% DamageBuff(Psionic)
  • 12.38% Defense(Smashing)
  • 12.38% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 7.375% Defense(Energy)
  • 7.375% Defense(Negative)
  • 3% Defense(Psionic)
  • 10.5% Defense(Melee)
  • 8% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 80% Enhancement(RechargeTime)
  • 3% Enhancement(Stun)
  • 36% Enhancement(Accuracy)
  • 5% Enhancement(Heal)
  • 2.5% Enhancement(Held)
  • 106.82 HP (10.5%) HitPoints
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 2.2%
  • MezResist(Immobilize) 5.5%
  • MezResist(Stun) 2.2%
  • 22% (0.367 End/sec) Recovery
  • 40% (1.698 HP/sec) Regeneration
  • 3.15% Resistance(Fire)
  • 3.15% Resistance(Cold)




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|-------------------------------------------------------------------|


 

Posted

Looks good much improved from your first build.

To answer your question yes, and no, a 6th 7.5 recharge bonus by itself would be wasted, but LotG 7.5 is unique so a 6th 7.5 recharge bonus from another set will not overlap and be wasted.

In combat jumping you have a LotG 7.5 and generic defense IO I would change that to a LotG defense IO and get the 10% regen bonus.

In Rock Armor I would fully slot out the 4 slots you have in it right now with LotG IO’s and get the 9% Accuracy bonus, as you have it slotted now your over the enhancement diversification cap, if you slot it 7.5, defense, def/end, def/end/rech, you’ll still be just slightly over the cap but you’ll gain 9% Acc.

In tactics you might want to consider putting two Adjusted Targeting IO’s in there and taking the 2% damage bonus, but this is 100% optional as 2% damage isn’t going to mean anything to you one way or another once you hit your 300% damage cap with FS.

Now then as to tactics, for a tank, defense and resistance is key to survivability, since you can just out last them. For a controller minimizing in coming damage is the key and defense is a BIG part of this BUT you don’t have the hit points or the resistance to face large groups for very long unless you can permanently lock them down and the only way you’re going to do this is with global recharge as a fire/kin you have two AoE holds Cinders and Flash Fire, with good recharge Flash fire will be your starting move with every group and sometimes twice for a harder group, Cinders has a much longer recharge time so will generally be used as your Oh **** power for something like when your pets AGRO a second group or you get ambushed.

Your next tool in your arsenal is damage, once they are locked down you need to eliminate as many as you can before they have a chance to recover and start shooting at you, sure you can hold them again but each time there’s a chance you’ll miss so why not just hold them once and kill them all right then instead of playing games with them. The key to farming is speed, the faster you can clear a map the more drops you’ll get per hour.

Oh and a note on "Max Defense" soft cap for defense is 45% for even con minions, it is generally considered a waste to slot more than 45% unless … you fight higher level mobs or expect to fight EB’s/AV’s or want it as a buffer against defense de-buffs. As a Fire/kin your bread and butter will be even level minions and Lt’s unless you want the challenge of +1/+2/+3’s or you add bosses to the mix and for them you can always carry a few purples.
Heres a link to a good guide on defense and the soft cap, written for tankers but none the less still a good read.

http://boards.cityofheroes.com/showthread.php?t=126983


Dark Tower. SL50 Stone/Stone Tanker
Founder The Freedom Phalanx Reserve
An Infinity Top 25 Super Group
Founded January 4th 2006

 

Posted

Thanks a lot. I'll eventually do the luck of the gamblers slotting on rock armor. But right now, I'm trying to make the build a bit cheaper. I currently have only close to 1 billion to spend on this build and mostly half of that is going to luck of the gambler recharges hehe. I'll eventually get the luck of the gambler sets through merits in terms of the recipe reward rolls since my friends do random taskforces and weekly taskforces whenever we play together online. And then after that, I'll eventually do purples to reach perma hasten.

Thanks for the explanation on fire/kin gameplay. My S/L defense is currently at 46 or 47% I think. At least, I have that capped. I'lll be able to at least do maltas and councils a bit more easily hehe.

So is this build final? Any more little tweeks I could do in the future is greatly appreciated. I'll eventually upgrade to purples but right now, are there any problems in terms of slotting and endurance problems? Endurance drain on the toggles are minimal from what I can tell but I'm not sure when it comes to having hot feet on.

Thanks a lot again.


 

Posted

I'm not a fire/Kin expert, but I see a few things here and there:

The Lockdown proc in Char is not all that great. Think about it. Char will hold Minions and Lieutenants on its own if it hits, and even though that proc may show its Tesla cage animation, it is just applying more hold to an already-held foe. Char will also hold bosses 20% of the time. So, that proc will only do any good on 80% of the bosses, and will hit only 20% of the time. And Bosses are less than 20% of the total foes? So .2x.8x.2= .032 . . . so that proc is only doing something around 2-4% of the time when slotted in Char. Not worth it in my book. On the other hand, if you slotted a simple Damage IO, it would do damage every time it hits.

The Miracle Recovery proc in Transfusion is a mistake, as it will only activate when you use Transfusion. That proc should go in Health where it will be active all the time.

Hot Feet uses a TON of endurance. The Oblit set has very little EndRdx. I know that Defense is nice, but that set is not good in Hot Feet. The Multistrike set has good EndRdx, or you can frankenslot.

Increase Density: Don't bother with the Steadfast Resist/EndRdx . . . but that's a good place for the Steadfast -knockback. Or take the slot out and use it somewhere else.

The Performance Shifter Chance for +End should go in Stamina, not Speed Boost. A single common EndRdx is fine in SB.

Fire Imps: The Expediant Reinforcement set goes up to 50, so it has higher enhancement numbers than Call to Arms. If you can, finish out with a Soulbound Dam/Rech and the Chance for Build Up proc -- with three Imps, it procs often. Plus you get a nice Regen bonus. (You can use that slot you saved from ID here.)


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Silvre View Post
So is this build final? Any more little tweeks I could do in the future is greatly appreciated. I'll eventually upgrade to purples but right now, are there any problems in terms of slotting and endurance problems? Endurance drain on the toggles are minimal from what I can tell but I'm not sure when it comes to having hot feet on.

Thanks a lot again.
Is this build final? I don't know it all depends on your play style at this point. As you level up and them mostly after you hit 50 you'll find somethings here or there that will fit your style better and you'll change it. This is after all your toon not mine so get out there and take some names and if you find you want to 6 slot Speed Boost with run speeds just to piss off of your team mates go for it


Dark Tower. SL50 Stone/Stone Tanker
Founder The Freedom Phalanx Reserve
An Infinity Top 25 Super Group
Founded January 4th 2006

 

Posted

Quote:
Originally Posted by Local_Man View Post
The Miracle Recovery proc in Transfusion is a mistake, as it will only activate when you use Transfusion. That proc should go in Health where it will be active all the time.
My thoughts on this are in combat it’s more than likely that I’ll use Transfusion more than once every 2 minutes if for nothing else then to top off my imps health while waiting for Fire cages to recharge. Out of combat I don’t need it.
It could go in health but I like the 12% regen bonus from 2 Numina’s and my builds to tight to spare a 3ed slot.

Quote:
Originally Posted by Local_Man View Post
Increase Density: Don't bother with the Steadfast Resist/EndRdx . . . but that's a good place for the Steadfast -knockback. Or take the slot out and use it somewhere else.
Again if possible and if the 2 IO bonus is worth it I like to at least get that one, in this case 1.5% recover is small but worth it I think.

Quote:
Originally Posted by Local_Man View Post
The Performance Shifter Chance for +End should go in Stamina, not Speed Boost. A single common EndRdx is fine in SB.
Agree.

Quote:
Originally Posted by Local_Man View Post
Fire Imps: The Expedient Reinforcement set goes up to 50, so it has higher enhancement numbers than Call to Arms. If you can, finish out with a Soulbound Dam/Rech and the Chance for Build Up proc -- with three Imps, it procs often. Plus you get a nice Regen bonus. (You can use that slot you saved from ID here.)
Couldn’t agree more here, in fact adding a second Soulbound is something I didn’t notice and will be changing on my build as soon as I can.

So as you can see it will likely never be your final build as someone will come along and make a good point and you'll be off to change it.


Dark Tower. SL50 Stone/Stone Tanker
Founder The Freedom Phalanx Reserve
An Infinity Top 25 Super Group
Founded January 4th 2006

 

Posted

I would put an end mod in SB versus end reduc. Might as well help however you are SBing out with their end since you are boosting their recharge.


 

Posted

Quote:
Originally Posted by Local_Man View Post
I'm not a fire/Kin expert, but I see a few things here and there:

The Lockdown proc in Char is not all that great. Think about it. Char will hold Minions and Lieutenants on its own if it hits, and even though that proc may show its Tesla cage animation, it is just applying more hold to an already-held foe. Char will also hold bosses 20% of the time. So, that proc will only do any good on 80% of the bosses, and will hit only 20% of the time. And Bosses are less than 20% of the total foes? So .2x.8x.2= .032 . . . so that proc is only doing something around 2-4% of the time when slotted in Char. Not worth it in my book. On the other hand, if you slotted a simple Damage IO, it would do damage every time it hits.

The Miracle Recovery proc in Transfusion is a mistake, as it will only activate when you use Transfusion. That proc should go in Health where it will be active all the time.

Hot Feet uses a TON of endurance. The Oblit set has very little EndRdx. I know that Defense is nice, but that set is not good in Hot Feet. The Multistrike set has good EndRdx, or you can frankenslot.

Increase Density: Don't bother with the Steadfast Resist/EndRdx . . . but that's a good place for the Steadfast -knockback. Or take the slot out and use it somewhere else.

The Performance Shifter Chance for +End should go in Stamina, not Speed Boost. A single common EndRdx is fine in SB.

Fire Imps: The Expediant Reinforcement set goes up to 50, so it has higher enhancement numbers than Call to Arms. If you can, finish out with a Soulbound Dam/Rech and the Chance for Build Up proc -- with three Imps, it procs often. Plus you get a nice Regen bonus. (You can use that slot you saved from ID here.)
Thanks alot. I'm restructuring my build based on you guy's feedbacks. When I equipped lockdown hold chance on my bots/traps, I was under the impression that it works independently by itself? I mean it's not either or. I may be wrong about this but doesn't it proc differently by itself?

For example, if the normal choke hold on char doesn't proc, there's another chance the the proc on Lockdown will activate instead. So if the normal hold on char doesn't activate, there's another chance that the hold from lockdown will activate instead and thus, it'll give you double the chance of holding the enemies? I asked about this on the mastermind forum and they told me that they work independently and not just either or. Can someone please confirm this?

Unless the choke hold on Char always activates whenever it hits enemies? I'm under the impression that there's just a hit chance instead of a sure chance when it hits? I'm a bit confused

As for slotting my pets with call to arms instead of expedient reinforcement, I took the call to arms enhancement instead since they have a better overall set bonus including the recovery bonus that they give plus, when I compared the 2 sets together, I didn't see much of a huge difference other than a 9% difference in damage. That won't be a big deal anymore once I use fulcrum shift with my pets around, isn't it?

As for the +endurance on Speed Boost, I wasn't sure if this gives the bonus on team mates too? I was thinking that since I"ll be using it a lot on them, there's a bigger chance it will proc for them?

The same thing goes for transfusion? Or it only always affects me? I was also thinking groupwise when I slotted those in there. Plus I also put it in there since I get a recovery bonus by having 2 miracles slotted together.

The steadfast protection and steadfast endurance/res on Increase density, I put another steadfast in there for the bonus recovery also. Otherwise, I wouldn't have put one in there if there was no recovery bonus for having 2 steadfast in there.

I've changed one of the obliteration with end reduc, thanks for noticing that, since I just noticed I didn't need the extra defense. I'm keeping the obliteration set on it because I was after the +5% global recharge bonus on the set. That's why I was always trying to get every +recovery bonus I could get to counteract the lack of end reduc on Hot feet when I have it activated as Amy_Amp suggested if I didn't have end reducs slotted in it.

Quote:

Is this build final? I don't know it all depends on your play style at this point. As you level up and them mostly after you hit 50 you'll find somethings here or there that will fit your style better and you'll change it. This is after all your toon not mine so get out there and take some names and if you find you want to 6 slot Speed Boost with run speeds just to piss off of your team mates go for it
Haha that might not be a bad idea on Speed Boost. I team often with my friends. It can be something to think about when I play with them hehe.

And oh yeah, I'm learning alot from everyone's feedback. I'm always open for changing my build. I still have a long way to go so it's not so bad or too late to change things.

Quote:
I would put an end mod in SB versus end reduc. Might as well help however you are SBing out with their end since you are boosting their recharge.
I'm not really familiar how End Mod works. It doesn't reduce end on powers so I thought it was only useful in slotting it on Stamina?

Thanks so much everyone. I'm taking every one of your suggestions and tweaking my build based on them.


 

Posted

Quote:
Originally Posted by Amy_Amp View Post
I would put an end mod in SB versus end reduc. Might as well help however you are SBing out with their end since you are boosting their recharge.
Actually, I was thinking EndMod when I typed EndRdx . . . EndMod is what I intended.

As for the Lockdown proc . . . no, it only can go off if the power hits. That's the same for all procs that affect the target. If Char hits a foe who is a Minion or Lieutenant, then that foe is held whether or not the proc hits . . . but you may see the Tesla Cage that shows that the proc hit, even though the foe would have been held anyways. The Lockdown proc is great in Choking Cloud, Poison Gas Trap and a few other places that have a need for the extra two mag of hold. But in a single target hold that also does damage? That slot will be far more productive slotted for damage, because the proc will only have the chance to have an effect against a boss who was not held by the "overpower."

I understand how folks slot assuming that Fulcrum Shift will be on all the time, but that's not always true . . . sometimes you need to wait and save it for the next group. And Fulcrum Shift becomes a lot less effective when you are up against a single tough foe, like an AV. And sometimes it misses.

No, the Perf Shifter proc does not give endurance to teammates . . . and same with the Miracle proc. It only affects you.

If you are really looking for Recharge, then you may want to put some Recharge into Siphon Speed . . . it can be stacked, and that will be far more effective than a 5% recharge buff.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Local_Man View Post
Actually, I was thinking EndMod when I typed EndRdx . . . EndMod is what I intended.

As for the Lockdown proc . . . no, it only can go off if the power hits. That's the same for all procs that affect the target. If Char hits a foe who is a Minion or Lieutenant, then that foe is held whether or not the proc hits . . . but you may see the Tesla Cage that shows that the proc hit, even though the foe would have been held anyways. The Lockdown proc is great in Choking Cloud, Poison Gas Trap and a few other places that have a need for the extra two mag of hold. But in a single target hold that also does damage? That slot will be far more productive slotted for damage, because the proc will only have the chance to have an effect against a boss who was not held by the "overpower."

I understand how folks slot assuming that Fulcrum Shift will be on all the time, but that's not always true . . . sometimes you need to wait and save it for the next group. And Fulcrum Shift becomes a lot less effective when you are up against a single tough foe, like an AV. And sometimes it misses.

No, the Perf Shifter proc does not give endurance to teammates . . . and same with the Miracle proc. It only affects you.

If you are really looking for Recharge, then you may want to put some Recharge into Siphon Speed . . . it can be stacked, and that will be far more effective than a 5% recharge buff.
Thank you so much for clearing up my questions and confusions. I'll be changing some slotting based on those since I thought wrong on how they really works. Thanks.


 

Posted

Out of curiosity, which Alpha slot ability would you all recommend for a Fire/Kin 'troller?


 

Posted

Quote:
Originally Posted by Prince_Tycho View Post
Out of curiosity, which Alpha slot ability would you all recommend for a Fire/Kin 'troller?
If you're running short on End, even spamming Transference, go Cardiac.
If you're fine for End, and your powers aren't at 100% recharge BEFORE global +Rech adjustments, Spiritual.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Quote:
Originally Posted by Hyperstrike View Post
If you're running short on End, even spamming Transference, go Cardiac.
If you're fine for End, and your powers aren't at 100% recharge BEFORE global +Rech adjustments, Spiritual.
Spiritual does double duty for a fire controller in that one side of the tree gives +Recharge and +Stun duration, which is nice since we rely on Flash Fire a lot as our main AoE control. So Spiritual is my first pick for Alpha.


Dark Tower. SL50 Stone/Stone Tanker
Founder The Freedom Phalanx Reserve
An Infinity Top 25 Super Group
Founded January 4th 2006

 

Posted

Spiritual also has Healing and Slow in the upper tiers . . . Healing for Transfusion and Slow will help Siphon Speed. If you have Tactics, Spiritual can also buff your ToHit Buff.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Ok, here is what you get with this build but before that a disclaimer:

- This is a farm build and I although I have done a ITF or two with it, I don't think this is an optimal team build.
- I have Transfusion slotted with what I actually have on my char-toon so feel free to put in it whatever you like.

Ok, the good stuff:

- Softcapped S/L Defense: with a fire/kin you have to be in the middle of the action so S/L defense, in my opinion, is pretty necessary. And if it isn't, having it sure does make me FEEL better.
- 105% Recharge w/o Hasten: You get to fire off your epic AoE (Fissure) every 5 seconds and Fire Cages every 2 seconds.
- 78% Accuracy
- Mag 8 protection from Knockback and Immobilize
- Hot Feet slotted for endurance reduction whilst still giving you the defense you are after with the Multi Strike set. This is taking your endurance use per second from 1.04 to .54.
- Taking from LocalMan's excellent advice on pet slotting I put two Soulbounds in there for the Recharge proc and the large Regen set bonus. Really like this and can't wait to test it out.
- 202% Recovery
- Lots of wiggle room: this build isn't tight. You can take slots out of Hasten, Stamina, Health, Tough, Smoke or Earths Embrace and stick them wherever you like without TOO much detriment to the build.
- If you want to get a tiny bit more Recharge/Accuracy/Recovery you can change out the Positrons in Fire Cages to Grav Anchor, which is a purple set. However, besides Fissure and Hot Feet, Fire Cages is your only other AoE damage dealer. And besides, Fire Cages immobilizes your targets for 27 seconds on a 2 second recharge and that is unenhanced.

Be careful in your quest for softcapping your defenses...because you're going to have to sacrifice something and that something is usually recharge.

Hope this helps but I think the others have pretty much hooked you up already. Good luck.


Hero Plan by Mids' Hero Designer 1.93
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Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Char

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (3) Basilisk's Gaze - Recharge/Hold
  • (5) Basilisk's Gaze - Endurance/Recharge/Hold
  • (11) Basilisk's Gaze - Accuracy/Recharge
Level 1: Transfusion
  • (A) Panacea - Heal/Endurance
  • (7) Panacea - Endurance/Recharge
  • (7) Touch of the Nictus - Healing
  • (9) Touch of the Nictus - Accuracy/Healing
  • (9) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
  • (21) Accuracy IO
Level 2: Siphon Power
  • (A) Accuracy IO
Level 4: Fire Cages
  • (A) Gravitational Anchor - Immobilize
  • (15) Gravitational Anchor - Immobilize/Recharge
  • (29) Gravitational Anchor - Accuracy/Immobilize/Recharge
  • (31) Gravitational Anchor - Accuracy/Recharge
  • (31) Gravitational Anchor - Immobilize/Endurance
Level 6: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (13) Kinetic Combat - Damage/Endurance
  • (13) Kinetic Combat - Damage/Recharge
  • (15) Kinetic Combat - Damage/Endurance/Recharge
Level 8: Hasten
  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO
Level 10: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (11) Luck of the Gambler - Defense/Endurance
Level 12: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (27) Karma - Knockback Protection
Level 14: Tough
  • (A) Steadfast Protection - Knockback Protection
  • (17) Aegis - Psionic/Status Resistance
  • (21) Steadfast Protection - Resistance/+Def 3%
Level 16: Hot Feet
  • (A) Multi Strike - Accuracy/Damage
  • (17) Multi Strike - Damage/Endurance/Recharge
  • (31) Multi Strike - Accuracy/Damage/Endurance
  • (33) Multi Strike - Damage/Endurance
  • (33) Multi Strike - Damage/Recharge
  • (34) Multi Strike - Accuracy/Endurance
Level 18: Flashfire
  • (A) Absolute Amazement - Stun
  • (27) Absolute Amazement - Accuracy/Recharge
  • (29) Absolute Amazement - Endurance/Stun
  • (34) Absolute Amazement - Stun/Recharge
  • (36) Absolute Amazement - Accuracy/Stun/Recharge
Level 20: Cinders
  • (A) Unbreakable Constraint - Chance for Smashing Damage
  • (23) Unbreakable Constraint - Hold/Recharge
  • (25) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (25) Unbreakable Constraint - Accuracy/Recharge
  • (37) Unbreakable Constraint - Hold
Level 22: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense/Endurance
Level 24: Super Jump
  • (A) Unbounded Leap - Jumping
Level 26: Siphon Speed
  • (A) Accuracy IO
Level 28: Smoke
  • (A) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (37) Dark Watcher's Despair - To Hit Debuff
  • (37) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (46) Dark Watcher's Despair - To Hit Debuff/Endurance
Level 30: Speed Boost
  • (A) Endurance Modification IO
Level 32: Fire Imps
  • (A) Expedient Reinforcement - Endurance/Damage/Recharge
  • (34) Soulbound Allegiance - Chance for Build Up
  • (39) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (40) Expedient Reinforcement - Accuracy/Recharge
  • (40) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (40) Expedient Reinforcement - Accuracy/Damage
Level 35: Transference
  • (A) Efficacy Adaptor - EndMod/Endurance
  • (36) Efficacy Adaptor - EndMod
  • (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (39) Efficacy Adaptor - EndMod/Recharge
  • (42) Efficacy Adaptor - Accuracy/Recharge
  • (43) Efficacy Adaptor - EndMod/Accuracy
Level 38: Fulcrum Shift
  • (A) Recharge Reduction IO
  • (39) Recharge Reduction IO
Level 41: Fissure
  • (A) Ragnarok - Damage
  • (42) Ragnarok - Damage/Recharge
  • (42) Ragnarok - Accuracy/Damage/Recharge
  • (43) Ragnarok - Accuracy/Recharge
  • (43) Ragnarok - Damage/Endurance
Level 44: Rock Armor
  • (A) Luck of the Gambler - Recharge Speed
  • (45) Red Fortune - Defense
  • (45) Red Fortune - Defense/Endurance
  • (45) Red Fortune - Defense/Recharge
  • (46) Red Fortune - Defense/Endurance/Recharge
  • (46) Red Fortune - Endurance
Level 47: Seismic Smash
  • (A) Hecatomb - Damage
  • (48) Hecatomb - Damage/Recharge
  • (48) Hecatomb - Accuracy/Damage/Recharge
  • (48) Hecatomb - Accuracy/Recharge
  • (50) Hecatomb - Damage/Endurance
Level 49: Earth's Embrace
  • (A) Numina's Convalescence - Heal/Recharge
  • (50) Doctored Wounds - Heal/Recharge
  • (50) Miracle - Heal/Recharge
Level 50: Nerve Partial Radial Revamp
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (3) Miracle - +Recovery
  • (19) Miracle - Heal
Level 2: Stamina
  • (A) Performance Shifter - EndMod
  • (5) Performance Shifter - Chance for +End
  • (19) Efficacy Adaptor - EndMod
------------
Set Bonus Totals:
  • 7.5% DamageBuff(Smashing)
  • 7.5% DamageBuff(Lethal)
  • 7.5% DamageBuff(Fire)
  • 7.5% DamageBuff(Cold)
  • 7.5% DamageBuff(Energy)
  • 7.5% DamageBuff(Negative)
  • 7.5% DamageBuff(Toxic)
  • 7.5% DamageBuff(Psionic)
  • 7.688% Defense(Smashing)
  • 7.688% Defense(Lethal)
  • 3.938% Defense(Fire)
  • 3.938% Defense(Cold)
  • 5.5% Defense(Energy)
  • 5.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 6.75% Defense(Melee)
  • 4.25% Defense(Ranged)
  • 4.875% Defense(AoE)
  • 84% Enhancement(Accuracy)
  • 108.75% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 61.04 HP (6.002%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 7.45%
  • MezResist(Sleep) 4.15%
  • MezResist(Stun) 4.15%
  • MezResist(Terrorized) 2.5%
  • 32.5% (0.543 End/sec) Recovery
  • 46% (1.953 HP/sec) Regeneration
  • 14.81% Resistance(Fire)
  • 14.81% Resistance(Cold)
  • 3% Resistance(Psionic)
  • 5% RunSpeed



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1378;669;1338;HEX;|
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|2112D76AD7BAE4B49DB8A9A58F4226DB9CBB4D4A57CA53B92E6B4E67FC51DCE36|
|-------------------------------------------------------------------|


Ignorance dies from exposure to truth.
I am the hunter of ignorance.
I am the truth.
- The Seeker

 

Posted

Yes, that’s a very nice list of stats you've got there ... at what about 5 billion influence or months of farming and market manipulation.

Grats on an impressive build just don't think many will be coming close to it. With 6 full purple sets, all the best single IO procs and 2 VERY expensive PvP IO's, the bonuses gained mull and void the build for anyone not willing or able to shell out billions upon billions of influence.


Dark Tower. SL50 Stone/Stone Tanker
Founder The Freedom Phalanx Reserve
An Infinity Top 25 Super Group
Founded January 4th 2006