Ahh just coming back from years off, help this build!! Fire/Kin!
Price isn't a concern, just let me know what I should slot and with what.. thanks!
well you said money was no object and judging by your build you dont plan to exemplar much so this is pretty much a fire version of how i ran my plant/kin farmer.
Hero Plan by Mids' Hero Designer 1.952
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: Leadership
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), HO:Perox(5), Dmg-I(7)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(9), Nictus-Acc/EndRdx/Heal/HP/Regen(9), Nictus-Acc/EndRdx/Rchg(11)
Level 2: Fire Cages -- GravAnch-Hold%(A), Posi-Acc/Dmg(34), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(43), Posi-Dam%(46), Posi-Acc/Dmg/EndRdx(48)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Super Speed -- Winter-ResSlow(A)
Level 8: Hot Feet -- Armgdn-Dmg(A), Armgdn-Dam%(11), Armgdn-Acc/Dmg/Rchg(13), Armgdn-Acc/Rchg(13), Armgdn-Dmg/EndRdx(15), EndRdx-I(15)
Level 10: Siphon Speed -- Acc-I(A)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(17), Amaze-Acc/Stun/Rchg(17), Amaze-Acc/Rchg(19), Amaze-EndRdx/Stun(19)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(50)
Level 18: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(23), UbrkCons-Acc/Hold/Rchg(23), UbrkCons-Acc/Rchg(25), UbrkCons-EndRdx/Hold(25)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
Level 24: Tactics -- HO:Membr(A), HO:Membr(29)
Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam(33), RctvArm-EndRdx(33), S'fstPrt-ResDam/Def+(33)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(34), LkGmblr-Def/EndRdx(34)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), S'bndAl-Build%(37)
Level 35: Transference -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(37), P'Shift-EndMod/Acc/Rchg(39), P'Shift-Acc/Rchg(39)
Level 38: Fulcrum Shift -- RechRdx-I(A), Acc-I(39)
Level 41: Fissure -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43), FrcFbk-Rechg%(43)
Level 44: Seismic Smash -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(45), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Acc/Rchg(45), Hectmb-Dmg/EndRdx(46)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Earth's Embrace -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(40)
Level 1: Brawl -- KntkC'bat-Dmg/EndRdx/Rchg(A), KntkC'bat-Acc/Dmg(29), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:
- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 11.75% Defense(Smashing)
- 11.75% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 7.38% Defense(Melee)
- 4.88% Defense(Ranged)
- 3% Defense(AoE)
- 2.25% Max End
- 100% Enhancement(RechargeTime)
- 5% Enhancement(Heal)
- 93% Enhancement(Accuracy)
- 5% FlySpeed
- 103 HP (10.13%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 9.1%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 27% (0.45 End/sec) Recovery
- 40% (1.7 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 14.18% Resistance(Fire)
- 14.18% Resistance(Cold)
- 5% RunSpeed
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@Injenius~Virtue
Stonefather - 50 Stone/WP/Soul brute
Sable Affliction - Earth/Dark/Fire Dom
Wild Cipher - Beast/Time MM
First, Welcome back!
Let me make a few suggestions: You need to decide a focus for your build. Are you going for Recharge? Then slot for Recharge. That will let you get the Flashfire+Fire Cages combo up as much as possible. or you can focus on defense, which is discussed below.
Char: This is a power that can use Acc. Hold, Damage and Rech, with a little bit of EndRdx if you can. It is one of your better single target damage powers and also sets single-target containment. First, you want it to HIT -- so you want decent accuracy. You only have 37% accuracy with your slotting. You have no damage. You have a proc that is mostly worthless -- think about it: if a foe is held, what good is a 20% chance of a -25% Recharge debuff? and the 5th set bonus of Baz Gaze is pretty worthless, too -- Status Resistance only shortens the duration of the status effect by a small amount, as 100% Resistance only cuts duration by 50%.
So I suggest use 4 Baz Gaze (leave out the proc and the End/Rech/Hold), and then add an Acc/Dam Hami-O (Nucleolus) and a common Damage.
Fire Cages: Enfeebled Operation is a great set if you are slotting for Smash/Lethal or Melee defense, which you aren't. Otherwise, it kind of sucks. What do you want out of this power in terms of bonuses? I would suggest, if you have no limits on Influence, to take 5 Gravitational Anchor (leave out the pure Immobilize). That will get you the all-important 10% Recharge. Then add a damage proc like a Posi Blast or Trap of the Hunter.
Contrary to Blissful's build, I do NOT recommend slotting a Posi-Blast set in Fire Cages. The damage is so low from the AoE Immob that you actually get more damage from procs. If you are looking for damage, load it up with procs.
Super Speed: The Quickfoot is no better than a common Runspeed -- but I usually slot Super Speed with either a common EndRdx, a Zephyr -knockback or a Celerity Stealth. Adding the Stealth will give you full invisibility, which can be very handy and is often my main reason for taking Super Speed.
Fighting Pool: Either you should build for Defense or pretty much abandon Defense. If you want to build for Defense, then you need to decide what kind of defense you need -- Smash/Lethal is the easiest to build for, since you can get either Ice Armor or Rock Armor (or Scorpion Shield from the Villain PPP). Most folks go with Earth for Rock Armor. Then you can stick with the Enfeebled Operation in Fire Cages, and go with a Kinetic Combat set in Kick or Boxing . . . you have to go all out for Defense. If you aren't going to do that, then drop the Fighting Pool. That is three power picks that could be more effective and slots you could use somewhere else. Smallish amounts of Defense and
My Fire/Kin went for Rock Armor. Most of my controllers do not have much defense and do fine because they mez before they get mezzed . . . but it depends on your playstyle and goals. If you don't go for defense, then you can fit in some of the nice utility powers like Bonfire, Increase Density, and some useful pool powers.
Hot Feet: This is one of those "take it as soon as it is available" powers at level 8. It also sucks down huge amounts of endurance and needs a lot more EndRdx than you have. The full Multistrike set is pretty decent slotting, or you can Frankenslot for a mix of Accuracy, Damage, EndRdx.
Flashfire: Should be taken at level 12. Period. Your slotting is fine unless you can afford five of the purple Absolute Amazement set.
I think you are underslotted for EndRdx on both Assault and Tactics. I didn't take Leadership on my Fire/Kin, but the only one I would consider is Maneuvers if I was going for a Defense build. Assault is not useful if Fulcrum Shift puts you and your team at damage cap. Tactics isn't needed when you have sufficient slotting for Accuracy. Maneuvers can be useful if you are slotting for Defense, but you aren't. And all of those toggles constantly drain endurance. Yes, you have Transference (when you eventually get it), but if it misses, you may be in deep trouble on your endurance.
Combat Jumping: It uses almost no endurance (0.07/sec), so it doesn't need EndRdx. Slot it with a Luck of the Gambler +7.5% Recharge or a Karma -Knockback. The Immob protection is nice from CJ.
Fire Imps: If you are going for Recharge, then 4 Expedient Reinforcement, plus the Dam/Rech and Chance for Build up.
Fulcrum Shift: Do you know about the 95% cap to Accuracy/ToHit? No matter how much accuracy you have, there is always a 5% chance you will miss. 2 Acc are enough in Fulcrum Shift even without Tactics.
The Fire APP is great for AoE damage, and a lot of folks use it on Fire/Kins. However, the more popular APP is Earth. Fissure is a short-ranges AoE damage power that has a chance to stun (which can stack with your Flashfire). Seismic Smash is a huge single target damage power with a built in Hold -- makes it easy to hold bosses. Rock Armor is ugly, but it is S/L defense rather than Resistance.
I wouldn't bother with Super Jump. If you need some vertical travel, the Raptor Pack temp power is almost as fast as Fly and doesn't take up a powerslot or any enhancements.
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
I don't farm so I'll just talk about the trials.
Char needs to be slotted for damage. My suggestion is 5 apocs (all but Dam: Superior) + the unbreakable constraint proc. The base hold duration is sufficient for most purposes.
Fire cages needs to be procced out. It accepts a wide range of procs, it has a chance to trigger Reactive interface (chance of fire DoT on all attacks that do at least 1 damage), it has a short recharge and it has the lowest animation time of any controller primary's immobilize. Properly slotted, it is a major component of your aoe damage. Pick and choose 3-4 procs from Gravitational anchor, trap of the hunter, posiblast and the PvPIO set, then frankenslot the rest for acc, endredux and recharge. Also, remember to take the radial interfaces, the core ones do not provide comparable benefit.
Flashfire should have 5 absolute amazements, all but the proc (which is bugged, last I heard). I like a range common in the 6th slot; the default range is only 70ft which means you are at some risk of overshooting when running in to use it. 1 range IO solves this.
Hot feet is underslotted for endredux.
You also need more rech. At a minimum, I would build for enough rech to keep hasten permanent and get flashfire's recharge below 25 seconds; this plus cinders is enough control power to handle 90% of situations in which controller mezzes are still effective.
Only slot enough accuracy to hit +4s at 95% chance. In Mids', go to settings > maths and effects, and set base ToHit to 39. Then, the "accuracy" field in power info will show you the % chance to hit against a +4 enemy for that power. Some people, me included, prefer to slot to hit +3s only on the assumption that the only enemies that will be +4 or higher will be trial AVs like the Avatar of Hamidon. In that case you would set base ToHit to 48 instead.
Defense is important because fire/kin will want to play in melee to leverage the self-buffs. You cannot always rely on team buffs since not every league is tank/support-heavy, other characters are not always around to support you, there is value in being able to take initiative/act independently/initiate combat, and because defense works when you cannot stop to control, debuff or kill everything in sight (Lambda is the classic example). You cannot rely 100% on mezzes either, since trial spawns tend to have a lot of high-ranked enemies; underground trial spawns have 4-6 elite bosses per group, beyond the ability of most non-dominators to effectively mez. Fire specifically also has the problem that IDF summon battle orbs with dispersion bubbles, which counter both your mezzes, so high damage and defense are necessary to survive until you can destroy all the orbs. On an unlimited budget build I would settle for at least 45% defense - trial softcap is 59% but you can make up the rest with inspirations.
The easiest way to get def without compromising on rech is to take one of the APPs that give S/L defense toggles (either stone, ice or scorpion mastery). Stone offers a dull pain clone, a Mag 4 ST hold and additional AoE that also stuns and knocks down enemies. Ice offers Blaster-level aoe damage with ice storm, Hoarfrost and a really good ST blast. Scorp shield gives energy damage as well, which is nice because energy damage is extremely common in trials. Pick whichever you like; I went with scorp shield for concept.
Fire APP does good damage but trying to build for defense on a resist APP while maintaining overall effectiveness is very hard, and I have not been able to produce, nor have I seen a convincing example of such a build.
Last of all, have fun. Properly built and played, fire/kin dominates the battlefield with blaster-level damage, powerful mezzes and formidable team support ability. Enjoy!
Hey guys, so I took a few years off and now I'm playing again, I had this build to farm before, now I'm +1 t4 alpha spiritual and t2 lore elemental.. please let me know what I can do to improve tihs build so I can be an uber fire/kin .. want to be able to farm and also hold my own in trials..
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
pl: 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: Fire Mastery
Hero Profile:
Level 1: Char
- (A) Basilisk's Gaze - Chance for Recharge Slow
- (3) Basilisk's Gaze - Recharge/Hold
- (3) Basilisk's Gaze - Accuracy/Hold
- (5) Basilisk's Gaze - Endurance/Recharge/Hold
- (5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (7) Ghost Widow's Embrace - Hold/Range
Level 1: Transfusion- (A) Accuracy IO
- (13) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (13) Touch of the Nictus - Accuracy/Endurance/Recharge
- (15) Touch of the Nictus - Accuracy/Healing
- (15) Touch of the Nictus - Healing
- (17) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
Level 2: Fire Cages- (A) Enfeebled Operation - Accuracy/Recharge
- (7) Enfeebled Operation - Endurance/Immobilize
- (9) Enfeebled Operation - Accuracy/Endurance
- (9) Enfeebled Operation - Immobilize/Range
- (11) Enfeebled Operation - Accuracy/Immobilize
- (11) Enfeebled Operation - Accuracy/Immobilize/Recharge
Level 4: Siphon Power- (A) Accuracy IO
Level 6: Kick- (A) Kinetic Crash - Accuracy/Knockback
Level 8: Hasten- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (34) Recharge Reduction IO
Level 10: Super Speed- (A) Quickfoot - RunSpeed
Level 12: Siphon Speed- (A) Accuracy IO
Level 14: Tough- (A) Reactive Armor - Resistance/Endurance
- (27) Reactive Armor - Resistance/Endurance/Recharge
- (37) Reactive Armor - Resistance/Recharge
- (40) Reactive Armor - Resistance
- (40) Steadfast Protection - Resistance/+Def 3%
Level 16: Weave- (A) Red Fortune - Defense
- (43) Red Fortune - Defense/Endurance
- (45) Red Fortune - Defense/Recharge
- (45) Red Fortune - Endurance
- (45) Red Fortune - Defense/Endurance/Recharge
Level 18: Hot Feet- (A) Obliteration - Damage
- (19) Obliteration - Accuracy/Damage/Recharge
- (19) Obliteration - Damage/Recharge
- (31) Scirocco's Dervish - Accuracy/Damage/Endurance
- (31) Scirocco's Dervish - Accuracy/Damage
- (31) Scirocco's Dervish - Damage/Endurance
Level 20: Flashfire- (A) Stupefy - Accuracy/Endurance
- (21) Stupefy - Accuracy/Recharge
- (21) Stupefy - Accuracy/Stun/Recharge
- (27) Stupefy - Endurance/Stun
- (29) Stupefy - Stun/Range
- (29) Recharge Reduction IO
Level 22: Cinders- (A) Unbreakable Constraint - Accuracy/Hold/Recharge
- (23) Unbreakable Constraint - Endurance/Hold
- (23) Unbreakable Constraint - Hold/Recharge
- (25) Unbreakable Constraint - Hold
- (25) Unbreakable Constraint - Chance for Smashing Damage
Level 24: Speed Boost- (A) Endurance Modification IO
Level 26: Assault- (A) Endurance Reduction IO
Level 28: Tactics- (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
Level 30: Combat Jumping- (A) Luck of the Gambler - Defense/Endurance
Level 32: Fire Imps- (A) Soulbound Allegiance - Damage
- (33) Soulbound Allegiance - Damage/Recharge
- (33) Soulbound Allegiance - Accuracy/Damage/Recharge
- (33) Soulbound Allegiance - Accuracy/Recharge
- (34) Soulbound Allegiance - Chance for Build Up
- (34) Soulbound Allegiance - Damage/Endurance
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/Endurance
- (37) Efficacy Adaptor - EndMod/Accuracy
Level 38: Fulcrum Shift- (A) Accuracy IO
- (39) Accuracy IO
- (39) Accuracy IO
- (39) Recharge Reduction IO
- (40) Recharge Reduction IO
Level 41: Fire Ball- (A) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Damage/Range
- (42) Positron's Blast - Accuracy/Damage/Endurance
- (42) Positron's Blast - Damage/Endurance
- (43) Positron's Blast - Damage/Recharge
- (43) Recharge Reduction IO
Level 44: Fire Shield- (A) Titanium Coating - Resistance
- (46) Titanium Coating - Resistance/Endurance
- (46) Titanium Coating - Resistance/Recharge
- (46) Aegis - Resistance/Recharge
- (48) Aegis - Resistance/Endurance
- (48) Aegis - Resistance
Level 47: Rise of the Phoenix- (A) Obliteration - Damage
Level 49: Super Jump- (A) Unbounded Leap - Jumping
------------Level 2: Swift
- (A) Run Speed IO
Level 2: Health- (A) Numina's Convalescence - Heal/Endurance
- (48) Numina's Convalescence - +Regeneration/+Recovery
- (50) Numina's Convalescence - Heal
Level 2: Hurdle- (A) Jumping IO
Level 2: Stamina- (A) Efficacy Adaptor - EndMod
- (50) Efficacy Adaptor - EndMod/Accuracy
- (50) Efficacy Adaptor - EndMod/Endurance
Level 1: Brawl- (A) Empty
Level 1: ContainmentLevel 1: Sprint
- (A) Empty
Level 2: Rest- (A) Empty
Level 4: 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)
- 8.31% Defense(Smashing)
- 8.31% Defense(Lethal)
- 6.13% Defense(Fire)
- 6.13% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 8% Defense(Psionic)
- 8% Defense(Melee)
- 4.88% Defense(Ranged)
- 4.56% Defense(AoE)
- 2.25% Max End
- 43.75% Enhancement(RechargeTime)
- 5% Enhancement(Heal)
- 33% Enhancement(Accuracy)
- 3% Enhancement(Stun)
- 3% Enhancement(Immobilize)
- 125.9 HP (12.38%) HitPoints
- MezResist(Confused) 5%
- MezResist(Held) 9.4%
- MezResist(Immobilize) 8.3%
- MezResist(Sleep) 7.2%
- MezResist(Stun) 7.2%
- MezResist(Terrorized) 5%
- 14% (0.23 End/sec) Recovery
- 48% (2.03 HP/sec) Regeneration
- 5.36% Resistance(Fire)
- 5.36% Resistance(Cold)
- 5% Resistance(Negative)
- 5% RunSpeed
------------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%
Touch of the Nictus(Transfusion)
- 19.08 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 2.25% Max End
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)
Reactive Armor(Tough)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Steadfast Protection(Tough)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
Red Fortune(Weave)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
Obliteration(Hot Feet)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
Scirocco's Dervish(Hot Feet)
- 10% (0.42 HP/sec) Regeneration
- 3.13% Resistance(Negative)
Stupefy(Flashfire)
- 2.5% (0.04 End/sec) Recovery
- 19.08 HP (1.88%) HitPoints
- 3% Enhancement(Stun)
- 6.25% Enhancement(RechargeTime)
Unbreakable Constraint(Cinders)
- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
Soulbound Allegiance(Fire Imps)
- 16% (0.68 HP/sec) Regeneration
- 30.52 HP (3%) HitPoints
- 4% DamageBuff(All)
- MezResist(Held) 4.4%
- 5% Defense(Psionic)
Efficacy Adaptor(Transference)
- 11.45 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)
Titanium Coating(Fire Shield)
- MezResist(Sleep) 2.2%
- 15.26 HP (1.5%) HitPoints
Aegis(Fire Shield)
- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
Numina's Convalescence(Health)
- 12% (0.51 HP/sec) Regeneration
- 19.08 HP (1.88%) HitPoints
Efficacy Adaptor(Stamina)