my Fire/Kin build -excellent or mediocre?


adam41476

 

Posted

Hi everyone.

I've recently re-registered here. I've been on the game since it's start - and was on the American servers for a good few years before I restarted on the European.

I've always stumbled along (rather blindly) with my characters builds myself, but was hoping some more enlightened people could throw me a little help.

I'm 50 (+1) and have had this same character years. I've got my complete build but know I'm probably not making the best use of the slots and/or enhancements.

I think I have the 'purple recipe' is best problem, which I know it always isn't.

The build I play is a pretty aggressive controller - more likely to jump straight into the fray as opposed to sticking back. I enjoy the high damage too.

I won't say expense is no object - lol cause it is. But I've already painstakingly saved up the purps in my build below - so if I respec out of some of these, I can always sell them and swap over.

The only other thing : I was recommended out of the fire mastery set for psionics. Whilst that may be the better move, asthetically I prefer it with my fire-centric character

So if there are any glaringly obvious errors I've made, or any tips I would be appreciative!

Thanks.



Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Molten Hot: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Fire Mastery
Hero Profile:

Level 1: Ring of Fire

  • (A) Thunderstrike - Damage/Endurance
  • (3) Thunderstrike - Damage/Recharge
  • (3) Thunderstrike - Accuracy/Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Endurance
  • (5) Thunderstrike - Damage/Endurance/Recharge
Level 1: Transfusion
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (7) Numina's Convalescence - Endurance/Recharge
  • (7) Numina's Convalescence - Heal/Endurance
  • (9) Numina's Convalescence - Heal/Recharge
  • (9) Numina's Convalescence - Heal/Endurance/Recharge
  • (11) Numina's Convalescence - Heal
Level 2: Char
  • (A) Thunderstrike - Damage/Endurance/Recharge
  • (11) Thunderstrike - Accuracy/Damage
  • (13) Thunderstrike - Accuracy/Damage/Recharge
  • (13) Thunderstrike - Accuracy/Damage/Endurance
Level 4: Siphon Power
  • (A) Accuracy IO
Level 6: Fire Cages
  • (A) Gravitational Anchor - Immobilize
  • (15) Gravitational Anchor - Chance for Hold
  • (15) Gravitational Anchor - Immobilize/Endurance
  • (17) Gravitational Anchor - Immobilize/Recharge
  • (17) Gravitational Anchor - Accuracy/Immobilize/Recharge
  • (19) Gravitational Anchor - Accuracy/Recharge
Level 8: Hot Feet
  • (A) Armageddon - Damage/Endurance
  • (19) Armageddon - Damage
  • (21) Armageddon - Damage/Recharge
  • (21) Armageddon - Accuracy/Damage/Recharge
  • (23) Armageddon - Accuracy/Recharge
Level 10: Hasten
  • (A) Recharge Reduction IO
  • (23) Recharge Reduction IO
  • (25) Recharge Reduction IO
Level 12: Flashfire
  • (A) Absolute Amazement - Stun/Recharge
  • (25) Absolute Amazement - Endurance/Stun
  • (27) Absolute Amazement - Accuracy/Stun/Recharge
  • (27) Absolute Amazement - Chance for ToHit Debuff
  • (29) Absolute Amazement - Accuracy/Recharge
Level 14: Super Speed
  • (A) Celerity - RunSpeed
Level 16: Maneuvers
  • (A) Luck of the Gambler - Defense/Recharge
  • (29) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Defense
Level 18: Cinders
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (31) Basilisk's Gaze - Accuracy/Recharge
  • (31) Basilisk's Gaze - Recharge/Hold
  • (33) Basilisk's Gaze - Endurance/Recharge/Hold
  • (33) Lockdown - Chance for +2 Mag Hold
Level 20: Speed Boost
  • (A) Performance Shifter - Chance for +End
Level 22: Stealth
  • (A) Luck of the Gambler - Defense/Endurance
Level 24: Boxing
  • (A) Disorient Duration IO
Level 26: Tough
  • (A) Reactive Armor - Endurance
  • (33) Reactive Armor - Resistance/Recharge
  • (34) Reactive Armor - Resistance/Endurance
  • (34) Reactive Armor - Endurance/Recharge
  • (34) Reactive Armor - Resistance/Endurance/Recharge
Level 28: Bonfire
  • (A) Force Feedback - Recharge/Endurance
  • (36) Force Feedback - Recharge/Knockback
Level 30: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (36) Luck of the Gambler - Defense/Endurance
  • (36) Luck of the Gambler - Defense/Recharge
Level 32: Inertial Reduction
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 35: Fire Ball
  • (A) Ragnarok - Chance for Knockdown
  • (37) Ragnarok - Damage
  • (37) Ragnarok - Damage/Recharge
  • (37) Ragnarok - Accuracy/Damage/Recharge
  • (40) Ragnarok - Accuracy/Recharge
  • (40) Ragnarok - Damage/Endurance
Level 38: Transference
  • (A) Efficacy Adaptor - EndMod/Accuracy
  • (39) Efficacy Adaptor - EndMod/Endurance
  • (39) Efficacy Adaptor - EndMod/Recharge
  • (39) Efficacy Adaptor - EndMod
  • (40) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (50) Efficacy Adaptor - Accuracy/Recharge
Level 41: Fire Shield
  • (A) Reactive Armor - Resistance/Endurance
  • (42) Reactive Armor - Resistance/Recharge
  • (42) Reactive Armor - Resistance
  • (42) Reactive Armor - Endurance
  • (43) Steadfast Protection - Resistance/+Def 3%
Level 44: Fire Imps
  • (A) Soulbound Allegiance - Damage
  • (45) Soulbound Allegiance - Damage/Recharge
  • (45) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (45) Soulbound Allegiance - Accuracy/Recharge
  • (46) Soulbound Allegiance - Chance for Build Up
  • (46) Soulbound Allegiance - Damage/Endurance
Level 47: Fulcrum Shift
  • (A) Recharge Reduction IO
  • (48) Recharge Reduction IO
  • (48) Recharge Reduction IO
  • (48) Accuracy IO
Level 49: Rise of the Phoenix
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------

Level 2: Swift
  • (A) Empty
Level 2: Health
  • (A) Healing IO
  • (43) Healing IO
  • (43) Healing IO
Level 2: Hurdle
  • (A) Empty
Level 2: Stamina
  • (A) Endurance Modification IO
  • (46) Endurance Modification IO
  • (50) Endurance Modification IO
Level 1: Brawl
  • (A) Empty
Level 1: Containment

Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run


 

Posted

I'd suggest reposting the build to include the data chunk and/or datalink, so people can view in Mids. Without either of those, most people (such as myself) will simply move on rather than recreate the build in Mids themselves.


Global = Hedgefund (or some derivation thereof)

 

Posted

Let me give you a suggestion on posting builds using Mid's.

1. From Mid's main screen, click on the menu choice "Import/Export." Choose "Short Form Export."
2. On the left side, you have several "colour scheme" choices. You want one that can be read easily on the forums. My favorite is "Fruit Salad"
3. Just below the "Colour Scheme" is the "Data Chunk" section. Put Check marks in the first and third boxes.
4. On the right side in the "Formatting Code Type:" box, choose "Official Forums (vBulletin)"
5. Under that, put a check mark in "Don't Export Invention Levels" and leave the others blank.
6. Click the "Export Now" button and paste the build on the forum page.

That gives you an easy-to-read build that can be copied to Mid's in two different ways. Note that on the Forums if you go back and edit a post with a Mid's build in it, you will usually break the link but the Data Chunk will still work. That's why it should be included.

As for the build? I consider myself pretty knowledgable on Controllers in general, but not a top-tier Fire/Kin expert -- I have one but I'm not a farmer with it and mine isn't fully IO'ed out. (I like my Plant/Kin better and I tend to be more team focused.) If you look around on the Forums, you will see several Fire/Kin threads. There is also a guide under the guides.

However, I think this build needs some work. IO bulds work best if you focus on one or two attributes. If you are going to go for Defense, then go all out and plan to maximize your Defense. A small amount of Defense (under 20%) doesn't do all that much to help you, but as you get more and more Defense, the benefits grow. If you are going to rely upon your control to protect yourself instead of Defense, then go all out for Recharge.

You went for some Defense, but didn't go all out. The Fighting Pool is a waste unless you are going to go all out for Defense. Your Defense numbers should be at least in the 30's and preferably at or over 45%. Depending on how you want to play your character, most folks focus on either Smash/Lethal Defense (which is the most common damage type in the game) or Ranged Defense (since you have some control in melee, and most mez powers are ranged). You may need to read up on how Defense works (Typed vs. Positional). It is easier to softcap to S/L Defense since you can get one of three APP/PPP armors for S/L Defense.

You skipped Siphon Speed, which I consider to be an essential power for any Kinetics character. This is what gives you your Recharge buff while slowing a foe. Slotting a Kin for Recharge becomes less important when you use Siphon Speed a lot.

Personally, I like Increase Density as both a useful power and a set mule. It takes Resistance sets, making it a good place for Steadfast -Knockback and the +3 Defense IOs. I dislike Inertial Reduction because I hate having to re-cast. I prefer to use Super Speed (with a Celerity stealth IO -- no need to take the Stealth pool) and/or Fly (on some teams, I just fly overhead and buff the heck out of my team). If you don't want to take Fly (and you don't have to), you can just use a Raptor Pack to fly anytime you need to get over things.

If you get rid of stealth, consider taking Combat Jumping. It is a cheap toggle that gives you Immob protection (very useful for a Fire/Kin), some air maneuverability and a nice place to slot some nice IOs.

The Psi APP is mostly useful for the mez protection in Indomidible Will. If you are having a problem getting mezzed, then it certainly is worth considering. However, the majority of Fire/Kins go with the Earth APP. You get an ugly S/L Defense shield, a fast-recharging short-range AoE attack in Fissure, a powerful melee attack that also has a hold in Seismic Smash, and a heal/HP boost in Earth's Embrace. If you slot heavily for S/L defense, your Defense will deflect many mez attacks. Ranged Defense is even better at deflecting mez attacks.

One other option to deal with mez, at least in incarnate levels, is to go for the Clarion power under Destiny. It is very good.

There is a lot more I could go into, but I'll leave that for some of the Fire/Kin experts.


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

Thanks for all the advice. I've re-sent the build as you instructed.

Although I'm sorta following you, I admit some stuff going over my head.



Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Molten Hot: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Ring of Fire -- Thundr-Dmg/EndRdx(A), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(5)
Level 1: Transfusion -- Numna-Regen/Rcvry+(A), Numna-EndRdx/Rchg(7), Numna-Heal/EndRdx(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(9), Numna-Heal(11)
Level 2: Char -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(13)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Fire Cages -- GravAnch-Immob(A), GravAnch-Hold%(15), GravAnch-Immob/EndRdx(15), GravAnch-Immob/Rchg(17), GravAnch-Acc/Immob/Rchg(17), GravAnch-Acc/Rchg(19)
Level 8: Hot Feet -- Armgdn-Dmg/EndRdx(A), Armgdn-Dmg(19), Armgdn-Dmg/Rchg(21), Armgdn-Acc/Dmg/Rchg(21), Armgdn-Acc/Rchg(23)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-EndRdx/Stun(25), Amaze-Acc/Stun/Rchg(27), Amaze-ToHitDeb%(27), Amaze-Acc/Rchg(29)
Level 14: Super Speed -- Clrty-RunSpd(A)
Level 16: Maneuvers -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def(31)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(33), Lock-%Hold(33)
Level 20: Speed Boost -- P'Shift-End%(A)
Level 22: Stealth -- LkGmblr-Def/EndRdx(A)
Level 24: Boxing -- Dsrnt-I(A)
Level 26: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx(34), RctvArm-EndRdx/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(34)
Level 28: Bonfire -- FrcFbk-Rchg/EndRdx(A), FrcFbk-Rchg/KB(36)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/Rchg(36)
Level 32: Inertial Reduction -- Zephyr-ResKB(A)
Level 35: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg(37), Ragnrk-Dmg/Rchg(37), Ragnrk-Acc/Dmg/Rchg(37), Ragnrk-Acc/Rchg(40), Ragnrk-Dmg/EndRdx(40)
Level 38: Transference -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/EndRdx(39), Efficacy-EndMod/Rchg(39), Efficacy-EndMod(39), Efficacy-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(50)
Level 41: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(42), RctvArm-ResDam(42), RctvArm-EndRdx(42), S'fstPrt-ResDam/Def+(43)
Level 44: Fire Imps -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(45), S'bndAl-Acc/Dmg/Rchg(45), S'bndAl-Acc/Rchg(45), S'bndAl-Build%(46), S'bndAl-Dmg/EndRdx(46)
Level 47: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48), Acc-I(48)
Level 49: Rise of the Phoenix -- RechRdx-I(A), RechRdx-I(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Heal-I(A), Heal-I(43), Heal-I(43)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(46), EndMod-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run

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http://www.cohplanner.com/mids/downl...56F21F1839E333


 

Posted

Ring of Fire. This is frequently skipped because Ring of Fire recharges so quickly and an additional attack normally isn't needed.

Transfusion. This needs to be slotted for accuracy as well.

Char. In Fire/Kinetics, you generally slot this as a Hold rather than Damage since you'll have such significant damage boosts anyway.

Hasten. With enhancement boosters, you really only need to 2-slot this.

Cinders. I normally skip this since having a long recharge mass Hold isn't really much better than a long duration mass Disorient.

Stealth. This is worthless if you've got Celerity/Stealth and Super Speed.

Boxing. Controllers frequently slot this with sets like Mako's Bite because it's actually not that bad an attack for a Controller (on Contained targets).

Inertial Reduction. This is a rather strange choice. No one else is likely to need Superjump, and it's an annoying way to provide it for yourself.

I'd also question taking Fire Mastery. If you took Mu Mastery, you'd get basically the same AE performance, a better set of resists from the armor, a nice defensive 'panic button' and a pet you can use to slot all 4 of the "keep my Fire Imps from insta-dying" enhancements.

Some things to contemplate taking:
Siphon Speed. This isn't all that great when you're just plowing through large spawns, but is nice against single hard targets to make your rotation run a bit smoother.

Tactics. 6-slot Gaussian is one of the easiest ways to boost defense and Kinetics is such a accuracy-dependent set that having better hit chance is essential.

Vengeance. This is a nice mule for Luck of the Gambler if you've already got enough Leadership powers.


 

Posted

So what would you slot into the powers you've selected?

I have no clue about slotting things really. If it's purple I trust it's best, but I know that's not correct. I also know that things are overlapping that shouldn't.

When people are talking about S/L caps and things - means nothing to me at all. Or % of things. I dont' really understand. I just wanna get the best out of each set that I can.

Thanks!


 

Posted

Okay, I've just rebuilt my build and everything on the totals has gone lower. But I've barely changed anything that I can see.

Why am I so rubbish at this? lol

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- Dev'n-Hold%(A), Dev'n-Acc/Dmg/EndRdx/Rchg(29), Dev'n-Dmg/EndRdx(29), Thundr-Acc/Dmg/EndRdx(43)
Level 1: Transfusion -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(3), Numna-Heal/EndRdx/Rchg(3), Numna-Heal/EndRdx(5), Numna-Heal(5), Numna-Regen/Rcvry+(7)
Level 2: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(9), GravAnch-Immob(9), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(43)
Level 4: Siphon Power -- HO:Endo(A), HO:Lyso(45)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(13)
Level 8: Hot Feet -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(13), Armgdn-Dmg/EndRdx(15), Armgdn-Dmg(15), Armgdn-Acc/Dmg/Rchg(17), Armgdn-Acc/Rchg(43)
Level 10: Siphon Speed -- P'ngTtl-Acc/Slow(A), P'ngTtl-Rng/Slow(36), P'ngTtl--Rchg%(37), P'ngTtl-EndRdx/Rchg/Slow(46), P'ngTtl-Acc/EndRdx(46)
Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-EndRdx/Stun(17), Amaze-Acc/Stun/Rchg(19), Amaze-Stun(19), Amaze-Acc/Rchg(21), Amaze-ToHitDeb%(21)
Level 14: Super Speed -- Clrty-RunSpd(A)
Level 16: Maneuvers -- LkGmblr-Def/Rchg(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(46)
Level 18: Super Jump -- Zephyr-ResKB(A)
Level 20: Speed Boost -- P'Shift-End%(A)
Level 22: Cinders -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(25), Lock-%Hold(25), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(27)
Level 24: Tactics -- GSFC-Build%(A)
Level 26: Bonfire -- FrcFbk-Rchg/EndRdx(A), FrcFbk-Rchg/KB(33)
Level 28: Boxing -- Hectmb-Dmg(A), Hectmb-Dam%(45)
Level 30: Tough -- RctvArm-ResDam/Rchg(A), RctvArm-EndRdx/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-EndRdx(40)
Level 32: Fire Imps -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Build%(33), S'bndAl-Acc/Dmg/Rchg(33), S'bndAl-Acc/Rchg(34), S'bndAl-Dmg/Rchg(34), S'bndAl-Dmg(34)
Level 35: Fissure -- Posi-Acc/Dmg/EndRdx(A), Posi-Dam%(37)
Level 38: Transference -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(39), Efficacy-EndMod/EndRdx(39), Efficacy-EndMod/Rchg(39), Efficacy-EndMod(40), Efficacy-EndMod/Acc(40)
Level 41: Fulcrum Shift -- Acc-I(A), RechRdx-I(42), RechRdx-I(42), RechRdx-I(42)
Level 44: Seismic Smash -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Dam%(45)
Level 47: Rock Armor -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def(48), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx(48), LkGmblr-EndRdx/Rchg(50)
Level 49: Earth's Embrace -- Aegis-Psi/Status(A), Aegis-ResDam(50), Aegis-ResDam/EndRdx/Rchg(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Rchg(31), Dct'dW-Heal(31)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Rchg(31), P'Shift-End%(36)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run

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http://www.cohplanner.com/mids/downl...3AF9079051E3BA


I'm not sure what recipes to put where. I know the powers I want. Although I'm totally unsure about the earth power pool which was recommended -Don't know what I think of it though. Sure I had it before and specced out of it.

hmm.


 

Posted

I also did this one, with Mu Mastery - but no matter what I do, the resists and general overall survivability seem to be loads lower than the very first one I put on. Am I missing something?

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Char -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx(29), Thundr-Acc/Dmg/Rchg(43)
Level 1: Transfusion -- Numna-Regen/Rcvry+(A), Numna-Heal(3), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(5), Numna-Heal/EndRdx(7)
Level 2: Fire Cages -- GravAnch-Immob(A), GravAnch-Hold%(9), GravAnch-Immob/EndRdx(9), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(11), GravAnch-Immob/Rchg(43)
Level 4: Siphon Power -- Acc-I(A), Acc-I(45)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(13)
Level 8: Hot Feet -- Armgdn-Dmg/EndRdx(A), Armgdn-Dam%(13), Armgdn-Dmg(15), Armgdn-Dmg/Rchg(15), Armgdn-Acc/Dmg/Rchg(17), Armgdn-Acc/Rchg(43)
Level 10: Siphon Speed -- P'ngTtl--Rchg%(A), P'ngTtl-Rng/Slow(36), P'ngTtl-Acc/EndRdx(37), P'ngTtl-Dmg/Slow(46), P'ngTtl-EndRdx/Rchg/Slow(46)
Level 12: Flashfire -- Amaze-EndRdx/Stun(A), Amaze-ToHitDeb%(17), Amaze-Stun(19), Amaze-Stun/Rchg(19), Amaze-Acc/Stun/Rchg(21), Amaze-Acc/Rchg(21)
Level 14: Super Speed -- Clrty-RunSpd(A)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-EndRdx/Rchg(23), LkGmblr-Def/EndRdx/Rchg(23), LkGmblr-Def(46)
Level 18: Super Jump -- Zephyr-ResKB(A)
Level 20: Speed Boost -- P'Shift-End%(A)
Level 22: Cinders -- Lock-%Hold(A), BasGaze-Acc/Rchg(25), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Rchg/Hold(27), BasGaze-Acc/Hold(27)
Level 24: Tactics -- GSFC-ToHit/Rchg(A)
Level 26: Bonfire -- FrcFbk-Rchg/KB(A), FrcFbk-Rchg/EndRdx(33)
Level 28: Boxing -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 30: Tough -- RctvArm-EndRdx/Rchg(A), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam/Rchg(37), RctvArm-ResDam(40)
Level 32: Fire Imps -- S'bndAl-Acc/Rchg(A), S'bndAl-Acc/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(33), S'bndAl-Dmg/EndRdx(34), S'bndAl-Dmg(34), S'bndAl-Build%(34)
Level 35: Charged Armor -- Aegis-ResDam(A), Aegis-ResDam/EndRdx/Rchg(37)
Level 38: Transference -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(39), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/EndRdx(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod(40)
Level 41: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(42), Acc-I(42), RechRdx-I(42)
Level 44: Power Sink -- P'Shift-End%(A), P'Shift-EndMod/Acc/Rchg(45)
Level 47: Ball Lightning -- Ragnrk-Acc/Dmg/Rchg(A), Ragnrk-Acc/Rchg(48), Ragnrk-Knock%(48), Ragnrk-Dmg/Rchg(48)
Level 49: Summon Guardian -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Dmg/EndRdx(50), ExRmnt-EndRdx/Dmg/Rchg(50), ExRmnt-+Res(Pets)(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal(31), Dct'dW-Heal/EndRdx(31)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(31), P'Shift-Acc/Rchg(36)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run

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http://www.cohplanner.com/mids/downl...56F20F2163E87A


 

Posted

I would ditto the suggestion above to peruse other posts with builds in the Controller forum, as well the guides forum, maybe even build workshop.

Read those and see why people are choosing what they do. For a fire/kin troller, people tend to emphasize recharge, they may emphasize defense as well.

The recharge in the last build is actually pretty decent, there are simple easy things to eek a little more out, like use an LOTG +7.5% recharge instead of the LOTG +Def IO in Maneuvers. This lowers def by 0.03%, trivial but gives you more recharge, shaving 3 seconds off Hasten.

The 6th slot in purple sets tends to be unimpressive. A few are good for ranged or psi def, but 5% toxic resists isn't going to be worth either the inf cost of the opportunity cost of using that slot elsewhere. Your purples only need 5 slots.

Let's go pick by pick.

Char - as mentioned above, this is a hold and should be slotted as such. 4-slotting Basilisk's Gaze is the norm, with another slot or 2 for Acc/Dmg and Dmg. The purple hold proc for damage actually provides the most damage potential.

Transfusion - you actually have enough globally accuracy that your accuracy is capped against +3s, so you don't need to slot acc. However one for when you're to-hit debuffed would be helpful. A typical slotting for this is 1 Acc, 5 Doctored Wounds, 5 of Touch of the Nictus isn't a bad choice either.

Fire Cages - I'd lose the immobilize IO and slot something else, a damage proc would be nice, Trap of the Hunter or Posi Blast.

Siphon Power - the other aspects of those HOs are being wasted in this power. What you have is the same as slotting 2 level 50 SOs. I'd go Acc IO and Rch, or just Acc.

Hasten - You could opt to use only 2 slots, then +5 boost them both to get the same performance and have a slot to play with.

Hot Feet - I'd get rid of the Dmg IO and slot a proc

Siphon Speed- I'd be tempted to just go with 4 slots of Curtail Speed, to boost s/l defense a bit.

Flashfire - take out the Stun (notice a trend?). Not a great place for a proc, so this may be another free slot.

Super Speed - there is not Stealth IO in your build. You could put one here. I always put it in Sprint, but others prefer it in SS so one toggles gives you pve invis.

Maneuvers - as mentioned above, use the LOTG +7.5 in lieu of the Def IO.

SB - no no no, just use a plain end mod IO. This proc would only fire when you cast sb.

Cinders - slotting ok, I just want to emphasize that you should take this, as opposed to advise saying otherwise upthread. All control sets need a secondary aoe, just in case.

Tactics - you'll need to add a few more slots for Endurance.

If you're being "value conscious" then you're not getting a lot of bang for your inf from Boxing. I bet those 2 IOs would be about 1/2 the cost of your build (varying on market flucatuations of course).

Tough - here's some basic math, 3 > 1.25. Especially 3% def to all instead of 1.25% to s/l/e/n. Of course, 3 + 1.25 = 4.125 is even better. I'd find room for the Steadfast Protection +3 Def Io here.

Fire Imps - the pet purple is an odd duck in that a non-purple set is usually a better choice. Maybe 2 Soulbounds (including proc) + 4 Expendient Reinforcements.

Fissure - should be ok

Transference - should be taken asap at 35. Even if this build is a respec of a 50, you'd want this available at level 30 tfs.

Fulcrum Shift - another for asap. You can drop one of the recharge IOs and only lose 1 second of recharge. Enhancing those level 50 IOs to +5 would negate even that loss.

Seismic Smash - since you've chosen Rock Armor, this is a really sweet spot for 4-slotting Kin Combat. Again, global accuracy covers up the normal deficiency Kin Combat has for accuracy.

Rock Armor - take a slot out, the 5th LOTG provides an irrelevant bonus.

Earth's Embrace - this is a +HP and heal, not a resist power. Change this to something buffing heal/recharge, I like Numis for 3 slots.

At this point I'm running out of steam... Are you planning to team or farm? ID is a very nice power for teammates, the only source of -kb and -repel (even tp resists) in a buff set. If you're teamming, I'd take that over say, Bonfire.

I know you've been through a few iterations of this build and that can be frustrating, but you're really not that far from getting to excellent (or very good at least) from mediocre.

I've attached the build with the above modifications, and maybe one or 2 undocumented ones. Please note I'm not saying "this is THE great fire/kin build", rather I just wanted to walk you through the thought process of creating a build.

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), UbrkCons-Dam%(13), BasGaze-Acc/Rchg(29), BasGaze-Acc/EndRdx/Rchg/Hold(29), BasGaze-Rchg/Hold(43)
Level 1: Transfusion -- Acc-I(A), Dct'dW-Heal/EndRdx(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(5), Dct'dW-Rchg(7)
Level 2: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(9), GravAnch-Immob(9), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(11), TotHntr-Dam%(19)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Hot Feet -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(13), Armgdn-Dmg/EndRdx(15), Erad-%Dam(15), Armgdn-Acc/Dmg/Rchg(17), Armgdn-Acc/Rchg(43)
Level 10: Siphon Speed -- CtlSpd-Acc/Slow(A), CtlSpd-Acc/EndRdx(36), CtlSpd-EndRdx/Rchg/Slow(37), CtlSpd-Rng/Slow(46)
Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-EndRdx/Stun(17), Amaze-Acc/Stun/Rchg(19), Amaze-Acc/Rchg(21), Amaze-ToHitDeb%(21)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Maneuvers -- LkGmblr-Def/Rchg(A), LkGmblr-Rchg+(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(46)
Level 18: Super Jump -- Zephyr-ResKB(A)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Cinders -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(25), Lock-%Hold(25), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/EndRdx/Rchg/Hold(27)
Level 24: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(42), GSFC-ToHit/Rchg/EndRdx(45)
Level 26: Bonfire -- FrcFbk-Rchg/EndRdx(A), FrcFbk-Rchg/KB(33)
Level 28: Boxing -- Hectmb-Dmg(A), Hectmb-Dam%(45)
Level 30: Tough -- RctvArm-ResDam/Rchg(A), RctvArm-EndRdx/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-EndRdx(40), S'fstPrt-ResDam/Def+(43)
Level 32: Fire Imps -- S'bndAl-Dmg(A), S'bndAl-Build%(33), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg(34), ExRmnt-Acc/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Fissure -- Posi-Acc/Dmg/EndRdx(A), Posi-Dam%(37)
Level 38: Transference -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(39), Efficacy-EndMod/EndRdx(39), Efficacy-EndMod/Rchg(39), Efficacy-EndMod(40), Efficacy-EndMod/Acc(40)
Level 41: Fulcrum Shift -- Acc-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 47: Rock Armor -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def(48), LkGmblr-Rchg+(48), LkGmblr-Def/EndRdx(48)
Level 49: Earth's Embrace -- Numna-EndRdx/Rchg(A), Numna-Heal/Rchg(50), Numna-Heal/EndRdx/Rchg(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Mrcl-Rcvry+(31)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-End%(36)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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Global = Hedgefund (or some derivation thereof)

 

Posted

Let me throw in a little more guidance in a few areas. One thing: Purple isn't always best. It really depends on the goals of your build. In general, for example, the purple Pet set isn't that great -- if you are going for Defense you should consider Blood Mandate, and if you are going for Recharge then use Expediant Reinforcement. For many purple sets, the 6th bonus isn't very useful, so 5 slotting is enough.

With Kinetics as a secondary, you can skimp a bit on slotting for damage, as Fulcrum Shift (when you get it at 38) can make up for lower slotting.

Char: Your single target hold is a key power -- it is your main way to control bosses or foes who get missed by Flashfire. If you are going for Ranged Defense, the the Lockdown set is good. If going for Recharge, then 4 Baz Gaze are good, with some extra Acc and Dam or Hold. If you decide to go for S/L defense, then Baz Gaze is a better choice. You want Flashfire up as much as possible.

Transfusion: The only reason to use 6 Numina is if you are building for Ranged Defense, and you aren't. That Numina proc should be in Health. Numina has no Accuracy, which is needed in Transfusion. Consider using the Touch of the Nictus set . . . that's the purpose of the set. Use 5 of them as the 6th set bonus is not very good.

Fire Cages: The 6th Grav Anchor bonus isn't very good, so replace the pure Immob with a Posi Blast Chance for Energy Damage proc. If you are going for S/L Defense, you may want to go for a full set of Enfeebled Operation.

Siphon Power: Why are you using Hami-Os here? Only the Accuracy does anything. This power should be slotted only for Accuracy and Recharge. 1 Acc, 1 Rech or even just 1 Acc.

Hot Feet: Slotting for Hot Feet should be Damage, some Accuracy and lots of EndRdx. Granted, when you have Transference endurance is less of a problem, but Transference doesn't cure all problems. The Armageddon set is somewhat lacking in EndRdx, and the 6th slot doesn't provide much benefit. You could replace the pure Damage with an EndRdx. Also, you don't have to have a purple set here. There are lots of ways to slot Hot Feet. But if you have the Influence, the purple set is nice once you add some more EndRdx.

Siphon Speed: I'm not a fan of the Slow sets in general. The bonuses are pretty lame. If you were going for Ranged Defense, you could go for 6 Pace of the Turtle, but slotting the power really only needs Accuracy and Recharge. 2 Acc, 2-3 Recharge.

Flashfire: Here's another one where the 6th set bonus is not good. The proc in this purple set is skippable . . . if a foe is stunned, then what good is a ToHit Debuff?? Use that slot somewhere else, or add a Stupify Acc/Rech in the last slot.

Super Speed: Replace the Celerity Speed with a Celerity Stealth.

Maneuvers: This is an optional pick, mainly needed if you are really going for a Defensive build or maybe a team support build.

Super Jump: Why? Take Combat Jumping instead, and slot it with a Luck of the Gambler Recharge. If you need verticle travel, get a Raptor Pack (buy one for 10K in the Shadow Shard.) For your -knockback, I would take Increase Density and slot it with a Steadfast -Knockback. ID will unstun your Fire Imps and teammates, and several other things.

Speed Boost: The proc doesn't work the way you think. Just slot a common EndMod and that's it. That proc works better in Stamina as the third slot, but you really don't need it on a Fire/Kin.

Cinders: I think Cinders is a great power to have . . . you can use it when Flashfire is recharging, and you can stack holds on a boss with Cinders and then Char. 4 Baz Gaze are OK, but not the Lockdown proc. That proc is only useful against bosses, and only a few of those. Use an Acc/Hold/Rech from some other set like Essence of Curae (which is cheap).

Tactics: It needs to be slotted for EndRdx first, then some ToHit Buff . . . if you have it. With a Kinetics, Tactics is nice to have but not necessary.

Bonfire is a one-slot wonder. Just a single Recharge or a Damage is all it needs. It is a situational power that can be skipped, but I like it.

Boxing: 2 Hecatombs? Really? If you are going for S/L defense, then you can put 4 Kin Combat here. If you don't have a high Defense build, then skip the Fighting Pool. I generally don't use Boxing at all, so I leave it unslotted. If you really want to use it, try slotting a couple of Acc/Dam.

Fire Imps: Here, the purple set isn't that great. Want Recharge? 4 Expediant Reinforcement, the Dam/Rech and Chance for Build Up from your purple Soulbound set.

At 35, you should take Transference, not Fissure. Take Fulcrum Shift at 38. Transference can get 5 or 6 Efficacy Adapter. Fulcrum Shift gets 2 Acc, 3 Rech.

Fissure needs to be slotted up with 5 Posi Blast.

Seismic Smash gets 4 Kin Combat and an Acc/Dam Hami-O if you are going for S/L Defense.

Just to give you an idea, here is a build I made a while ago that is softcapped to S/L Defense. This one is a lot cheaper than yours.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire-Kin Softcap S-L: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(19), HO:Nucle(19)
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(25), Enf'dOp-Acc/Immob/Rchg(37), Enf'dOp-Acc/Immob(40)
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), M'Strk-Dmg/EndRdx/Rchg(11), M'Strk-Dmg/Rchg(46)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(17), RechRdx-I(33)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), Rope-Acc/Rchg(17)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Increase Density -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(40)
Level 18: Burnout -- RechRdx-I(A)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(46), Ksmt-ToHit+(46)
Level 24: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(34), BasGaze-Acc/EndRdx/Rchg/Hold(34), EoCur-Acc/Hold/Rchg(43)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam(29), RctvArm-EndRdx(34)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(50), BldM'dt-Acc/Dmg(50)
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 -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45), LkGmblr-Rchg+(45)
Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48), HO:Nucle(50)
Level 49: Bonfire -- Dmg-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(40)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21), EndMod-I(21)

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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 adam41476 View Post
So what would you slot into the powers you've selected?

I have no clue about slotting things really. If it's purple I trust it's best, but I know that's not correct. I also know that things are overlapping that shouldn't.

When people are talking about S/L caps and things - means nothing to me at all. Or % of things. I dont' really understand. I just wanna get the best out of each set that I can.

Thanks!
Smash and Lethal damage are the two most common damage types in the game. Also, many attacks in the game that do energy or elemental damage tend to have a S/L damage component, so having S/L defense will protect you from these attacks as well.

I'm not familiar with the exact mathematical numbers, but the way it works is that the higher percentage of defense you have, the less chance mobs have of hitting you in the first place. Once you hit 45% defense, anything over that doesn't lower your chance of getting hit. This is what people are referring to when they say "softcap".

Many people use the set bonuses from IO sets to increase S/L defense. As a controller, you also have access to Rock Armor and Ice Armor, both providing significant S/L defense. Combining your epic armor and IO sets will get you to the softcap.


 

Posted

Quote:
Originally Posted by adam41476 View Post
So what would you slot into the powers you've selected?

I have no clue about slotting things really. If it's purple I trust it's best, but I know that's not correct. I also know that things are overlapping that shouldn't.

When people are talking about S/L caps and things - means nothing to me at all. Or % of things. I dont' really understand. I just wanna get the best out of each set that I can.

Thanks!
This is the build I use for my fire/kin. It's "softcapped" to S/L. Maybe it can give you some ideas on how you want to proceed with yours.


Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(11), BasGaze-EndRdx/Rchg/Hold(23)
Level 1: Transfusion -- Acc-I(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(15), Dct'dW-Rchg(15)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Immob/Rng(23), Enf'dOp-Acc/Immob/Rchg(27), Enf'dOp-Acc/Immob(31)
Level 4: Siphon Power -- Acc-I(A), RechRdx-I(34)
Level 6: Smoke -- EndRdx-I(A)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Dmg/Rchg(9), M'Strk-Acc/EndRdx(11), M'Strk-Acc/Dmg/EndRdx(27), M'Strk-Dmg/EndRdx/Rchg(40)
Level 10: Super Speed -- EndRdx-I(A)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(21), Stpfy-Acc/Stun/Rchg(25), Stpfy-KB%(40)
Level 14: Siphon Speed -- ImpSwft-Acc/Slow(A), ImpSwft-EndRdx/Rchg/Slow(37), ImpSwft-Dmg/Slow(43), ImpSwft-Acc/EndRdx(46), ImpSwft-Rng/Slow(46), ImpSwft-Dam%(50)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 18: Cinders -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(19), NrncSD-Acc/EndRdx(19), NrncSD-Hold/Rng(21), NrncSD-Acc/Hold/Rchg(25), NrncSD-Dam%(43)
Level 20: Speed Boost -- EndRdx-I(A)
Level 22: Combat Jumping -- Krma-ResKB(A)
Level 24: Super Jump -- Jump-I(A)
Level 26: Boxing -- Empty(A)
Level 28: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(37), S'fstPrt-ResKB(37)
Level 30: Weave -- GftotA-Def/EndRdx(A), GftotA-Def(31), LkGmblr-Rchg+(31)
Level 32: Fire Imps -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(33), SvgnRt-Acc/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(33), SvgnRt-Acc(34), SvgnRt-PetResDam(34)
Level 35: Transference -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36)
Level 38: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39), EndRdx-I(39), EndRdx-I(40)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(48)
Level 47: Rock Armor -- GftotA-Def/EndRdx(A), GftotA-Def(48), LkGmblr-Rchg+(48)
Level 49: Earth's Embrace -- Mrcl-EndRdx/Rchg(A), Mrcl-Heal/Rchg(50), Mrcl-Heal/EndRdx/Rchg(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Pyronic Total Radial Judgement
Level 50: Vigor Partial Core Revamp
Level 50: Diamagnetic Total Radial Conversion
Level 50: Ageless Partial Core Invocation
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(17), P'Shift-EndMod/Acc(17)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:
  • 16.13% Defense(Smashing)
  • 16.13% Defense(Lethal)
  • 3.94% Defense(Fire)
  • 3.94% Defense(Cold)
  • 7.06% Defense(Energy)
  • 7.06% Defense(Negative)
  • 3% Defense(Psionic)
  • 21.75% Defense(Melee)
  • 7.38% Defense(Ranged)
  • 4.88% Defense(AoE)
  • 3% Enhancement(JumpSpeed)
  • 16% Enhancement(Accuracy)
  • 2% Enhancement(Held)
  • 3% Enhancement(RunSpeed)
  • 3% Enhancement(FlySpeed)
  • 3% Enhancement(Stun)
  • 3% Enhancement(JumpHeight)
  • 4% Enhancement(Heal)
  • 47.5% Enhancement(RechargeTime)
  • 6% Enhancement(Immobilize)
  • 10% FlySpeed
  • 106.8 HP (10.5%) HitPoints
  • 10% JumpHeight
  • 10% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 2.75%
  • MezResist(Held) 4.95%
  • MezResist(Immobilize) 4.4%
  • MezResist(Sleep) 4.4%
  • MezResist(Stun) 6.6%
  • MezResist(Terrorized) 2.2%
  • 17.5% (0.29 End/sec) Recovery
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 13.78% Resistance(Fire)
  • 13.78% Resistance(Cold)
  • 10% Resistance(Energy)
  • 13.75% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)
  • 10% RunSpeed



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Posted

Hi everyone. I appreciate your help so, so much!

So, I've taken what you said on board and re-worked the build.

Improvement?

I've taken Mu mastery as the epic Power pool. Bad move? Is Earth a must-have?

Thanks,


http://www.cohplanner.com/mids/downl...9CC93F6226E9F9

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Char -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-Acc/Hold(23), Lock-%Hold(29), Lock-Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(43), Lock-Acc/Rchg(48)
Level 1: Transfusion -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Acc/EndRdx/Rchg(3), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/Heal(5), Nictus-Heal(5)
Level 2: Fire Cages -- GravAnch-Immob(A), Posi-Dam%(7), GravAnch-Hold%(9), GravAnch-Immob/EndRdx(9), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(11)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(13)
Level 8: Hot Feet -- Armgdn-Dmg/EndRdx(A), Armgdn-Dam%(13), Armgdn-Dmg(15), Armgdn-Dmg/Rchg(15), Armgdn-Acc/Dmg/Rchg(17)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Flashfire -- Amaze-EndRdx/Stun(A), Amaze-Acc/Rchg(17), Amaze-Stun(19), Amaze-Stun/Rchg(19), Amaze-Acc/Stun/Rchg(21)
Level 14: Super Speed -- Clrty-RunSpd(A)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(21), LkGmblr-EndRdx/Rchg(23)
Level 18: Boxing -- Stpfy-KB%(A)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Cinders -- BasGaze-Slow%(A), BasGaze-Acc/Rchg(25), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Rchg/Hold(27), BasGaze-Acc/Hold(27)
Level 24: Tactics -- GSFC-ToHit/Rchg(A), GSFC-Rchg/EndRdx(33), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Build%(37), GSFC-ToHit/EndRdx(43), GSFC-ToHit(45)
Level 26: Bonfire -- JavVoll-Acc/Dmg/End/Rech(A)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(40), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam/Rchg(50)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-EndRdx/Rchg(36), LkGmblr-Rchg+(37)
Level 32: Fire Imps -- BldM'dt-Acc(A), BldM'dt-Acc/Dmg(33), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(34), BldM'dt-Acc/EndRdx(34), BldM'dt-Dmg(34)
Level 35: Power Sink -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(37), Efficacy-EndMod/Rchg(43), Efficacy-Acc/Rchg(46), Efficacy-EndMod(46)
Level 38: Transference -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(39), P'Shift-End%(39), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(40), P'Shift-Acc/Rchg(40)
Level 41: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), Acc-I(42)
Level 44: Ball Lightning -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(45)
Level 47: Charged Armor -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(48), S'fstPrt-ResDam/Def+(48), RctvArm-ResDam(50)
Level 49: Summon Guardian -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Build%(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal/EndRdx(A), Numna-Heal(31), Numna-Regen/Rcvry+(31)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(31), P'Shift-Acc/Rchg(36)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run

Code:
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Posted

Does anyone know how I'd slotEarth Mastery into this build.

And - is Mu Master/Mace equal to this - in different ways? i'm really liking the look of both of these patron power pools.

I've done a few builds, but don't really know what I'm doing with them. Earth especially looks unappealing.

Thanks.


 

Posted

Adam, the reason one would take Earth Mastery is because one is trying to gain defense in Smashing/Lethal defense. Smashing/Lethal damage is the most common damage in the game, which covers everything from thrown rocks, to blades, to bullets. Getting the softcap in it, then, is widely valued because it boosts survivability. Mace Mastery is similar to Earth in that it has Scorpion Shield, which will cover Smashing/Lethal, as well as Energy defense.

As to your slotting of the Mu Mastery powers...you haven't given them enough slots to make them worth taking. Power sink is disgustingly redundant and overslotted (you have transference, why would you need another +end power?), and two of the actually useful powers (Ball Lighting and the Pet) have enhancement values so low, you may as well not use them. You will need to reevaluate your slotting choices and weigh pros/cons for each slot you put in the build that could be given to a different power.

You're going to need to ask yourself what you want out of your build before anyone can really help you. What are your goals? If it helps, check out my guide to making your own Mids' build in my sig.


 

Posted

Okay, so took your suggestion and reslotted slightly. My main defense smashing/lethal seems to be the lowest -uh oh! That's not too good.

I'm clearly missing something.

Though my resistance is 23.4% for both of these, so does that make up for it slightly?

I'm liking this and Mace - but undecided which is best.







Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Char -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-Acc/Hold(23), Lock-%Hold(29), Lock-Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(43), Lock-Acc/Rchg(48)
Level 1: Transfusion -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Acc/EndRdx/Rchg(3), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/Heal(5), Nictus-Heal(5)
Level 2: Fire Cages -- GravAnch-Immob(A), Posi-Dam%(7), GravAnch-Hold%(9), GravAnch-Immob/EndRdx(9), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(11)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(13)
Level 8: Hot Feet -- Armgdn-Dmg/EndRdx(A), Armgdn-Dam%(13), Armgdn-Dmg(15), Armgdn-Dmg/Rchg(15), Armgdn-Acc/Dmg/Rchg(17)
Level 10: Combat Jumping -- LkGmblr-Def(A)
Level 12: Flashfire -- Amaze-EndRdx/Stun(A), Amaze-Acc/Rchg(17), Amaze-Stun(19), Amaze-Stun/Rchg(19), Amaze-Acc/Stun/Rchg(21)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(21), LkGmblr-Def(23)
Level 18: Boxing -- Stpfy-KB%(A)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Cinders -- BasGaze-Slow%(A), BasGaze-Acc/Rchg(25), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Rchg/Hold(27), BasGaze-Acc/Hold(27)
Level 24: Tactics -- GSFC-ToHit/Rchg(A), GSFC-Rchg/EndRdx(33), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Build%(37), GSFC-ToHit/EndRdx(43), GSFC-ToHit(45)
Level 26: Bonfire -- JavVoll-Acc/Dmg/End/Rech(A)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(40), S'fstPrt-ResKB(43), RctvArm-EndRdx/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam/Rchg(50)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Def/Rchg(37), LkGmblr-Rchg+(37)
Level 32: Fire Imps -- BldM'dt-Acc(A), BldM'dt-Acc/Dmg(33), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(34), BldM'dt-Acc/EndRdx(34), BldM'dt-Dmg(34)
Level 35: Siphon Speed -- P'ngTtl--Rchg%(A)
Level 38: Transference -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(39), P'Shift-End%(39), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(40), P'Shift-Acc/Rchg(40)
Level 41: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), Acc-I(42)
Level 44: Charged Armor -- RctvArm-ResDam(A), S'fstPrt-ResKB(45), S'fstPrt-ResDam/Def+(46), S'fstPrt-ResDam/EndRdx(46)
Level 47: Ball Lightning -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48)
Level 49: Summon Guardian -- ExRmnt-+Res(Pets)(A), ExRmnt-Dmg/EndRdx(50), ExRmnt-Acc/Dmg(50)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal/EndRdx(A), Numna-Heal(31), Numna-Regen/Rcvry+(31)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(31), P'Shift-Acc/Rchg(36)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run

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Posted

The resistance you're able to put together is nice...the defense isn't a lot, and won't help you much, but layered mitigation is better than putting all of your eggs in one basket. That said, your endurance is basically unsustainable, and you'll be mashing transference a LOT. I wouldn't even think about running tactics without Cardiac Core Paragon, myself.

So, with your preferences in mind, this is the direction I would take your build. Hope you like it.

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Char -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-Acc/Hold(23), Lock-Acc/Rchg(27), Lock-%Hold(29), Lock-Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(43)
Level 1: Transfusion -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Acc/EndRdx/Rchg(3), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/Heal(5), Nictus-Heal(5)
Level 2: Fire Cages -- GravAnch-Immob(A), Posi-Dam%(7), GravAnch-Hold%(9), GravAnch-Immob/EndRdx(9), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(11)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(13)
Level 8: Hot Feet -- Armgdn-Dmg/EndRdx(A), Armgdn-Dam%(13), Armgdn-Dmg(15), Armgdn-Dmg/Rchg(15), Armgdn-Acc/Dmg/Rchg(17)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Flashfire -- Amaze-EndRdx/Stun(A), Amaze-Acc/Rchg(17), Amaze-Stun(19), Amaze-Stun/Rchg(19), Amaze-Acc/Stun/Rchg(21)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(21), LkGmblr-Def(23)
Level 18: Boxing -- Stpfy-KB%(A)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Rchg/Hold(27)
Level 24: Tactics -- GSFC-ToHit/Rchg(A), GSFC-Rchg/EndRdx(33), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Build%(37), GSFC-ToHit/EndRdx(43), GSFC-ToHit(45)
Level 26: Siphon Speed -- P'ngTtl-Acc/Slow(A)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-EndRdx(37), RctvArm-ResDam(40), S'fstPrt-ResKB(43), RctvArm-ResDam/EndRdx/Rchg(46)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx/Rchg(36), LkGmblr-Rchg+(37)
Level 32: Fire Imps -- BldM'dt-Acc(A), BldM'dt-Acc/Dmg(33), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(34), BldM'dt-Acc/EndRdx(34), BldM'dt-Dmg(34)
Level 35: Charged Armor -- RctvArm-ResDam(A), RctvArm-EndRdx(42), RctvArm-ResDam/EndRdx(45), S'fstPrt-ResDam/Def+(46), RctvArm-ResDam/Rchg(46)
Level 38: Transference -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(39), P'Shift-End%(39), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(40), P'Shift-Acc/Rchg(40)
Level 41: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(42), Acc-I(42)
Level 44: Ball Lightning -- Ragnrk-Dmg/Rchg(A), Ragnrk-Knock%(45), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(48)
Level 47: Summon Guardian -- ExRmnt-+Res(Pets)(A), ExRmnt-Dmg/EndRdx(50), ExRmnt-Acc/Dmg(50), ExRmnt-EndRdx/Dmg/Rchg(50)
Level 49: Bonfire -- Det'tn-Dmg/EndRdx(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Heal(31), Numna-Regen/Rcvry+(31)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(31), P'Shift-EndMod(36)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run

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