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Rbfalifes Fire/Kinetics Guide
VII. FAQ
Q. What is good about Fire/Kinetics.
A. Fire/Kinetics are known for their powers of holding, disorientating, and immobilizing huge groups of foes at one time while healing and buffing themselves and their teammates. Fire/Kinetics have the best crowd control then all other kind of controllers.
Q. Do you have any recommended builds for Fire/Kinetics?
A. I do. Please head to the next section for recommended builds.
-If you have any other questions please send e-mail to rrb3falife@aol.com so I can post more FAQs here. -
Rbfalifes Fire/Kinetics Guide
VI. Controlling Your Character
There are several different ways to control your controller. Here are just some tips that will help you.
Before you choose your powers, have an idea of what you want to do. You dont want to have to respec because that involves wasting time, when you could have just done it right the first time. If you want to go for power, make sure you choose any and all powers that do damage and that will buff your damage and accuracy and recharge speed. If you want more defense and Resistant pick powers that will buff your defense, Resistant as well as debuff your opponents power. If you want a character that has equal of both is a bit harder. This is because there are many powers that do one specific thing, so picking the right powers that will help you takes time. Since you are only allowed 24 powers, which then is limited to four Power Pools and one Epic Pool.
Remember when you are a controller you are more focused on holding, stunning, and Immobilizing your foes. If you dont have this concept in your build then you will lose your advantage as a controller. Controllers basically depend on their holds to survive soloing and team depend on controllers to keep the group of villains together in one spot and to hold any Bosses, Elite Bosses, and Arch-Villains that they come in contact with.
A group of controllers, if all focused on holding, debuffing and Buffing, can easily wipe through an Arch-Villain even without a tanker because of their multiple pets and eligibility to hold any target they come across. -
Rbfalifes Fire/Kinetics Guide
V. Epic Powers
Fire Mastery
Fire Blast: Sends a blast of fire at a targeted foe and sets them ablaze for a short time.
Recommendation: Useful
Slotting: Two Accuracys; Three Damages
Hamidon Origins: Three Nucleolus Exposures
Invention Origins: Five Decimations or Five Apocalypses
Fire Ball: Hurls an exploding ball of fire that consumes a targeted foe and all nearby enemies.
Recommendation: Useful
Slotting: Two Accuracys and Three Damages.
Hamidon Origins: Three Nucleolus Exposures
Invention Origins: Five Ragnaroks
Fire Shield: While this power is active you have good resistance to Smashing, Lethal, and Fire Damage. Fire Shield also adds minimal resistance to cold damage.
Recommendation: Useful
Slotting: Two Resist Damage; Two Endurance Reductions.
Hamidon Origins: Three Ribosome Exposures.
Invention Origins: Five Impervious Skins and One Ribosome Exposure.
Consume: You can drain heat from all nearby foes to replenish your own endurance. The more foes affected the more endurance is gained. Foes affected have minimal Fire Damage upon them.
Recommendation: Useful
Slotting: Three Recharge Reductions
Hamidon Origins: n/a
Invention Origins: n/a
Ice Mastery
Ice Blast: Hurls a shard of Ice at a targeted foe and slows their attack and movement for a short while.
Recommendation: Useful.
Slotting: Two Accuracys; Three Damages
Hamidon Origins: Three Nucleolus Exposures.
Invention Origins: Five Decimations or Five Apocalypses
Hibernation: When you activate this power, you encase yourself in a block of solid ice, making yourself invulnerable, though you are frozen solid and can not attack. While hibernating with this block of ice, you recover Health and Endurance at an amazingly fast rate. You can emerge at anytime by deactivating the power. You can not hibernate for more then 30 seconds.
Recommendation: Useful
Slotting: Three Recharge Reductions
Hamidon Origins: n/a
Invention Origins: n/a
Frozen Armor: While active, you cover yourself in rock hard frozen armor. The hardness of the frozen armor offers good defense to smashing and lethal damage as well as resistance to cold damage. Also fire attack deal slightly less damage.
Recommendation: Useful
Slotting: Three Defenses; Two Reduce Endurance Costs
Hamidon Origins: Three Cytoskeleton Exposures
Invention Origins: Five Red Fortunes; One Luck of the Gambler (7.5% Recharge)
Ice Storm: Your Shred your foes with an Ice Storm. This power deals a lot of damage in a large area and can slow foes recharge and movement speed.
Recommendation: Useful.
Slotting: Three damages; Two Recharge Reductions
Hamidon Origins: n/a
Invention Origins: Five Positrons Blast or Five Ragnaroks
Primal Force Mastery
Power Blast: Sends a focused beam of energy at a foe that can knock him back.
Recommendation: Useful.
Slotting: Two Accuracys; Three Damages
Hamidon Origins: Three Nucleolus Exposures.
Invention Origins: Five Decimations or Five Apocalypses
Conserve Power: While activated, you expand less endurance on all your powers for a while.
Recommendation: Useful
Slotting: Three Recharge Reductions
Hamidon Origins: n/a
Invention Origins: n/a
Temp Invulnerability: While activated, you have high resistance to smashing and lethal damage.
Recommendation: Useful
Slotting: Two Resist Damage; Two Endurance Reductions.
Hamidon Origins: Three Ribosome Exposures.
Invention Origins: Five Impervious Skins and One Ribosome Exposure.
Power Boost: Greatly Boosts the secondary effects of your powers. Your power effects such as holds, disorients, Immobilizations, Heals, Defense Buffs, Endurance Drains, and Knockbacks are all improved. The effects of Power Boost only last a short while and only affect the next couple attacks will be boosted.
Recommendation: Useful
Slotting: Three Recharge Reductions
Hamidon Origins: n/a
Invention Origins: n/a
Psionic Mastery
Mental Blast: This basic attack does moderate damage and can reduce a targets Recharge Speed.
Recommendation: Useful.
Slotting: Two Accuracys; Three Damages
Hamidon Origins: Two Nucleolus Exposures.
Invention Origins: Five Decimations or Five Apocalypses.
Indomitable Will: While activated, this power greatly boosts resistance to Holds, Fear, Sleep, and Disorients for 90 seconds. You also have high defense to Psionic Attacks.
Recommendation: Useful.
Slotting: Three Recharge Reductions; Three Defenses.
Hamidon Origins: n/a
Invention Origins: Two Gifts of the Ancient (Def/Rech; Def/end/Rech); Two Kismets (Def/Rech; Def/Rech/End); One Luck of the Gambler (7.5% Recharge); One Recharge Reduction.
Mind Over Body While activated, you activate your Mind Over Body and become Highly Resist to Smashing, Lethal, and Psionic Damage.
Recommendation: Useful
Slotting: Two Resist Damage; Two Endurance Reductions.
Hamidon Origins: Three Ribosome Exposures.
Invention Origins: Five Impervious Skins and One Ribosome Exposure.
Psionic Tornado: You unleash a whirlwind of Psionic Energy, tossing all nearby foes in the air. The Psionic Tornado deals damage and slows recharge Speed.
Recommendation: Useful
Slotting: Two Accuracys and Three Damages.
Hamidon Origins: Three Nucleolus Exposures
Invention Origins: Five Ragnaroks
Stone Mastery:
Hurl Boulder: You are able to tear a chunk of earth from beneath your feet and throw it at your opponent.
Recommendation: Useful.
Slotting: Two Accuracys; Three Damages
Hamidon Origins: Two Nucleolus Exposures.
Invention Origins: Five Decimations or Five Apocalypses
Fissure: This powerful stomp causes a seismic disturbance and cracks the earth to create a fault towards a targeted foe. This may disorient and throw targets in the air.
Recommendation: Useful
Slotting: Two Accuracys and Three Damages.
Hamidon Origins: Three Nucleolus Exposures
Invention Origins: Five Ragnaroks
Rock Armor: Your skin becomes rock when you activate this power. This makes you highly resistant to Smashing and Lethal damage.
Recommendation: Useful
Slotting: Three Defenses; Two Reduce Endurance Costs
Hamidon Origins: Three Cytoskeleton Exposures
Invention Origins: Five Red Fortunes; One Luck of the Gambler (7.5% Recharge)
Earths Embrace: You are so connected to the earth that you can draw its power to increase your own health.
Recommendation: Useful
Slotting: Three Recharge Reductions and Three Heals
Hamidon Origins: Three Golgi Exposures and Three Recharge Reduction.
Invention Origins: Five Doctored Wounds and One Recharge Reduction. -
Rbfalifes Fire/Kinetics Guide
IV. Power Pools
Concealment
Stealth: You can only be seen at very close range. You can attack, but if you do so, you will be discovered. Even if discovered, you are still hard to see and have a bonus to defense, but your movement speed is Reduced.
Recommendation: Useful
Slotting: Two Defense; Two Endurance Reductions.
Hamidon Origins: Two Cytoskeleton Exposures
Invention Origins: One Luck of the Gambler +7.5% Recharge Reduction
Grant Invisibility: Gives Targeted ally full invisibility for a short whole. While invisible, he cant be detected unless he attacks. If discovered he is still hard to see and has a bonus to defense.
Recommendation: Useful
Slotting: Two Defense
Hamidon Origins: Two Cytoskeleton Exposures
Invention Origins: One Luck of the Gambler +7.5% Recharge Reduction
Invisibility: While this power is active, you are all but impossible to detect and have a defense bonus. However, while invisible you cannot attack, and can only use powers that affect yourself.
Recommendation: Useful
Slotting: Two Defense; Two Endurance Reductions.
Hamidon Origins: Two Cytoskeleton Exposures
Invention Origins: One Luck of the Gambler +7.5% Recharge Reduction
[b Phase Shift: [/b] You Phase Shift to go out of sync with normal space. Although you do not become completely invisible, you are translucent and hard to see. You become intangible, and cannot affect or be affected by those in normal space.
Recommendation: Not Useful.
Fighting
Boxing: A decent punch that has a small chance to Disorient foes.
Recommendation: Useful to replace with Brawl.
Slotting: One accuracy.
Hamidon Origins: One Nucleolus Exposures.
Invention Origins: n/a
Kick: A modest kicking attack that has a small chance to knock opponents down.
Recommendation: Useful to replace with Brawl.
Slotting: One accuracy.
Hamidon Origins: One Nucleolus Exposures.
Invention Origins: n/a
Tough: While active, you are tough and slightly resistant to Smashing and Lethal damage.
Recommendation: Useful for Fire/Kinetics going for more Resistance/Defense.
Slotting: Three Resist Damages; Two Reduce Endurance Costs
Hamidon Origins: Three Ribosome Exposures
Invention Origins: Four Impervium Armor; One Steadfast Protection (Knockback Protection)
Weave: While active, you bob and weave, and increase your defense to melee and ranged attacks.
Recommendation: Useful for Fire/Kinetics going for more Defense/Resistance
Slotting: Three Defenses; Two Reduce Endurance Costs
Hamidon Origins: Three Cytoskeleton Exposures
Invention Origins: Two Gift of the Ancients (Def/End; Def/Rech/End); Two Kismet (Def/End; Def/Rech/End); One Luck of the Gambler (7.5% Recharge)
Fitness:
Swift: You can naturally travel slightly faster than normal. This ability is an Auto power; it does not cost endurance and does not need to be activated.
Recommendation: Useful
Slotting: One Increase Run Speed.
Hamidon Origins: One Microfilament Exposures
Invention Origins: n/a
Hurdle: You can naturally jump higher than normal. This ability is an Auto power; it does not cost Endurance and does not need to be activated.
Recommendation: Useful
Slotting: One Increase Jump Speed.
Hamidon Origins: One Microfilament Exposures
Invention Origins: n/a
Health: You heal slightly faster than a normal person. This ability is an Auto power, it does not cost Endurance and does not need to be activated.
Recommendation: Useful
Slotting: One Heal.
Hamidon Origins: One Golgi Exposure.
Invention Origins: One Numinas Convalescence (Unique: +Regeneration/Recovery); One Miracle (Unique +Miracle)
Stamina: You recover your Endurance a bit more quickly. This ability is an Auto Power; it does not cost Endurance and does not need to be activated.
Recommendation: Useful
Slotting: Three Endurance Modifications
Hamidon Origins: n/a
Invention Origins: Six Efficacy Adaptors
Flight:
Hover: For hovering and aerial combat. It is much slower than normal Fly, but provides some Defense, offers good air control, costs almost no endurance, and has none of the penalties associated with Fly. Hover when fighting other flying foes.
Recommendation: Not Useful
Air Superiority This two-handed overhead melee attack nearly always knocks a flying target to the ground.
Recommendation: Not Useful
Fly: Allows you to travel large distances quickly, but it burns a lot of endurance and you will fall if you run out before landing. Your fly speed increases with your level. Note that your accuracy while using Fly is reduced. Hover is a more effective Flight power for aerial combat.
Recommendation: Not Useful
Group Fly: You can endow nearby teammates with flight. Be mindful! Your friends will fall if you run out of endurance or if they travel too far away from you. Group Fly is slower than Fly, but costs less Endurance. However, each teammate you carry costs additional Endurance. Flying heroes suffer from reduced accuracy.
Recommendation: Not Useful
Leadership:
Maneuvers: While active, this power increases the Defense of you and all nearby teammates.
Recommendation: Useful
Slotting: Two Defenses; Two Reduce Endurance Costs
Hamidon Origins: Three Cytoskeleton Exposures.
Invention Origins: Five Red Fortunes; one Luck of the Gambler (7.5% Recharge)
Assault: While this power is active, your empower you and your nearby teammates with a bonus to damage.
Recommendation: Useful
Slotting: Three Reduce Endurance Cost
Hamidon Origins: n/a
Invention Origins: n/a
Tactics: While this power is active, your grant yourself and all nearby teammates an accuracy bonus.
Recommendation: Useful
Slotting: Three ToHit Buffs; Two Reduce Endurance Costs
Hamidon Origins: Three Cytoskeletons
Invention Origins: Five Adjusted Targeting and One Gaussians Synchronized Fire-Control (Chance for Build-Up)
Vengeance: When a teammate is defeated and you activate this power, you give you and all nearby teammates Defense, Accuracy, and Damage bonuses.
Recommendation: Useful
Slotting: Two Defenses; Two ToHit Buffs; Two Recharge Reductions
Hamidon Origins: Three Membrane Exposures
Invention Origins: One Luck of the Gambler (7.5% Recharge); Three Membrane Exposures
Leaping:
Jump Kick: A good jumping kick attack that can knock an opponent back. Good if you are looking for another attack power
Recommendation: Not Useful
Combat Jumping: While active, Combat Jumping increases your defense. Also moderately increases your jump height and distance with good air control.
Recommendation: Useful
Slotting: Two Defenses; Two Reduce Endurance Cost
Hamidon Origins: Two Cytoskeleton Exposures
Invention Origins: One Luck of the Gambler (7.5% recharge); One Cytoskeleton Exposure.
Super Jump: While this is active, you can leap great distances and heights, easily Jumping over buildings and from rooftop to rooftop.
Recommendation: Useful
Slotting: One Jump Speed.
Hamidon Origins: One Microfilament Exposure.
Invention Origins: n/a
Acrobatics: While this is active, you are nimble and Acrobatic avoiding most knock back effects and resistant to Hold effects.
Recommendation: Useful
Slotting: Two Reduce Endurance Costs
Hamidon Origins: n/a
Invention Origins: n/a
Medicine
Aid Other: Heals a single targeted Hero. This power is interruptible, so you shouldnt use this in combat.
Recommendation: Not Useful
Stimulant: Frees an ally from Immobilization, Sleep, Disorient, or Hold Effects, leaving him briefly resistant to such effect. This is interruptible and shouldnt be used in the heat of combat.
Recommendation: Not Useful
Aid Self: Allows you to heal yourself. This power is interruptible.
Recommendation: Not Useful.
Resuscitate: Revives a fallen Hero, but he is very weak and must rest to regain his strength. This power is interruptible.
Recommendation: Not Useful
Presence
Challenge Challenges a foe to attack you. Use this to pull a villain off an ally in trouble or away from a mob or foes. Not as effective as a typical Tanker or scrapper taunt power.
Recommendation: Not Useful
Provoke Attracts the attention of a foe and all those around him. Use this to pull villains off an ally in trouble.
Recommendation: Not Useful
Intimidate: Threatens a single for and scares him away for a brief while.
Recommendation: Not Useful.
Invoke Panic: Causes Sheer Terror in foes around you so that they run away.
Recommendation: Not useful
Speed
Flurry: Unleashes a super fast flurry of punches to pummel your foe. May disorient the target.
Recommendation: Not Useful
Hasten: Reduces the recharge of all powers for 120 seconds. Although Hasten doesnt cost any endurance to activate, you can tire easily because endurance does not recover more quickly. After Hasten wears off, you become tired and will lose some endurance.
Recommendation: Useful
Slotting: Three Reduce Recharge Speed
Hamidon Origins: n/a
Invention Origins: n/a
Super Speed: You run at super-human speeds. While running at Super Speed, you may pass by enemies without being noticed.
Recommendation: Useful
Slotting: Two Run Speeds
Hamidon Origins: Two Microfilament Exposures
Invention Origins: n/a
Whirlwind: You spin at an amazing Speed to create a Whirlwind around yourself. Any foes that enter this whirlwind will be tossed into the air.
Recommendation: Not Useful
Teleportation
Recall Friend: Teleports one of your teammates to a targeted location next to you. The target must be a teammate and can be selected from the Team Window. You can also rescue a fallen teammate who may be in a hostile or inaccessible location, as long as he is on the same map. This power can be interrupted.
Recommendation: Useful
Slotting: One Reduce Endurance Cost
Hamidon Origins: n/a
Invention Origins: n/a
Teleport Foe: Teleports a single targeted foe directly next to you. A successful hit must be made in order to teleport the target, and more powerful foes cannot be teleported. This power can be interrupted:
Recommendation: Useful for PvP
Slotting: Two Accuracys; Two Recharge Reductions
Hamidon Origins: n/a
Invention Origins: n/a
Teleport: Teleports long distances. Teleport has no recharge time, and can be reactivated without pause, as long as you have endurance.
Recommendation: Useful
Slotting: Two Ranges, and Two Reduce Endurance Costs
Hamidon Origins: Two Microfilaments
Invention Origins: n/a
Team Teleport: Teleport you and your nearby teammates (even those defeated to a targeted location. Teammates must be in close proximity to you. This process can be quite a strain on you; each teammate teleported adds to the Endurance Costs. This power can be interrupted.
Recommendation: Not Useful -
Rbfalifes Fire/Kinetics Guide
III. Kinetics
Transfusion Converts targets endurance into hit points for you and allies near the target (Team +Heal; Foe -Endurance -Regeneration)
Recommendation: you must have this power.
Slotting: Put two accuracys and three Healings.
Hamidon Origins: Three Golgi Exposure
Invention Origins: Five Doctored Wounds; One Miracle (+ Recovery)
Siphon Power Siphons damage potential from a targeted foe increasing your own and that of your nearby allies. (Self +dmg; Foe -dmg)
Recommendation: Skip-able at higher levels, needed at lower levels.
Slotting: One accuracy and One Recharge Reduction
Hamidon Origins: N/A
Invention Origins: N/A
Repel Creates a zone of Kinetic Energy that violently repels foes. Endurance cost is based on number of foes repelled. (Foe Knockback)
Recommendation: Good for Player Vs Player events but not to well in PvE
Slotting: Two Reduce Endurance Costs
Hamidon Origins: n/a
Invention Origins: n/a
Siphon Speed: Siphons the speed from a targeted foe, reducing the movement speed, and increasing your own. (Self +Speed +Recharge; Foe -Speed, -Recharge
Recommendation: Recommended for all Fire/Kinetics.
Slotting: One Accuracy, Two Recharge Reductions.
Hamidon Origins: Two Enzyme Exposures.
Invention Origins: Six Dampened Spirits.
Increase Density: Target ally is slower, but freed and resistant to Disorient, Immobilize, Hold, Knockback, and some damage. (Ally +Special)
Recommendation: Good Power for teams and buffing pets.
Slotting: Three Resist Damage.
Hamidon Origins: Three Ribosome Exposure.
Invention Origins: Four Impervium Armor and One Resist Damage.
Speed Boost Hastens targeted ally. Movement speed, attack rate, and Endurance Recovey are all greatly increased.
Recommendation: Good Power for teams and buffing Imps.
Slotting: One Increase Run Speed; One Endurance Modification.
Hamidon Origins: N/A
Invention Origins: Three Efficacy Adaptors.
Intertial Reduction: Reduces you and all nearby allies Inertia. Affected Heroes can jump incredible distances for a while. (Self +Jump; Ally +Jump)
Recommendation: Useful if you choose not to take a travel power.
Slotting: Two Recharge Reductions.
Hamidon Origins: Three Microfilament Exposures.
Invention Origins: Three Unbound Leaps.
Transference: Transfers some of a targets endurance to you and your allies near the target. (Self +Endurance; Allies +Endurance; For -Endurance)
Recommendation: This power should be taken with all Fire/Kinetics.
Slotting: Two Accuracys; Two Endurance Modifications; Two Recharge Reductions.
Hamidon Origins: n/a
Invention Origins: Six Efficacy Adaptors
Fulcrum Shift: Transfers nearby foes combat power to allies. They do less damage; your team does more. The more the better. (Team +Damage; Foe -dmg (20%))
Recommendation: All Fire/Kinetics should take this power.
Slotting: Three Accuracys and Two Recharge Reductions
Hamidon Origins: N/A
Invention Origins: N/A -
Rbfalifes Fire/Kinetics Guide
II. Fire Control
Ring of Fire: Immobilizes target in a Ring of Fire. Deals Fire damage over time. More Resilient foes may require multiple Rings. (Moderate Damage; Foe Immobilization).
Recommendation: This power is more for those seeking one on one damage.
Slotting: Put two accuracys and two damages.
Hamidon Origins: Two Endoplasm Exposures and Two Peroxisome Exposures.
Invention Origins: Five Decimations.
Char: Incapacitates a targeted foe at a distance by charring him with smoldering soot and cinders. (Moderate Damage; Foe Hold).
Recommendation: This power should be chosen with all Fire/Kinetic Controllers.
Slotting: Two accuracys, two damages, and one hold.
Hamidon Origins: Two Endoplasm Exposures and One Peroxisome Exposure.
Invention Origins: Five Decimations.
Fire Cages: Immobilizes a group, with Fire damage over time. Less damage then Ring of Fire, but affects several foes. (Minor Damage; Foe Immobilization).
Recommendation: Choose with all Fire/Kinetics.
Slotting: Put two accuracys, one damage, and one Reduce Endurance Cost.
Hamidon Origins: Two Endoplasm Exposures and One Peroxisome Exposure.
Invention Origins: Five Gravitational Anchors.
Smoke: Most Foes in affected area cant see past melee range. If attacked, they see you, but have am accuracy Penalty. (Foe -Perception).
Recommendation: Good for Fire/Kinetics who rely less on Resistances and Defenses.
Slotting: Put two ToHit Debuffs on this power.
Hamidon Origins: Two Enzyme Exposures.
Invention Origins: Six Dampened Spirits.
Hot Feet: While active, heats the earth in a large area around you, slowing nearby foes as they attempt to escape. (Minor Damage).
Recommendation: Good Power, choose for all Fire/Kinetics seeking good damage on their containment.
Slotting: Put two Damages and two Reduce Endurance Costs.
Hamidon Origins: Two Nucleolus Exposures and two Reduce Endurance Costs.
Invention Origins: Five Armageddons.
Flashfire: Hurls Flashfire at a group of foes to disorient them and deal some damage over time (Minor Damage; Foe Disorient).
Recommendation: Good Power and helps greatly. Recommend for all Fire/Kinetics.
Slotting: Put two Accuracys, two Recharge Reductions, and one Stun Duration. Hamidon Origins: Three Endoplasm Exposures and two Recharge Reduction.
Invention Origins: Five Absolute Amazements.
Cinders: Incapacitates a group of foes around you by whirling cinders to choke and leave them helpless. (Foe Hold.)
Recommendation: Another useful power all Fire/Kinetics should have and use.
Slotting: Two Accuracys, three Hold Durations, and one Recharge Reduction.
Hamidon Origins: Three Endoplasm Exposures and two Recharge Reduction.
Invention Origins: Five Unbreakable Constraints.
Bonfire: Drops a burning fire on the ground that knocks back and burns any foes who try to pass through it. (Minor Damage; Foe Knockback)
Recommendation: Used for emergencys, skip if you can get a better power.
Slotting: One Damage, One Recharge Reduction, and One Reduce Endurance Cost.
Hamidon Origins: One Centriole Exposure and On Recharge Reduction.
Fire Imps: Summons 3 small Fire Imps to attack nearby foes. Fire Imps can be healed and buffed. Type /release_pets to dismiss them. (Moderate Damage).
Recommendation: Fire/Kinetics should all have this power.
Slotting: Three Accuracys and Three Damages.
Hamidon Origins: Three Nucleolus Exposures.
Invention Origins: Four Soulbound Allegiance; One Sovereign Right +Resistance to all -
Rbfalifes Fire/Kinetics Guide
I. Introduction
There are several different dynamics that can be viewed when building a Fire/Kinetics Controller. Choosing which direction to choose is the biggest selection of them all. You can either go for more damage, more towards buffing, or even resistance/defense. So to help you with your desires of having a Fire/Kinetics Controller that suits your needs, I have created this guide. Enjoy. -
Just did a long guide on Fire/Kinetics. Check it out at: rbfalife's Fire/Kinetic's Guide
Hope ya'll enjoy it =) -
Nice. Think a few people really need to read this. It gets lame when people start asking you questions and are rude and inconsiderate about things.
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Rbfalifes Fire/Kinetics Guide
Sections:
I. Introduction
II. Fire Control
III. Kinetics
IV.Power Pools
V.Epic Powers
VI.Controlling Your Character
VII.FAQ
VIII. Recommended Builds
XI. Credits
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Supergroup Name: Midnight Magic Academy
Website: Midnight Magic Academy
Leader or Recruiting Officers: @rbfalife
Guild Description: Place for those who seek knowledge, solace, guidence, and a Safe Haven
Greetings all. I am Azi'Kia EiLova here to explain the History of our School. As mentioned previous our school is almost 600 years of age, and this is how:
The Midnight Magic Academy was put together in 1411 by our founding Wizard and Witches in the now called, United States. They created it not just to teach the knowledge of the Witchcraft and Wizardry, but as a place for Safe Haven. They thought of this land as "The Land in which no man has touched." No white, black, Spanish, nor any other of the countires had discovered this land. They built a school in the middle, which was as long as 110 School buses and as tall as the Rocky Mountains. They did not have to hide there magic from anyone for another 81 years. Once Columbus sailed and found the United States, they were forced to use all of there magic to hide the School. No man could see nor touch this school, only witches and wizards could. They created it like a portal from the earth to their school. The School has stayed the same since that day. THe condition is still very well, considering nothing can destroy such a huge building that cant be seen nor touched. We are the new generation of magic and we look over this school with our lives...*Bowing her head Down*...considering the others who hid it sacrificed theres. -
I love this idea. Now we should be able to create SG moonbases...and to have more badges i will /sign this
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I agree with most others. The Myspace page is going a little too extreme. Like we need somethign else to keep up on. It's really pointless and it just shows us what the developers are really trying to do. Just trying to get new players who are lifeless that are on Myspace all the time. When they need to be fixing up the website and the bugs in which keep the old players on longer. But just a friendly opinion though. If you think that "Adding people to the Friends List" is more important then the website and fixing the bugs, that's on you.
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Ahh this will definetly work. Thank-you much Positron! You know we all love you even more now!