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Posts
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LR (preferably power boosted)
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Which will only affect the slow, but sure
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I'm sure it boosts the -regen aswell. I did Lusca a hell of a lot faster after I respec'd to primal compared to my prior fire epic. -
hehe
PAs can fairly easy be made near perma with IOs nowadays and of course you should be using Blind and Spectral Wounds aswell as basically any other power you can throw at it.
PAs -> Debuffs -> LR (preferably power boosted) -> go to town -
Grav/Rad is good. Imo not the best combination as others but it's good.
You will have trouble soloing AVs seeing you will lack the damage I'm afraid.
Ill/Rad is still the big AV killer. -
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Most fun? /storm. For sure. No doubt.
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Think youre being a tad subjective there?
Personally would rank those 3 on Archy's FunScale as this:
lvl 1-20ish = Rad
lvl 20ish - 38ish = Storm
lvl 38ish - infinity and beyond = Kin
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Artic Air can be 6 slotted with procs...
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True...and then you'll run out of endurance faster than Okton can say "I'm a n00b!"
Dmg procs in PBAoEs really isnt that great. Looks good on paper but doesnt work too well in actual play. If you want agood dmg PBAoE...roll a fire controller. -
Believe me...you'll have PLENTY of other options to deal with bosses. Only thing Thunder Clap has going for it is the awesome animation.
Arctic Air looks good on paper but really isnt worthwhile in PvE.
Both combos are good and fun...but nothing really compares to Earth/Storm imo -
Earth/Storm is a control powerhouse and synergizes perfectly.
On paper Earth and Ice look very similar but plays quite differently. As you pointed out yourself the main difference is Stalagmites vs. Arctic Air and this is a BIG difference. Stalagmites recharges fast and coupled with Stone Cages you effectively got another AoE hold (stun).
Earth/Storm is a tight build and one of the absolute skippable powers is Thunder Clap as it only stuns minions and you need to be in melee to use it. The ranged Stalagmites is vastly superior.
About animations. Nothing imo really compares to Earth when you spam you powers on large mobs like DE in small quarters -
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...and Chance for Knockdown
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The Stupefy - Chance for Knockdown is mislabelled and is actually Chance for KnockBACK -
um no. The most popular primary atm is Fire. Illusion is probably a close second and is probably the all time most popular primary.
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Assault is for the most part pointless as Spirit says but I have it for 2 reasons:
1: Maneuvers is poo (unless you're gonna slot it with something a LotG +rech which again is largely pointless with kin)
2: For that bit of extra dmg before you get your first Fulcrum Shift off
All your endurance worries are over once you get Transference (slotted anyway). Difference is just how often you need to bash that button
Assault = Slot 1 - 2 end reds (if you even want to run it?)
Maneuvers = Just the basic 1 - 2 end reds. This power is basically pointless as the defense is so puny. Unless you plan on doing some interesting things with IO sets such as LotG etc dont get this power.
Tactics: Mix of end red and tohits with focus on end red. I havent looked much at the new tohit sets so I can't really say anything about that yet.
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I'd have thought the Chance For BU proc in it would be nice unless you relied only on the imps for damage
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Chance for BU is 5% ie pointless...especially for a /kin -
All are very good combo's and all very fun to play.
/rad will shine before the others but nothing really compares to the speed of /kin after 35, 38 and 41.
For utter madness (and better control than the others) I'd suggest /storm though -
As Spirit says it's really good for the bigger fights against bosses/EBs/AVs/Monsters.
If you go for a "normal" PvE build I would never ever skip Siphon Power but if you go for a pure farming build I would probably leave it out. -
Assault is for the most part pointless as Spirit says but I have it for 2 reasons:
1: Maneuvers is poo (unless you're gonna slot it with something a LotG +rech which again is largely pointless with kin)
2: For that bit of extra dmg before you get your first Fulcrum Shift off
All your endurance worries are over once you get Transference (slotted anyway). Difference is just how often you need to bash that button
Assault = Slot 1 - 2 end reds (if you even want to run it?)
Maneuvers = Just the basic 1 - 2 end reds. This power is basically pointless as the defense is so puny. Unless you plan on doing some interesting things with IO sets such as LotG etc dont get this power.
Tactics: Mix of end red and tohits with focus on end red. I havent looked much at the new tohit sets so I can't really say anything about that yet. -
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i'll TOTALLY be there......
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and I'll TOTALLY be at work! -
Then say it instead of just making a random statement without actually explaining why you feel that way.
I still believe Health is a total waste on squishies with a selfheal unless you want to splash out bigtime on the uniques. On a /kin I feel it's basically a waste to spend the extra inf seeing you have all the healing and endurance in the world.
Of course theres the relatively small sleep res you get from Health but the I'd pick the increased jumping or running from Hurdle and Swift over Health on my kins any day. -
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u dont need swift and hurdle complete waste of time, there are beter powers u can use than taking both of these
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No. -
Has to be said before you start changing your slotting. Efficay Adaptors are bugged atm as they dont actually improve the endurance
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Hehe...actually I do but working at a PC answering phonecalls can have its benefits
My "regular" build is basically the same but has fire blast, recall friend and siphon power instead of assault, tactics and smoke but is geared slightly more towards +rech.
Bit difficult to say what this build has cost me since a lot of the things in there I've gotten through normal play/farming and some I've simply bought. An estimate would probably be in the 200 million region. -
I'll post them when i get back from work then
EDIT: Miracously had the time to make it from scratch at work (only my farming build though)
This build is for numbers and improved HP and works wonders.
It is of course a lot different compared to yours because of mainly the choice of APP.
Hero Plan by Mids' Hero Designer 1,30
http://www.honourableunited.org.uk/mhd.php
Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- Dev'n-Hold%:50(A), G'Wdw-Acc/Hold/Rchg:50(46), G'Wdw-Acc/Rchg:50(46), G'Wdw-EndRdx/Hold:50(48), RechRdx-I:50(48), HO:Endo(48)
Level 1: Transfusion -- Acc-I:50(A), Acc-I:50(37), Mrcl-Heal/Rchg:40(40), Mrcl-Heal:40(40), Dct'dW-Heal/Rchg:50(43), Dct'dW-Heal/EndRdx/Rchg:50(46)
Level 2: Fire Cages -- TotHntr-Dam%:50(A), TotHntr-Acc/Immob/Rchg:50(3), TotHntr-Acc/EndRdx:50(3), TotHntr-EndRdx/Immob:50(7), Enf'dOp-Acc/EndRdx:50(27), Posi-Dam%:50(34)
Level 4: Ring of Fire -- Dev'n-Acc/Dmg/EndRdx/Rchg:50(A), Dev'n-Acc/Dmg:50(5), Dev'n-Dmg/Rchg:50(5), HO:Nucle(7)
Level 6: Hurdle -- Jump-I:50(A)
Level 8: Hot Feet -- Sciroc-Dmg/EndRdx:50(A), Sciroc-Dam%:50(9), M'Strk-Dmg/EndRdx/Rchg:50(9), M'Strk-Dmg/EndRdx:50(34), C'ngBlow-Dmg/EndRdx:50(50), ImpSwft-Dam%:30(50)
Level 10: Siphon Speed -- Acc-I:50(A), Acc-I:50(11), RechRdx-I:50(11), RechRdx-I:50(15), RechRdx-I:50(15)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(13)
Level 14: Super Speed -- QckFt-EndRdx/RunSpd:50(A)
Level 16: Flashfire -- Stpfy-EndRdx/Stun:50(A), Stpfy-Acc/EndRdx:50(17), Stpfy-Acc/Rchg:50(17), Stpfy-Acc/Stun/Rchg:50(19), Stpfy-Stun/Rng:50(19), RechRdx-I:50(34)
Level 18: Swift -- Run-I:50(A)
Level 20: Speed Boost -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(21), EndMod-I:50(21)
Level 22: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(23), EndMod-I:50(23)
Level 24: Cinders -- G'Wdw-Acc/Hold/Rchg:50(A), G'Wdw-Acc/Rchg:50(25), G'Wdw-EndRdx/Hold:50(25), EoCur-Acc/Hold/Rchg:50(27), Para-Acc/Hold/Rchg:30(29), NrncSD-Acc/Hold/Rchg:30(31)
Level 26: Combat Jumping -- Jump-I:50(A), Krma-ResKB:30(37)
Level 28: Assault -- EndRdx-I:50(A), EndRdx-I:50(29)
Level 30: Tactics -- HO:Cyto(A), HO:Cyto(31), HO:Cyto(31)
Level 32: Fire Imps -- S'bndAl-Acc/Dmg/Rchg:50(A), S'bndAl-Acc/Rchg:50(33), S'bndAl-Dmg/Rchg:50(33), S'bndAl-Dmg:50(33)
Level 35: Transference -- P'Shift-EndMod/Acc/Rchg:50(A), P'Shift-EndMod/Rchg:50(36), P'Shift-Acc/Rchg:50(36), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-EndMod/Rchg:50(37)
Level 38: Fulcrum Shift -- Acc-I:50(A), Acc-I:50(39), RechRdx-I:50(39), RechRdx-I:50(39), RechRdx-I:50(40), EndRdx-I:50(50)
Level 41: Fire Ball -- HO:Nucle(A), HO:Nucle(42), HO:Nucle(42), RechRdx-I:50(42), RechRdx-I:50(43), EndRdx-I:50(43)
Level 44: Fire Shield -- TtmC'tng-ResDam/EndRdx:50(A), TtmC'tng-ResDam/EndRdx/Rchg:50(45), TtmC'tng-ResDam:50(45), HO:Ribo(45)
Level 47: Super Jump -- Jump-I:50(A)
Level 49: Smoke -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+4% DamageBuff[*]+9% Enhancement(Accuracy)[*]+5% Enhancement(Immobilize)[*]+6,25% Enhancement(RechargeTime)[*]+3% Enhancement(Stun)[*]+5% FlySpeed[*]+235 (19,5%) HitPoints[*]+5% JumpSpeed[*]+Knockback (Mag -4)[*]+MezResist(Sleep) (Mag 3,85%)[*]+MezResist(Terrorized) (Mag 2,2%)[*]+5% Recovery[*]+38% Regeneration[*]+15% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data chunk into Mids' Hero Designer to view the build |
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</pre><hr />
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Also bear in mind several of the AR powers take that tasty Force Feedback Chance for +Recharge IO for some more tasty recharge
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Imo you focus way too much on getting +recovery. I know you mentioned in the other thread you dont like to spam Transference too much and thats all well and good but you would get much better results slotting your powers more for endurance reduction.
Would personally never omit Cinders from my build but acknowledge slots are tight in a fire/kin build.
Why Acrobatics? After the introduction of the KB IOs Acrobatics really isnt needed unless you're going to PvP.
If you want I'd be happy to post my 2 fire/kin builds. One of my fire/kins have a pure farmingbuild and the other one is normal PvE spec'd but still (of course) very good for farming. -
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Ill/Storm is great... But do Illusion's Phantoms set off the Oil Slick with fire attacks? If so, I think that could work with TA too...
[/ QUOTE ]Nope, PA just does psi damage IIRC.
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Yup. Even though they use the animations of various attacks with different damagetypes.
Phantasms energy attacks can ignite it though afaik. -
Don't worry. I doubt Illusion_Master's 100% "there" anyway