AWishForWings

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  1. I'm currently playing with Fire Kin Master in his own AE farm at +4X8(Even though every foes he encountered so far is 52-53...Weird)

    He's been on the same first mob for about 30 minutes so far. He also managed to pop a couple Green + Blue along the way to avoid dying. I'll post screenshots later, if I still feel like it.

    I can't stop laughing
  2. Quote:
    What, you not using the right punctuation on your sentences? Your the one that didn't post the right way. But you know the internetz, it's srus buz. XD Give me a break.
    Try not insulting yourself before insulting others. It makes you look a bit retarded. Beside, my post was just right.

    Alt+F4.
  3. Quote:
    Originally Posted by spiritfox View Post
    Make sure to start the video by showing us your enhancement management screen so we know its your fire/kin and not someone elses.

    Also, its been way more than 20 minutes.
    He's probably trying to figure out a way to cut all the dying in his video. Shouldn't expect him to post his own video...

    Oh and beside, I found out the older thread where you we're asking how to build your Fire/Kinetic...I found it pretty amusing how you were saying you farm BM in this thread but yet argue here that you do not.

    You are failing in every possible way.
  4. Here is what I came up with so far :

    Hero Plan by Mids' Hero Designer 1,601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Humpty Dumpty: Level 50 Mutation Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Char -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(3), NrncSD-Acc/EndRdx(3), NrncSD-Hold/Rng(5), NrncSD-Acc/Hold/Rchg(5), NrncSD-Dam%(50)
    Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(9), Nictus-Acc/Heal(11), Nictus-Acc/EndRdx/Heal/HP/Regen(11), Nictus-Acc/EndRdx/Rchg(13)
    Level 2: Siphon Power -- Acc-I(A)
    Level 4: Fire Cages -- GravAnch-Immob(A), GravAnch-Immob/Rchg(13), GravAnch-Acc/Rchg(15), GravAnch-Immob/EndRdx(15), GravAnch-Acc/Immob/Rchg(17), EndRdx-I(46)
    Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Hot Feet -- Erad-%Dam(A), Sciroc-Dam%(17), Oblit-%Dam(19), Armgdn-Dam%(19), ImpSwft-Dam%(21)
    Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(21), Amaze-Acc/Stun/Rchg(23), Amaze-Acc/Rchg(23), Amaze-EndRdx/Stun(25), EndRdx-I(29)
    Level 14: Siphon Speed -- RechRdx-I(A)
    Level 16: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(25), S'fstPrt-ResKB(50)
    Level 18: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(33), Numna-Regen/Rcvry+(34)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(33), Efficacy-EndMod(33)
    Level 22: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def/Rchg(39)
    Level 24: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(27), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def(31)
    Level 26: Super Speed -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(39)
    Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
    Level 30: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(34), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-Acc/Rchg(43), UbrkCons-EndRdx/Hold(46), BasGaze-Acc/Hold(46)
    Level 32: Fire Imps -- S'bndAl-Dmg(A), S'bndAl-Build%(37), BldM'dt-Acc/Dmg(40), BldM'dt-Acc(40), HO:Nucle(40), HO:Nucle(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), RechRdx-I(39)
    Level 41: Fissure -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43), FrcFbk-Rechg%(43)
    Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
    Level 47: Rock Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Rchg+(48)
    Level 49: Earth's Embrace -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment

    If I look at the numbers on the program, I've got a 15s recharge FS which is enough for me.I also hit the softcap for S/L along with a decent Endurance Recovery Bonus. I ''KNOW'' there is room for more improvement but I can't seem to figure out WHERE I could improve?! Different slotting in Fire Imps? Add +Heal to Earth's Embrace? Also, do Hasten stack? It has a 110s recharge but a 120s effect :-P

    If you have any advices, please let me know :-)

    P.S : Do the numbers in the program reflect the real thing?
  5. Quote:
    Originally Posted by Fire Kin Master View Post
    Yes that is why if this problem was to arise you carrie Catch breath Blue For endurance all u need is 1 but that rarley happens becasue end never runs out becasue transference almost never misses if you know how to play with this build
    Clicking on ''Transference'' doesn't require any sort of skills and/or anything beside a mouse + hand/eye coordination.

    You think your build is GOD? So be it. Prove us all wrong and post a farming video.
  6. I don't think he's actually paying attention to anything we have to say. You'd think he'd come here to get some help but he only came here to brag about how good he his despite the fact that his build is actually horrible...Pretty sad if you ask me.
    Quote:
    Yes you are correct about the end but there is no end drain and the toggles do not drop this build is made for aggro cap farms NOT BM FARMS this build is can take on 50+ enemies and be fine im goin for a build that can basically tank with FS you get it ive teseted the build and it has no problems what so ever.
    The Endurance Drain comes from using your powers. Obviously, you'll end up at a point where you're short on Endurance and Transference isn't recharged.Beside, unless you we're speaking of levels, there is a limit on how many foes you can aggro.
  7. Quote:
    Originally Posted by Fire Kin Master View Post
    This is my Re-Build the S/L def on this is at 63.1% and ypu do the math from there this build is far superior to anythign ever posted ..and i shall leave the math to the cpeople of paragon
    Defense caps at 45%, thus leaving a 5% chance for a foe to hit you. Going over 45% is pointless. You should aswell remove a bit of S/L defense and use those slot for something else.
  8. Quote:
    Originally Posted by Novawulfe View Post
    Oh and try using spaces, helps everyone.
    Trust me, you don't want to start this kind of ******** with me.

    Punctuation Nazi.
  9. Quote:
    And you have never played with me and i never die on BM runs because i dont farm BM i farm 355455 so i guess you were with an impersonator please dont lie on the forums.
    I actually played with you in 2-3 BM runs and you kept dying. And you were already acting big in-game but were still dying like mad.Everyone was laughing hard. It's ok, you don't have to lie about it.Everyone dies once in a while.
  10. I have played with this kid on Freedom for 2-3 runs. He managed to die 15+ times with this ''Uber-Build'' on BM farm +3X6

    Nothing spectacular about it. Just a bunch of purples and who uses Smoke anyway? Stick with War Admiral's build.
  11. After going thru your build, I have a couple questions :

    Why Stupefy in FlashFires? Is there any hidden bonus I don't see or is it just cheap and very effective? I was wondering if there was something better you could put in there instead since it doesn't seem(to me) that it would add anything spectacular.

    Also, how does the slotting work in Hot Feet? Does it haves 20% chance of doing each of the damage everytime Hot Feet would hit? If so, how does it compare to a typical Dmg+End slotting? Is it way faster?

    About Stamina : Do I get any benefit when slotting it 2-3 times or is 1 enough? I currently have it 3 slotted as you can see above.I thought that EndMod IO's would change anything...Guess I was wrong
  12. Quote:
    Originally Posted by Novawulfe View Post
    Seems there's no point in trying to help this guy, he seems not to have seen anything his liked, if he has, he sure has a weird way of showing it.
    Maybe you should think about taking a deep breath and relaxing a bit? I was out of town for a while so I couldn't post...
    Quote:
    You have too much global recharge. Way, way, way, way, way too much. You need recharge, essentially, for one thing. FS. Six slotting FS will give you plenty of opportunity to do that.
    Yes, my first build had FS 6 slotted with 3 Accuracy and 3 Recharge but someone told me it was way too much.
    Quote:
    You've got way over the ED numbers for a number of things. To the point that you get no benefit from them. Why is there an accuracy/immob single frankenslot in a power that's already got plenty of both? You should have dropped in the chance for hold to finish the set, a damage IO, recharge IO, almost anything would have been better than what you chose. Especially with the global accuracy from your purples. What the hell are you running that you think you need 250% or more accuracy on some powers?
    Huh, you do realise I am here to ask for help? That might explain why my build isn't as good as it could be?!
    Quote:
    In this game salvage rains from the sky and recipes grow on trees. Nothing surprising there.
    Lucky drops and having friends helps a lot too...
    Quote:
    Softcapped, around 90% global rech and with EE....max HP.

    Nothing else matters....

    Fireball sucks....Fissure is pure win.
    I can't seem to get it to work in Mid's Designer...
    Quote:
    Then I see your slotting and I see you aren't as knowledgeable as I thought, or you've been given some very bad advice along the way.
    I'll choose A & B.
    Quote:
    Next up I see 4 slots in Combat Jumping. Not worth it to slot that past the starting slot as it only gives a small bonus and those slots can probably be used elsewhere. Now, if those ARE extra slots and you want those bonuses, then fine, just don't gimp yourself to eek out an extra 1.5% defense.
    It seems everyone is 5-6 slotting it in this thread so far. How is it a bad thing then?
    Quote:
    Your Imps are poorly slotted as well, with less accuracy than a single on-level SO in them, they won't be hitting that much, especially considering that they spawn at -1 to you. Accuracy bonuses you have DO NOT carry over to the Imps. And they need the extra acc to hit anything, especially if you're fighting anything more than +1 to yourself. This is where some of those extra slots in CJ could be put to better use and ESPECIALLY the wasted one (at the very least) in Acro. 6 slot Imps with Blood Mandate and you get some decent AoE and ranged defense out of it.

    Fulcrum Shift you want to be up as often as possible, so most fire/kins will slot it with at least 2-3 acc and then 2-3 recharge.

    Also, you want Hasten up as much as possible, so you'll want to 3 slot that with Recharge as well.
    I'll take those tips in consideration when I'll respec my Fire/Kin. Thanks
    Quote:
    On Char you have too much damage slotted. Swap out the Dam/End for the chance to hold proc and you will only be losing a little bit of end red and will get lucky once in a while to land a critical hold PLUS the proc hold, making holding tough bosses/EB's that much easier.

    Most fire/kins I know (not many, truthfully) slot fire cages for acc and damage since slotting for immob is mostly a waste. The cages already last longer than the mobs will/should be alive without slotting. Any fire/kin who can't take out a normal +2 spawn in under 20 seconds is doing something wrong, and you have yours up to almost a minute worth of immob! More damage is what kills the mobs, not holding them in place.
    It takes me usually 1-2 hits to hold bosses.Also, I had Fire Cages slotted for damage on another build and the damage gain is ridiculous. I don't think slotting it for damage is really worth it.
    Quote:
    Fire Ball is extremely over the cap as far as damage goes, as nearly half of what you have slotted is not even making it to the mobs. Take out the Ragnarok: Damage and put in the Acc/Rech. That way you keep your bonuses lose next to nothing on your damage (since you are SO far over the cap) and get some more recharge in a long recharge power.
    It is way over the cap because I didn't know what to put in there at this very moment and had 2 spare Hami.Poor choice of slotting but I'm respeccing soon.

    This is all I can think of at the moment. Thanks to everyone for the information. Keep on posting, I'm always glad to learn new stuff.
  13. Hero Plan by Mids' Hero Designer 1,601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    A Wish For Wings: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Speed
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Char -- Dev'n-Dmg/EndRdx(A), Dev'n-Dmg/Rchg(43), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45), HO:Nucle(45), HO:Nucle(46)
    Level 1: Transfusion -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(3), Nictus-Acc/Heal(3), Numna-Heal/Rchg(5), Numna-Heal(5), Acc-I(7)
    Level 2: Fire Cages -- GravAnch-Immob(A), GravAnch-Immob/Rchg(7), GravAnch-Acc/Immob/Rchg(9), GravAnch-Acc/Rchg(9), GravAnch-Immob/EndRdx(11), TotHntr-Immob/Acc(11)
    Level 4: Siphon Power -- RechRdx-I(A)
    Level 6: Kick -- Empty(A)
    Level 8: Hot Feet -- Armgdn-Dmg(A), Armgdn-Dam%(13), Armgdn-Dmg/EndRdx(13), M'Strk-Acc/Dmg/EndRdx(15), TmpRdns-Acc/Slow(15), TmpRdns-Acc/Dmg/Slow(17)
    Level 10: Siphon Speed -- RechRdx-I(A)
    Level 12: Flashfire -- Amaze-Stun(A), Amaze-EndRdx/Stun(17), Amaze-Stun/Rchg(19), Amaze-Acc/Stun/Rchg(19), Amaze-Acc/Rchg(21), Acc-I(21)
    Level 14: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(23), S'fstPrt-ResDam/EndRdx(23), S'fstPrt-ResKB(25)
    Level 16: Hurdle -- Empty(A)
    Level 18: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(25), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(27), UbrkCons-EndRdx/Hold(29), G'Wdw-Acc/Rchg(29)
    Level 20: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(31), LkGmblr-Def/Rchg(31), LkGmblr-Def(31)
    Level 22: Health -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(33), Numna-Heal(33), RgnTis-Regen+(33)
    Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-End%(34), Efficacy-EndMod(34), Efficacy-EndMod/EndRdx(34)
    Level 26: Super Jump -- Winter-RunSpd/Jump/Fly/Rng(A)
    Level 28: Combat Jumping -- RedFtn-Def/EndRdx(A), RedFtn-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def(36)
    Level 30: Acrobatics -- EndRdx(A), EndRdx(37), EndRdx(37), EndRdx(37)
    Level 32: Fire Imps -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(39), S'bndAl-Dmg(39), S'bndAl-Build%(39)
    Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(42)
    Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(42), Acc-I(43), RechRdx-I(43)
    Level 41: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg/EndRdx(50), HO:Nucle(50), HO:Nucle(50)
    Level 44: Fire Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(46), Aegis-ResDam/EndRdx(46), Aegis-ResDam(48)
    Level 47: Super Speed -- Winter-RunSpd/Jump/Fly/Rng(A)
    Level 49: Hasten -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment






    Those are not the correct levels at which I have chosen the powers but that's what I have.
  14. I did browse the first few pages of the Controller forum. I also did research with a couple keywords, notably softcap which would be the most obvious. I do realize I would have an easier time softcapping with Earth Epic Pool but I know of a couple persons who told me they managed to softcap with Fire Epic Pool.
    As for the rest of your post, you could have saved an extra 18 seconds of your life as it didn't answer my primary question which was suggestions on how to slot defensive skills. I don't really care what I should/should not do with my Fire/Kin or if I should farm Influence for my other toons or not. This is not my main concern as I enjoy my Fire/Kin and it is my main toon.I appreciate the input tho.Also, what you may find boring isn't boring to other people. I do enjoy farming, may it be solo or with friends.

    Thanks for your reply.
  15. Hey there! First time ever posting here but I needed some help from more experienced users. I have been playing CoH for a little over 5 months now, I'm still a newbie, and decided I'd make a Fire/Kinetic Controller.

    So far, I really enjoy playing this Archetype. I managed to gather enough money to purple her on most of the important skills, notably Char/Fire Cages/Flashfires/Fireball/Hot Feet. I've tried to hit the softcap for defense but it seems I am stuck at 13-ish% defense for everything and about 66% resist for Smashing/Lethal. I am using Weave/Tough/Fire Shield/Combat Jumping/Acrobatics, all of which are 4-slotted. I've tried mixing IO together so I could hit the highest Resist/Defense bonus for that specific power but I can't seem to go any higher than those numbers.
    I've seen many Fire/Kin that told me they were softcapped. I do not seem to be, however. This is frustrating me a bit as I have spent a lot of time trying to buy decent set and she do not seem to do as good as other people do...

    What would be your recommandations for slotting those skills? Am I totally missing something?! Money is no object here, unless it requires specific PvP sets which are way too pricey...

    Help?