Blazzin

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  1. Well here is what I decided to go with, I went with the definsive mindset.

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    @UnicyclePeon definately a great build you have there for the those with tight budgets.
  2. Quote:
    Originally Posted by War_Admiral View Post
    lol....yeah, I troll a lot! Lemme tell ya *Rolls eyes* Which is why I have handfulls of tells asking for advise on fire/kin builds.....but whatever.

    To the OP....I suggested you re-roll for the simple reason you clearly don't understand the concept of playing a fire/kin whether its team, solo, or farming. Here's just a few tips I'll share...and how you've managed to totally gimp your build.
    Your opinion, not mine, but I will be nice enough to respond to your comments, as you were nice enough to put down some valid responses, but I went my own way for my own reasons.

    Quote:
    1) Char - Its a great attack if slotted correctly and helps tons on bosses. You've totally neglected it. Pro-Tip: 4 Basilisks Gaze
    Yes Char is good, but was not needed, for when I was using her as a farming girl, so it stands to reason it would be neglected.

    Quote:
    2) Transfusion - seriously.....Performance shifters? Do you understand how this power works?
    Why yes, it is a targeted heal and *gasps* end drain, I focused more on the end draining aspects, and it still heals decently *gasps again* If you sap a bosses end to nill it is just almost as good as char.


    Quote:
    3) Fire Cages - Its good with just the purple set. Take out the dmg IO. lol
    Correct, and it worked even better with the added damage, remember when enemies are stunned or whatever, trollers are now doing are doing over-power damage (double damage) so ever added tick of damage is now double, so more damage per tick is faster lawn mowing.

    Quote:
    Do you understand how FS helps you with damage output? I can argue on a team (if that's what your build is for), that hotfeet isnt even needed.
    I should have been clearer in my OP, for that I am sorry, but this is the build I currently have, a farming girl, was looking at using the other build to be more team oriented...So hot feet was a necessarily, thought I should have slotted it differently.

    FS at cap is a 400% damage boost....run the numbers....and with over power, hot feet is a very good thing ^^

    Quote:
    9 slots between siphon power and siphon speed....
    True, should have been only six tops, but hey I like it always hitting and always up.

    Quote:
    There's another dmg IO in flashfire :P
    Yup, there sure is see response for #3 XD

    Quote:
    The purple set you have in your Imps sucks.
    Now I now you are wrong, let's see %100 accuracy, over 100% damage, and 90% recharge means monkeys are always up, not to mention the set bonuses...16% hp regen 3% HP 4% damage and 4.4% mez resist...

    Quote:
    You have bonfire....
    Yes I sure do, with the Kinectic crash set, I use it for a couple reason, but primarily for the added KB protection, KB is now a thing of the past with this and acrobatics, and it is also a nice oh spit power to lay down if a monkey wants to bring another set of playmates by accident, also its damage output is the best of the fire set next to the imps. Try it with a FS at cap and lay it down stratigicly where the mobs are being KB into wall, the will be burned to a crisp not able to do much to you hmmm. ;-)

    Quote:
    I'll just stop there. Like I said, it might be better off to just re-roll and pick another power set that you might succeed with...because that build is just gross. If you want to stick with it, slot for s/l and recharge. Period
    It has succeeded, how in hades do you think I came up with all the purple sets in the first place? You see a fire/kin build must be played this way only type, when there are several different ways you can go about it, try something different *gasps* it just might be better, you never know.
  3. Quote:
    Originally Posted by Peacemoon View Post
    Yes he trolls quite often, just ignore him, not worth the effort.
    Too true....remind me not to post before I have my first cup of coffee...

    Quote:
    Originally Posted by Fiery-Enforcer View Post
    I personally wouldn't make a farming build very differently from a regular one. The only difference really is taking ally buffs or not, either way I'd go Stone Mastery and aim for the S/L defense softcap.
    Thanks for the input, I know right atm her s/l is at 69.5% with what I have slotted...I will have to take a little closer look into stone, but still working on the second build PinkPup suggested....LoTGs prices seem to have risen a wee bit lately.
  4. Quote:
    Originally Posted by War_Admiral View Post
    Re-roll....srsly
    No thanks, troll often? But seriously, re-rolling you daft? With respecting and dual builds re-rolling a character is just plain silly and not necessary, if there is something wrong with my build then articulate it, she does do what she was meant to do and very well at that.
  5. Interesting build there Pinkpup, and I definately like. I do like how you slotted some the proc IOs. *Giggles* Might have to farm for a wee bit longer to get this as my seconday build.

    And they way you used the pvp IO sets gave me some ideals for my little elec/elec dom.
  6. Quote:
    Originally Posted by Peacemoon View Post
    We need a Fire/Kin sticky thread, or even better have it as another subforum.
    Haha too true, fire/kin seems to be a very popular subject oddly enough ;-)
  7. This is actual level 50 I have right now, I was thinking of retooling her. But to answer your question Pinkpup, I was looking at moving away from a 'farming' build or actually use the secondary build for a all around tf type fire/kin.

    And as for the transfusion, I slotted her that way for a couple reasons, for +sta +dam +hp set bonus, also to sap more end when I use my heals, but I am open to switch things around.




    @doomrider - using search was the first thing I did, but I am not looking at a fotm build or player x's build, I am looking for something slightly different, and to opening up a discussion about. Before I go and revamping this fire/kin. I should have been more clear in the OP.
  8. This is what I am currently running, I know I could add proc IOs, but that is a matter of discussion.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Zxi Quixzell: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Char -- Dmg-I(A)
    Level 1: Transfusion -- P'Shift-EndMod(A), P'Shift-EndMod/Acc/Rchg(3), P'Shift-EndMod/Rchg(3), P'Shift-Acc/Rchg(5), P'Shift-EndMod/Acc(5), Heal-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), Dmg-I(11)
    Level 4: Siphon Power -- Acc-I(A), Acc-I(13), RechRdx-I(13), RechRdx-I(15)
    Level 6: Swift -- Empty(A)
    Level 8: Hot Feet -- Acc-I(A), Acc-I(15), Dmg-I(17), Dmg-I(17), Dmg-I(19), RechRdx-I(19)
    Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(21), Acc-I(21), RechRdx-I(23), RechRdx-I(29)
    Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(23), Amaze-Acc/Stun/Rchg(25), Amaze-Acc/Rchg(25), Amaze-EndRdx/Stun(27), Dmg-I(27)
    Level 14: Health -- Numna-Regen/Rcvry+(A)
    Level 16: Combat Jumping -- EndRdx-I(A)
    Level 18: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(29), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(46), RechRdx-I(46)
    Level 20: Speed Boost -- RechRdx-I(A)
    Level 22: Super Jump -- EndRdx-I(A)
    Level 24: Acrobatics -- EndRdx-I(A)
    Level 26: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(33)
    Level 28: Bonfire -- KinCrsh-Dmg/KB(A), KinCrsh-Rchg/KB(33), KinCrsh-Acc/KB(33), KinCrsh-Rechg/EndRdx(34), KinCrsh-Dmg/EndRdx/KB(34), KinCrsh-Acc/Dmg/KB(34)
    Level 30: Kick -- Empty(A)
    Level 32: Tough -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam(36), TtmC'tng-ResDam/EndRdx(36), TtmC'tng-ResDam/EndRdx/Rchg(36), TtmC'tng-ResDam/Rchg(37)
    Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Acc/Rchg(37), Efficacy-EndMod/Rchg(37), Efficacy-Acc/Rchg(40), Efficacy-EndMod/EndRdx(42), Efficacy-EndMod/Acc(42)
    Level 38: Fire Imps -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(39), S'bndAl-Dmg/EndRdx(39), S'bndAl-Acc/Dmg/Rchg(39), S'bndAl-Acc/Rchg(40), Acc-I(40)
    Level 41: Fulcrum Shift -- Acc-I(A), Acc-I(42), RechRdx-I(43), RechRdx-I(43), RechRdx-I(43)
    Level 44: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/Rchg(45), Ragnrk-Dmg/EndRdx(46)
    Level 47: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(48), TtmC'tng-EndRdx(48), TtmC'tng-ResDam/Rchg(48), TtmC'tng-ResDam/EndRdx/Rchg(50)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 9% DamageBuff(Smashing)
    • 9% DamageBuff(Lethal)
    • 9% DamageBuff(Fire)
    • 9% DamageBuff(Cold)
    • 9% DamageBuff(Energy)
    • 9% DamageBuff(Negative)
    • 9% DamageBuff(Toxic)
    • 9% DamageBuff(Psionic)
    • 60% Enhancement(Accuracy)
    • 52.5% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 91.6 HP (9%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -3)
    • Knockup (Mag -3)
    • MezResist(Held) 9.9%
    • MezResist(Sleep) 4.4%
    • MezResist(Stun) 4.4%
    • 20% (0.33 End/sec) Recovery
    • 32% (1.36 HP/sec) Regeneration
    • 2.5% Resistance(Smashing)
    • 10.1% Resistance(Fire)
    • 10.1% Resistance(Cold)
    • 8% RunSpeed
    ------------
    Set Bonuses:
    Performance Shifter
    (Transfusion)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 19.1 HP (1.88%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    Gravitational Anchor
    (Fire Cages)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Absolute Amazement
    (Flashfire)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Unbreakable Constraint
    (Cinders)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Kinetic Crash
    (Bonfire)
    • 3% RunSpeed
    • 2.5% Resistance(Smashing)
    • Knockback Protection (Mag -3)
    • 6% (0.25 HP/sec) Regeneration
    • 7.5% Enhancement(RechargeTime)
    Titanium Coating
    (Tough)
    • MezResist(Sleep) 2.2%
    • 15.3 HP (1.5%) HitPoints
    • MezResist(Stun) 2.2%
    • MezResist(Held) 2.75%
    Efficacy Adaptor
    (Transference)
    • 11.4 HP (1.13%) HitPoints
    • 1.5% (0.03 End/sec) Recovery
    • 10% (0.42 HP/sec) Regeneration
    • 2.5% DamageBuff(All)
    • 5% Enhancement(RechargeTime)
    Soulbound Allegiance
    (Fire Imps)
    • 16% (0.68 HP/sec) Regeneration
    • 30.5 HP (3%) HitPoints
    • 4% DamageBuff(All)
    • MezResist(Held) 4.4%
    Ragnarok
    (Fire Ball)
    • 4% (0.07 End/sec) Recovery
    • 2.52% Resistance(Fire,Cold)
    • 15% Enhancement(Accuracy)
    • 10% Enhancement(RechargeTime)
    Titanium Coating
    (Fire Shield)
    • MezResist(Sleep) 2.2%
    • 15.3 HP (1.5%) HitPoints
    • MezResist(Stun) 2.2%
    • MezResist(Held) 2.75%
  9. Glad to be of help, hopefully that command might be added to one of the stickies in this thread.
  10. This works for me I have the Intelchipset also Add this command to your desktop short cut

    -useTexEnvCombine

    The command is case sensitive so type it exactly.

    So the target should look something like this depending on your intall directory for Coh

    "C:\Program Files\Coh\CohUpdater.exe" -useTexEnvCombine


    Thanks to Tex for this little helper haven't had a graphics crashes in forever ;-)
  11. I am with you on not feeding the Troll Impish Kat

    Now to try and pull this thread back onto topic....

    First off I like to welcome Sunstorm to the Base Community albiet a little late, but better late than never eh? =D

    I'm am mostly eager for most of the base changes for I13 except for 1 change that seems to make me ask why...

    Why the the limit of 30 for salvage??

    As it stands for me and I am betting for most SG/VG all their salvage racks are full or close to it, with that ridiculously low storage capacity even if I convert all my Base Salvage to Invention Salvage I will not have enough room to store all my conversions, yes I know that I can hold all the Brain Storms on me but if I am converting one salvage to another shouldn't I be able to store it? And since this storage is 'community' storage should not the limit be higher? I have characters that can hold 70 salvage by themselves not including Market storage! So 1 character can fill 2 and 1/3 of my storage bins!!!

    So what I am getting at is there any possibility of making the limit say 100 per rack before I13 hits live?

    (I know Sunstorm mentioned somewhere that they might look at the limit later on but why not fix it before it goes live?)

    PS Thanks Sunstorm for taking the rare ingredient out of tier 1 base recipes =D
  12. Star Strider Forces Registry
    Name: Irish Rose.
    Global Contact:@trimutive
    Level of Classification: L50 SS/WP Tank
    Origin:Mutant
    Super Rank & Super Group: Nyte High Councel -- Midnyte Society
  13. Star Strider Forces Registry
    Name: Saving Grace
    Global Contact:@trimutive
    Level of Classification: L50Emp/Dark Def
    Origin:Magic
    Super Rank & Super Group: Dark Master -- Dark Fallen
  14. Deleted -- Clicked Protector link but sent me to Pinnacle o.0
  15. First off I have to say thank you PlasmaStream for the guide, and saving alot of us from the tedium of researching the new costs.

    Just a few comments basically reiterating what has already been said already.

    The new rent system, and the new costs for rooms/base plot size is the only good thing I will give a nod of approval for.

    The use of uncommon salvage in tier 1 base recipes, come on devs give us a freaking break, it is bad enough everything is on a 1 salvage system guaranteed to make the marketeers drool in anticipation, making what little beneficial changes you made for the bases worthless.

    Salvage store capped at 30, you have to be kidding, some sort of twisted and sick joke right, you just wanted us to face palm riight? Seriously why note just take away storage altogether. Isn't a SG/VG a collective where you *pool* resources to make it a bigger and better place? And since everything uses the same salvage now, we need *real* storage capacity.

    IMO the best thing that happened with I13 base modification is the guide itself.....

    I am off to horde salvage now...with dual builds and the new system, and seemingly the same drop rate for salvage in test the prices will soar in the marketplace.
  16. It took me 2 days to finally articulate my response to this announcement to the features to I13 and all I could come is WOW!

    I am really looking forward to the architect part of this release the most of all, and then you toss in 2 more power sets and a plethora of added goodies, again I must say wow, and I can wait to the beta phase of this issue...

    Keep up the great work devs.


    It takes a lot to get me to post on the forums but you manged somehow make me sit up and get my attention.

    /em Cracks the whip

    Now get to work dev!