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Posts
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Joined
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I guess Ill step in a give a shoot out for my home server of infinity. As I understand it its the highest population server of what is called the midlevel servers, lower then Freedumb (Freedom) and Land of Virtual cat girls (Virtue) but sill a nice high population that insures a team just about any time of day.
Personally I find Infinity to be by far the friendliest most adult server, by adult I mean maturity of ones actions and behavior in a community. -
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you have to be full villain, the guy that give the arc that unlocks PPP will not talk to you otherwise.
Once your a villain he will talk to you and give you the arc even with EPP's
Once you've done the arc the PPP's will unlock and yes you will need to do a respec, but no you do not need to do it red side, once you unlock the pools it remains unlocked even if you go back to hero side. -
Quote:while some groups don't go that high out on the streets theres no reason they can't be bumped up to 54's in missions.While an interesting idea, what do you do about the npc groups that do not go past certain levels of the game?
you would just need to watch how the bump effected some of the powers, like the Vaz toxic vomit might be over powered at 54. -
the one I use thats 100% S/L is called Phoe Says, a badly made mission in which all the bad guys are claws scrappers with only 2 attacks.
I can clear the ambush side of the mission on +1 x8 on my fire kin in about 5 minutes and walk away with 1500 AE tickets. -
Go to any AE interface, under search type in "Farm" or Farming" and try out a few, you'll find one to your likeing.
I use one where the damage is pure smashing/leatal other like the ones that do pure fire damage, it's all up to you. -
Heres what Id like to see:
ALL TF be allowed to run at an incarnate level so long as all members of the team are level 50.
This would mean that all enemies would be level 54 and all temp powers would be disabled.
Threads would drop as they do in the iTrials now, shards would drop in the non incarnate versions as they do now.
At the end of each mission an astral merit would be awarded instead of a rare recipe drop.
At the end of the TF an awards window would pop up that would allow you to choose either reward merits (x2 the normal amount since it was run as an incarnate trail) or a random uncommon drop. You would not be given a chose as to which uncommon you got and rare and very rare components would never drop.
If that TF was the WST then at the end a second reward window would pop up and you would be given the chose of either a notice of the well or 2 emp merits but this would only be an option once a week just like notice of the well are now.
This would allow people that did not wish to run the main iTrials the option of earning and building their rare and very rare salvage items at a much slower rate. Rares could be earned in 4 weeks instead of 4 days and very rares in 15 weeks instead of 15 days.
But in order to insure that everyone ran the new trials a few times ixp would not be awarded in the TFs so you would still need to run the iTrials to unlock your slots. -
Alright, thanks for the quick feed back everyone, as soon as I get my funds back up I'll be switching the KD IO out for the dam/rech IO.
thankfully the KD IO was only about 30 million, now I need to find another 300 million. -
Quote:I could be wrong here but as I understand it, Knockdown is basicly 1 mag or less of knockback.Fire Cages does negate knockback for 12s if the immobilize effects the target. However, I believe that enemies that don't get immobilized (bosses) will still have a chance to get knocked down, which will be worth some mitigation.
Up to 1 mag of knockback and the target is knocked down, more then 1 mag and the target is knocked back. Wouldn't most bosses have some knock back protection negating any and all knockback less then 1 mag?
I guess I was over estimating the power of this proc but I was expecting to hit a x8 group with fire cages and see around 1/4 of the minions and Lt's hit the ground. -
Yesterday I was able to purchase the last Ragnarok IO I needed to fill out my Fire Cages, currant slotting below.
Level 2: Fire Cages -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg(3), Ragnrk-Acc/Dmg/Rchg(5), GravAnch-Hold%(17), Ragnrk-Acc/Rchg(27), Ragnrk-Knock%(46)
One of those IO is the chance for Knockdown, somewhere I read that someone had slotted this IO in Fire Cages for extra damage mitigation, they cant attack while theyre on their ***, at the time this made since but now that Ive got it slotted I wonder.
I have yet to see any mob hit with Fire cages be knocked down, I even went to a lower level zone and using only fire cages I tested this on many mobs. Considering how many times my Gravitational Anchor chance to hold proc fired I should have seen at least one knockdown.
So Im wondering, is it not working or is fire cages negating the porc?
Should I remove it and slot in the damage/recharge IO even though I'm over the damage cap as it is? -
I took Smoke for two reasons, first is its a nice debuff, not a huge one but its not bad and two as an IO set mule. It fits my play style in that I get somewhat close hit them with smoke and then Flash Fire, rush in hit Fulcrum Shift and start laying down Fire Cages. It also severed well as an aid for stealth before I added a Stealth IO in Sprint. All that said however its the first power I would remove if I could come up with a build that would get me a bit more defense and recharge.
As far as ID goes I never used it much, its only useful on teams and between keeping SB up on as many pepes as I could I would always forget about ID. ID makes a good IO mule as well but I found Leadership Maneuvers would serve me and the team much better.
I too Farm solo for drops, purples and AE tickets that I turn around and sell to finish this build and other builds on other characters. I also run SG TFs and join in on whatevers going on at the time, this build EXs down nicely so its not a level 50 only build.
So if you were to copy my build you could change Smoke for ID or something else if you wanted to that much is flexible. With the build above Im able to solo without a death an AE ambush mission in which all the mobs rez once on +1 x8 with no bosses, at the time it took me about 12 minutes to get 1500 AE tickets. Now with a few purples and my judgment slot that same mission dropped to 7/8 minutes for a clear.
Heres my purple build, the set of Absolute Amazement, Gravitational Anchor: Chance to Hold and two Soulbound Allegiances arent bad theyll set you back about a billion, the Ragnorok set on the other hand will set you back about 2 billion alone.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Horo: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), Dmg-I(5), BasGaze-Acc/Rchg(23), BasGaze-Acc/Hold(39)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(15), Mrcl-Heal(34), Mrcl-Rcvry+(46)
Level 2: Fire Cages -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg(3), Ragnrk-Acc/Dmg/Rchg(5), GravAnch-Hold%(17), Ragnrk-Acc/Rchg(27), Ragnrk-Knock%(46)
Level 4: Siphon Power -- RechRdx-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(40)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Dmg/Rchg(9), M'Strk-Acc/EndRdx(15), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(31)
Level 10: Siphon Speed -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(36)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(29), Amaze-EndRdx/Stun(42)
Level 14: Boxing -- Acc-I(A)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), Ksmt-ToHit+(37)
Level 18: Cinders -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-%Hold(21), Lock-EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(27)
Level 20: Speed Boost -- P'Shift-End%(A)
Level 22: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(23), S'fstPrt-ResDam/Def+(48)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(37), DefBuff-I(48)
Level 26: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(37)
Level 28: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(29)
Level 30: Smoke -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(31), DarkWD-ToHitDeb/Rchg(40), DarkWD-ToHitdeb/Rchg/EndRdx(48)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(34), S'bndAl-Build%(34)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(46)
Level 44: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 49: Earth's Embrace -- Heal-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(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-Regen/Rcvry+(A), Numna-Heal(11)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(21)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1371;686;1372;HEX;| |78DA6594594F534114C767BA8094A52D6D69595ACABE94B6A0A88F242284A53528C| |157D2C0056ED2B4F5F692E89B2FAEC1F5C58F607C56C1F839D418E34790CDC40513| |53CFFD9F29ADE94D7A7F77FEF33F3367CECC347DF3729310B7A784F44C6733C5E2E| |A743E671AF96C56339CE9CCA6BEE68CCEE58D7CBD10A2BBD25576256675432B3742| |55FD97B63736128B7A4E33F5B5A2773EB7A5195ACE4C943F5C4B790A5E2E68DA7A3| |33E67F5CD2D53CF6DBAD14A699975CD286EE985A672BB409DAD33057D2DB16CE673| |DA6A3A533435E35688F21AA0DF1D29D45372884F3621C2C2F6197084499C106D1FD| |11AFC00CC54DB7D76CB50E7075A0240CFBCB47CF105E02EBD39A2E494176C96C176| |16704C029E15A0E33C10BF08CC52881D7125618F218B5EAAA31323956C4E96EA184| |38CFBD459CF06677D01D2991B0C036829022113886C037314D12031936C78292DA9| |EF15F080DE8D6AA18D0B48AB69919102BAD2C0C81540527ECD6C17CD1D18DB4B925| |BA5EC0E60508F07E8FF2BACE23CA4865715C7FB03C3B4FE64FC02FC7F80D06FAED1| |096015D6A766F2BD8064A799026AA6401B0ADF16029241C04186201BEC41CE21E2E| |75438B16484F79A7CEDEC93EDFF19FAA8A79367959D5FB8005F817B9881C70EEF42| |8ABC0786F680E43B60877CDD6A83BA0F491A12D123F4448F19DF819E29C63490A28| |85E55A3DE1D487D8F188F799227C0E853C633204D5103D285820CF06E0CC6AAF18D| |CEEAB0DADDE1D79046DE30DE02A3BB407C0FD8277B4CD52FC6F51BE3F28C7179C67| |CA8C209FD2324542D124BC24A7DE22AE31A631938A0F1C6D51E8EF7E33074394E2F| |96109C72AA5AB263614B8ED3FB24242F255C71951A3CD6C5E1EF7D5795350EEB812| |549250D433AAC48525EC75A5C2BC051A5C726F99CB99EF3B18C2274BC3ABD123D62| |B44699A851266B947335CA3FA33ED573| |-------------------------------------------------------------------|
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OK so first off this is a legacy build, you need to respect to get Health, Stamina and Hurtle moved over to your inherent powers, this will free up 3 power slots.
As was suggested above, Hot Feet needs End Redux, Obliteration is a great set, with really nice bonuses but it doesn’t work in Hot Feet. Change it out for Multi-Strike.
The Fire Mastery APP seems like a good fit graphically but you’re better off with defense rather than Resistance, think about the Earth Mastery set.
Hasten needs to come much sooner in your build then level 50, remove Acrobatics and put a knock back protection in Tough instead.
What do you want this character to do? Do you want to run solo missions on +1 x8 or are you more of a team based support character?
All and all your build needs a lot of work, spend some time one the controller forms, check out some of the guides.
Below is my pre-purple build, with 500 million you’ve got enough to make a very nice build but purples are out of your range for now.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Horo: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), Dmg-I(5), BasGaze-Acc/Rchg(23), BasGaze-Acc/Hold(39)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(15), Mrcl-Heal(34), Mrcl-Rcvry+(46)
Level 2: Fire Cages -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(27), TotHntr-Dam%(46)
Level 4: Siphon Power -- RechRdx-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(40)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Dmg/Rchg(9), M'Strk-Acc/EndRdx(15), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(31)
Level 10: Siphon Speed -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(36)
Level 12: Flashfire -- Stpfy-Acc/EndRdx(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/Rchg(13), Stpfy-Stun/Rng(29), Stpfy-Acc/Stun/Rchg(42)
Level 14: Boxing -- Acc-I(A)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), Ksmt-ToHit+(37)
Level 18: Cinders -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-%Hold(21), Lock-EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(27)
Level 20: Speed Boost -- P'Shift-End%(A)
Level 22: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(23), S'fstPrt-ResDam/Def+(48)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(37), DefBuff-I(48)
Level 26: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(37)
Level 28: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(29)
Level 30: Smoke -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(31), DarkWD-ToHitDeb/Rchg(40), DarkWD-ToHitdeb/Rchg/EndRdx(48)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(46)
Level 44: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 49: Earth's Embrace -- Heal-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(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-Regen/Rcvry+(A), Numna-Heal(11)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(21)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1371;686;1372;HEX;| |78DA65945B4F135110C7CFD9B6604B8196522897966BB9B4B4D0E8BB8948034A139| |4E82B6960814D485BB74BA24FA2C66BF0FAE2831FC0F8AC82F173A831C68F2037EF| |98983AFB9F535AD34DBABF3DFF9939336776B699CBA7BD426C9C14D237B9962D161| |726F339CBCCAFADE9A62B935D31165DBDD379335F2F84E8A998CA5EC9B461EAE545| |A8CA7E6A7D793979D6C8E996B158F4CFE4567553CF59C9F283672E4FC1F3055D5F6| |AC463DA5859B58CDC4A3356B37A7649378BAB46C15B5E17C8D83255301693F3563E| |A72F64B2454B37AF84A8AE28FD6E4AA1AE92537CD084080BED23E00C9398126DEFB| |11A7A074C55BB071CB6435D2BD01404FA66A4ED973803DCA23B47945CF225F6D35E| |01CED7806F0BE8DC0612CFA48D34DD1D882B09471C967EEAA30B3B9534174B758C6| |1C61D32D6B383ABBE00E9D8258609341581900544D681698A704B6492EEE7483EF0| |02B84BF70675D0866B388C77837115E8BE0E8CDE0024D5D7C8EEA2B1137BFB496A5| |6253707B1A9CF070CFE1576CC3D5AF85573FC3F34DBD2F293F10B68FD03847E039D| |8780DDD880CA14780AC94199822A53B00DF5B48580F176C0490EEDECE068E71A22A| |D5C0A17361EE1774D7E1DEC273BFE7318204B1767955D9F90B5FB33701B1978EFF0| |16A4C85B60781B187F036C925F8F3A6DCF1EA4DE7DC601E32BD0F78DF11D98A5A87| |E15D5BF0969E03EE301277908C41E311E03198A8A4A0F1A12E5B73114AFC6179AD5| |11F57647782E47792E47792E633C97099ECB1D728FABFEC5B97F63DC9E316ECF580| |05D38A47F84A4EA45724ED8A5A7CE31CE33E6815DDA6F42BDC389410C43B7F3E8C3| |12824B9EAD961C38D89CF3E87B12928F12AE7895DC3EFBC3E1E71D4F956B02AEBBB| |62495340269AF2249791167F15C00F62B164DF29C799EF058F62274A2BABC125D22| |56A3A46A941335CAF11AE51FCFB1DA3D| |-------------------------------------------------------------------|
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Does the +2 and +3 iShift aply for the Apex and Tin-Mage trials as well?
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I dont see anything really wrong with it, other than the fact that Ive never been much of a PvP IO fan outside of PvP, they cost too much for what you get unless you PvP.
Just a few questions/thoughts.
In Fire Cages why did you go with a full set of Gravitational Anchors rather than say a set of Ragnarok? With the kind of damage were pulling down with Fulcrum Shift nothing last long enough to break our immobilizations anyway so more damage right of the bat seems good. Im slotted 5 Ragnaroks + the chance to hold Gravitational Anchor.
For Flash Fire I would slot the Absolute Amazement set rather than Stupefy and for Hot feet I would slot a full set of Multi Strikes, youll get better end reduction, better damage and better accuracy and I think better set bonuses.
Heres my live build right now:
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Horo: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Rchg/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), Dmg-I(5), BasGaze-Acc/Rchg(23), BasGaze-Acc/Hold(39)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(15), Mrcl-Heal(34), Mrcl-Rcvry+(46)
Level 2: Fire Cages -- Ragnrk-Dmg/EndRdx(A), Ragnrk-Dmg(3), Ragnrk-Acc/Dmg/Rchg(5), GravAnch-Hold%(17), Ragnrk-Acc/Rchg(27), Ragnrk-Knock%(46)
Level 4: Siphon Power -- RechRdx-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(40)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Dmg/Rchg(9), M'Strk-Acc/EndRdx(15), M'Strk-Acc/Dmg/EndRdx(25), M'Strk-Dmg/EndRdx/Rchg(31)
Level 10: Siphon Speed -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(36)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(29), Amaze-EndRdx/Stun(42)
Level 14: Boxing -- Acc-I(A)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17), Ksmt-ToHit+(37)
Level 18: Cinders -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-%Hold(21), Lock-EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(27)
Level 20: Speed Boost -- P'Shift-End%(A)
Level 22: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(23), S'fstPrt-ResDam/Def+(48)
Level 24: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(37), DefBuff-I(48)
Level 26: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(37)
Level 28: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(29)
Level 30: Smoke -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(31), DarkWD-ToHitDeb/Rchg(40), DarkWD-ToHitdeb/Rchg/EndRdx(48)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), S'bndAl-Dmg/Rchg(34), S'bndAl-Build%(34)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(43)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(46)
Level 44: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 49: Earth's Embrace -- Heal-I(A)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(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-Regen/Rcvry+(A), Numna-Heal(11)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(21)
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OK I’ll be gentle since you’re new to the forums, April 2011, and I’ll take the time to post this since the game is in patch mode right now. However for future reference please don’t come on the forums asking for build advice without first demonstrating that you’ve made a modicum of effort on your part by posting a build of your own from Mids http://www.cohplanner.com/, unless of course you’re a Mac user since Mids doesn’t run on Mac.
Second while “farming” is a part of the game it’s not looked at favorably you’ll get a better response if you ask a very specific question related to an aspect of your build that you want to improve, such as how do I get my defense soft caped or how do I get perma-hasten.
You also need to keep in mind that just about every question that can be asked has been asked and answered dozens of times already, you just need to find it. Maybe the suggestion you’re looking for isn’t on the forum post titled “The perfect all purpose Fire/Kin troller” but on the first two pages of the forum I found 7 posts with either Fire or Kin in the titles, not counting your two posts, look around and read the forums a bit and you’ll find more than enough info to get you started. Then once you’re in your late 30’s or early 40’s and you’re going to start IO’ing out your build you’ll be able to ask the questions that will get the answers you need.
For now think Defense and Recharge, you can never have too much of either.
You also might try reading the Controller Guides and FAQ’s at the top of the forum, some of it can be VERY dated but it’s a good place to start.
Good Luck in your heroine endeavors. -
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Many different arch types can farm, but since you’re in the controller section roll up a Fire/Kin, for shear killing speed and numbers it’s one of the best.
As far as builds go, look down the list in this form, there are tons, but from what you’re asking and the way you’re asking it, it seems to me you’ve never played a controller before so all the advice in the world would be lacking, my advice level up your controller and see what you think. As you get more experience with it you’ll understand what powers work and what don’t.
Most controllers aren’t really good at farming until they get their pets at 32 and */Kins don’t really shine until they get Fulcrum Shift at 38, so you’ll have lots of time to get the feel for them. Keep in mind that unlike tanks and scrappers controllers are soft targets and die quickly if their holds and other controlls break so recharge is key and it's hard to build in much recharge until late in the game.
Expense wise a good farmer is going to be expansive but you’ll be able to improve your build the more you farm, once you get a purple drop or two and sell it you’ll have all the money you need to fully IO it out, minus any purple sets which are nice but not 100% needed. -
Hop on Mids http://www.cohplanner.com/ and make up a few builds and post them. Then tell us a bit about what you want them to do, are you thinking you want to farm for infl. or purples or do you want to be team support?
As it stands now you just want someone to feed you a build with no thought as to what works for you, if thats all you want there are lots of builds posted below that you can have.
Such as ... http://boards.cityofheroes.com/showthread.php?t=256140 -
Speaking of Super Inspiration, does anyone know how long the level shift one lasts? Is it 60 seconds, the whole mission, or until you level up?
and can it be used by a level 50 +1 to make them level 50 +2? -
Logged on today and ran the LS trial twice, one on a team of 8 and failed, once on a team of 16 and we kicked ***.
I wont run down the full list of salvage but I will say that in those two runs I unlocked my lore slot and crafted my common level enhancement. So its not hard to at least get your common enhancement. -
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Yes and No
The +3% defense does in fact apply while in PvE but since there is no way to be aggressively TPed in PvE ... no villain group has a TP foe power this aspect does not apply.
There are much cheaper ways to gain +3% defense so unless your going for a truly maxed out build and cost is not in issue or your really do PvP the cost of this IO is excessive. -
Yes, thats a very nice list of stats you've got there ... at what about 5 billion influence or months of farming and market manipulation.
Grats on an impressive build just don't think many will be coming close to it. With 6 full purple sets, all the best single IO procs and 2 VERY expensive PvP IO's, the bonuses gained mull and void the build for anyone not willing or able to shell out billions upon billions of influence. -
Spiritual does double duty for a fire controller in that one side of the tree gives +Recharge and +Stun duration, which is nice since we rely on Flash Fire a lot as our main AoE control. So Spiritual is my first pick for Alpha.