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Here's the build for my current farmer. He's soft-capped to S/L. Tactic is typically hovering at the edge of RoA range, hitting Aim, Concentrate, drop RoA, and while RoA is prepping to drop, I fire off Explosive Arrow. If anything survives, I pick it off while I'm waiting on Aim/Concentrate to get back up - they and RoA recharge at about the same speed.
You'll be able to pick off about a set of romans per thirty seconds. Another tactic you can pull off (if RoA hasn't killed everything) is fly in, Drain Psyche, Psychic Shockwave, and Explosive Shot - with World of Confusion on, anything that runs into melee with you has a good chance of being confused rapidly and infecting its friends. I usually have to do that in teams, because nobody will wait for RoA.
Groups of stragglers hopping up at you from underneath make great targets for a Fistfull of Arrows/Psychic Scream attack chain. Single targets drop shockingly, almost hilariously fast to your Snap Shot/Aimed Shot alternating.
Here's the build.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Blaster
Primary Power Set: Archery
Secondary Power Set: Mental Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Snap Shot -- Decim-Build%(A), Decim-Acc/Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Dmg/Rchg(9), Decim-Dmg/EndRdx(43)
Level 1: Subdual -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-Acc/Immob(27), Enf'dOp-Acc/Immob/Rchg(31), Enf'dOp-EndRdx/Immob(34), Enf'dOp-Acc/Rchg(43), Enf'dOp-Immob/Rng(43)
Level 2: Fistful of Arrows -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(3), Posi-Dmg/Rng(3), Posi-Dmg/Rchg(5), Posi-Dmg/EndRdx(5)
Level 4: Aimed Shot -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(7), Apoc-Acc/Rchg(40), Apoc-Acc/Dmg/Rchg(50), Apoc-Dmg/Rchg(50)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(50)
Level 8: Hover -- LkGmblr-Rchg+(A)
Level 10: Psychic Scream -- Posi-Dmg/Rng(A), Posi-Dam%(11), Posi-Acc/Dmg/EndRdx(11), Posi-Dmg/Rchg(15), Posi-Dmg/EndRdx(17)
Level 12: Explosive Arrow -- Posi-Dmg/Rng(A), Posi-Dmg/Rchg(13), Posi-Dam%(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dmg/EndRdx(17)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A)
Level 16: Concentration -- AdjTgt-Rchg(A), AdjTgt-ToHit(19), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-ToHit/Rchg(40), AdjTgt-EndRdx/Rchg(42)
Level 18: Aim -- GSFC-Build%(A), GSFC-Rchg/EndRdx(19), GSFC-ToHit/Rchg/EndRdx(37), GSFC-ToHit/Rchg(37), GSFC-ToHit(42), GSFC-ToHit/EndRdx(42)
Level 20: Drain Psyche -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(21), Efficacy-Acc/Rchg(21), Efficacy-EndMod/Acc/Rchg(34), Efficacy-EndMod/Rchg(45), Efficacy-EndMod(46)
Level 22: Mind Probe -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(23), KntkC'bat-Dmg/EndRdx(25)
Level 24: Boxing -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/EndRdx/Rchg(25), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx(31)
Level 26: Tough -- S'fstPrt-ResDam/Def+(A)
Level 28: World of Confusion -- CoPers-Conf/EndRdx(A), CoPers-Conf%(29), CoPers-Acc/Rchg(29), CoPers-Acc/Conf/Rchg(46), CoPers-Conf/Rchg(46), CoPers-Conf(48)
Level 30: Weave -- LkGmblr-Rchg+(A), DefBuff-I(31), DefBuff-I(48)
Level 32: Rain of Arrows -- Posi-Dam%(A), Posi-Dmg/Rchg(33), Posi-Dmg/EndRdx(33), Posi-Acc/Dmg(33), Posi-Acc/Dmg/EndRdx(34)
Level 35: Kick -- KntkC'bat-Knock%(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(36)
Level 38: Psychic Shockwave -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Dmg(40)
Level 41: Snow Storm -- ImpSwft-Dam%(A)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), DefBuff-I(45)
Level 47: Hibernate -- RechRdx-I(A)
Level 49: Fly -- Zephyr-ResKB(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Stamina -- EndMod-I(A) -
Archery is -awesome- for soloing, and so is Kinetics, so I'd imagine so. I have an Archery/MM blaster, and what I do on him is just Aim/Buildup/RoA/Explosive and a whole spawn of +0/8 is dead. Single target rotation is just your tier 1 and 2 alternated. My Arch/MM actually replaced my Fire/Kin as my favorite farmer a long while back. You're out a Buildup when you're not a blaster, but Fulcrum Shift more than makes up for that - as a Corr you'd just run in, fulcrum shift, Rain, and probably toss off Siphon Speed/Transference/Transfusion or whatever you need while you wait for the rain to fall.
Needless to say you'd want to slot for soft-capping S/L and try to avoid other types of enemies when you can, but almost everything has a S/L component. -
You've got the basics. It's just about tweaking - you were a bit above softcap on S/L, which some people do advocate - it gives you a tiny buffer against cascading defense failure. I've found, though, that if you get screwed by the RNG enough to kill you with 45%, you're usually screwed enough that 49% won't save you. I'll post a bit of a tweaked build - it's got more recharge, less defense, and I pretty much removed the Resistance slotting completely - your HP pool just isn't big enough, even with Earth's Embrace, to make Resistance matter much.
I also moved -4 KB to Toughness - I haven't bought one in a long while but last I recall it was cheaper than a BotZ. Might have changed since the nerf to BotZ, it's whatever's cheaper, and putting it as your only slot in Super Jump will let you just take that slot out of Toughness.
I removed all your accuracy slotting, and put Gaussian's into Tactics - you'll have the End, run that sucker for the chance to buildup, and don't worry about Acc.
Anyway, here's the build as I tweaked it - I kept all your powers in the same place, and slotting didn't change enough that your playstyle should change.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Stone Kin-Joe3: Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-EndRdx/Rchg/Hold(31), BasGaze-Rchg/Hold(31), Lock-%Hold(50)
Level 1: Transfusion -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(5), Dct'dW-Rchg(5)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob/Rchg(11), Enf'dOp-Acc/Immob(11)
Level 4: Siphon Power -- RechRdx-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15)
Level 8: Boxing -- Empty(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(33)
Level 12: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(15), M'Strk-Dmg/Rchg(17), M'Strk-Acc/EndRdx(17), M'Strk-Acc/Dmg/EndRdx(19), M'Strk-Dmg/EndRdx/Rchg(19)
Level 14: Super Jump -- Jump-I(A)
Level 16: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(21), Stpfy-Acc/EndRdx(21), Stpfy-Stun/Rng(23), Stpfy-Acc/Stun/Rchg(23)
Level 18: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), Lock-%Hold(29)
Level 20: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31)
Level 22: Speed Boost -- EndMod-I(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34)
Level 26: Siphon Speed -- RechRdx-I(A)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29)
Level 30: Tactics -- GSFC-Build%(A), GSFC-ToHit/Rchg/EndRdx(34), GSFC-ToHit/EndRdx(36), GSFC-ToHit/Rchg(36), GSFC-Rchg/EndRdx(40), GSFC-ToHit(46)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(37)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(40)
Level 38: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(48)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Dam%(43), FrcFbk-Rechg%(43)
Level 44: Seismic Smash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(45), T'Death-Dmg/Rchg(45), T'Death-Acc/Dmg/EndRdx(45), T'Death-Dmg/EndRdx/Rchg(46), T'Death-Dam%(46)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48)
Level 49: Earth's Embrace -- RgnTis-Heal/EndRdx/Rchg(A), RgnTis-Regen+(50), RgnTis-Heal/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(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(13), Mrcl-Rcvry+(25)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(33), P'Shift-EndMod(33), P'Shift-EndMod/Rchg(34) -
In my experience, when Transference is recharging faster, you don't mind hitting it more often. Your two main damage powers are Hot Feet and Fire Cages - you can get away with Fire Cages -> Fulcrum Shift -> Fissures -> Fire Cages -> Transference, rinse, repeat, subbing in your heal when necessary.
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For the set bonuses. 6.25% recharge and 2.5% recovery are nothing to sneeze at. Remember that Fulcrum Shift will be damage capping you most of the time - the only reason I slotted Hot Feet and Fire Cages for damage were that you can't plan on starting out every fight with a full Fulcrum Shift, and those do damage from the very opening of the fight. Fissure is something you hit once the fight is in full swing, after the first Fulcrum Shift.
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I think I'm going to exercise the "wrestling with pigs" method of conversation, now. Anyone with two brain cells to rub together can see the flaws in your logic, I don't need to point 'em out. Thanks for the excellent illustration of how not to help people learn the coolest arch in the game.
For those reading for actual build information: my previous mistake on Earth's Embrace is easy to correct in the build. The uniques placed in that power aren't "procs", they are effects that are always on, as long as the power lasts. By replacing the Numina's Heal with a Numina's Heal/Rech, EE becomes perma, thus giving the same functionality with a very slight loss in HP. -
Oh hell, you're right. I haven't played since they added the new powers to the APPs, so for some reason I thought Embrace was an always-on. To address your critique of my slotting of boxing, the chance for knockback is there mostly for fun. It's entirely ignorable for someone who doesn't care about the fun of punching someone in the face and sending them flying, as a troller. I looked at what I could do with one slot, and it sounded hilarious.
We're trying to help people, here, and blindly posting builds without letting people know how/why they work doesn't help them. You don't remember me, but my build is as bad as the last time you saw it? Pick one, please.
Your build is -wildly-, exorbitantly expensive without being effective. It's irresponsible to tell someone new to trollers to spend over a billion influence on a build that doesn't work any better than one with cheaper IOs. Yeah, I'm sure it works for you - it's only marginally worse than the build I posted - but straight SOs "work". -
You're about 3.7% over softcap S/L, with about 25% less recharge...using purples, HOs, and PvPs...than the build I just posted. Mind posting some commentary about what your build is about?
Any reason you went with Super Jump over Inertial Reduction? Looks like you slotted Hotfeet for damage, but not Fire Cages - and then you only put one slot into recharge for Fulcrum Shift, which means you might not be able to maintain damage cap for your Fire Cages (which are about half your damage in a proper Fire/Kin AoE damage build).
...hey, wait a minute. Weren't you the guy, back when I was farming with Delta Thermal, who said that you didn't think the build I posted could farm bosses of any level? Then, when you came to Virtue and watched me do it, you said that it didn't count unless they were 54 bosses that didn't do S/L damage? -
I don't know if anyone remembers my old Delta Thermal build, but I've recently come back to CoH (sort of) and I'm leveling a new Fire/Kin - this is the build I'm using. It may be a bit expensive, but most of it is in +rech LotGs or Numina/Miracle uniques; those can probably be dropped. Get whatever 4 basilisks are cheapest, you're almost never actually going to use those. Also, you can substitute in cheaper defense/endred enhancements in the defense powers to avoid LotGs, and pure Healing IOs into Health/Earth's Embrace until you can afford the other stuff (or move those slots elsewhere). Getting the Fitness powers for free have really made Fire/Kin/Earth a no-brainer build now, and I can only imagine Alpha slots make it better than ever.
This build is 7s off of permahasten without any Siphon Speed, and .3s off perma with one stack. I haven't actually played it yet; it may need more Endred in Hot Feet, but I'm betting that with Siphon Speed and the Force Feedback proc, Transference will keep you topped off. As always on these builds, you fight S/L enemies in huge groups (preferably without bosses) and Fire Cages/Hotfeet does the majority of your damage with Fissure there mostly for the proc. Since Fire Cages and Hot Feet are slotted for damage, Fulcrum Shift can lose a couple stacks, and with Earth's Embrace/Health/+regen procs, you should be quite survivable.
If you do end up dropping stuff for more EndRed, remember that shifting slots out of Health/Earth's Embrace into Boxing and slotting Kinetic Combat grabs a whole lot of S/L def.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Science 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- (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (27) Basilisk's Gaze - Recharge/Hold
- (29) Basilisk's Gaze - Endurance/Recharge/Hold
- (29) Basilisk's Gaze - Accuracy/Recharge
- (A) Touch of the Nictus - Chance for Negative Energy Damage
- (39) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
- (40) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
- (40) Touch of the Nictus - Accuracy/Endurance/Recharge
- (40) Touch of the Nictus - Healing
- (A) Positron's Blast - Chance of Damage(Energy)
- (5) Positron's Blast - Accuracy/Damage/Endurance
- (5) Positron's Blast - Damage/Recharge
- (13) Positron's Blast - Damage/Range
- (15) Positron's Blast - Damage/Endurance
- (15) Trap of the Hunter - Chance of Damage(Lethal)
- (A) Enfeebled Operation - Accuracy/Endurance
- (31) Enfeebled Operation - Endurance/Immobilize
- (31) Enfeebled Operation - Immobilize/Range
- (31) Enfeebled Operation - Accuracy/Recharge
- (34) Enfeebled Operation - Accuracy/Immobilize
- (37) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (7) Recharge Reduction IO
- (A) Obliteration - Chance for Smashing Damage
- (9) Obliteration - Accuracy/Damage/Endurance/Recharge
- (9) Obliteration - Damage
- (11) Obliteration - Accuracy/Recharge
- (11) Obliteration - Damage/Recharge
- (13) Obliteration - Accuracy/Damage/Recharge
- (A) Recharge Reduction IO
- (A) Stupefy - Chance of Knockback
- (A) Steadfast Protection - Resistance/+Def 3%
- (19) Steadfast Protection - Knockback Protection
- (A) Luck of the Gambler - Recharge Speed
- (17) Luck of the Gambler - Defense
- (17) Luck of the Gambler - Defense/Endurance
- (A) Basilisk's Gaze - Recharge/Hold
- (19) Basilisk's Gaze - Endurance/Recharge/Hold
- (43) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (45) Basilisk's Gaze - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (21) Luck of the Gambler - Defense
- (21) Luck of the Gambler - Defense/Endurance
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (23) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (27) Gaussian's Synchronized Fire-Control - To Hit Buff
- (A) Luck of the Gambler - Recharge Speed
- (46) Luck of the Gambler - Defense
- (A) Recharge Reduction IO
- (A) Unbounded Leap - +Stealth
- (A) Recharge Reduction IO
- (A) Call to Arms - Defense Bonus Aura for Pets
- (33) Call to Arms - Endurance/Damage/Recharge
- (33) Call to Arms - Accuracy/Damage/Recharge
- (33) Call to Arms - Damage/Endurance
- (34) Call to Arms - Accuracy/Recharge
- (34) Expedient Reinforcement - Resist Bonus Aura for Pets
- (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (36) Efficacy Adaptor - Accuracy/Recharge
- (36) Efficacy Adaptor - EndMod/Recharge
- (36) Efficacy Adaptor - EndMod
- (37) Efficacy Adaptor - EndMod/Endurance
- (37) Efficacy Adaptor - EndMod/Accuracy
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Force Feedback - Chance for +Recharge
- (42) Stupefy - Accuracy/Stun/Recharge
- (42) Stupefy - Stun/Range
- (42) Stupefy - Accuracy/Endurance
- (43) Stupefy - Endurance/Stun
- (43) Stupefy - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance
- (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (48) Basilisk's Gaze - Endurance/Recharge/Hold
- (48) Basilisk's Gaze - Recharge/Hold
- (48) Basilisk's Gaze - Accuracy/Recharge
- (A) Regenerative Tissue - +Regeneration
- (50) Numina's Convalescence - +Regeneration/+Recovery
- (50) Numina's Convalescence - Heal
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift- (A) Run Speed IO
- (A) Jumping IO
- (A) Miracle - +Recovery
- (46) Miracle - Heal
- (50) Miracle - Heal/Endurance
- (A) Performance Shifter - Chance for +End
- (3) Performance Shifter - EndMod/Accuracy
- (3) Performance Shifter - EndMod
- (46) Performance Shifter - EndMod/Recharge
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Argh, I have a frustrating problem. When City of Heroes loads, I have a problem that clicking on any of the buttons does not work - for example, I can enter my username/password and hit enter to log in, but I can't hit the 'log in' button - the animation for clicking it shows, but it doesn't actually attempt to log in. Once logged in, clicking on the servers or even the Back To Login button is the same - it does nothing.
So frustrating! I tried verifying files and running in safemode.
ETA: To log in, I hit enter rather than clicking a button. -
When a Silly Little Bubble takes you from being hit 50% of the time to being hit 5% of the time, it in fact does not make you take 4 hits instead of 2. It takes you from 2 hits to 20 hits, more than enough time for your regen to kick in and heal you, and for your team to take down the spawn.
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Quote:You might not be willing, Local_Man, but that doesn't mean it isn't a mathematically superior option. I find leadership toggles to - except in specific situations - be extremely inefficient. Sometimes, if I had access to a fifth pool, there's a point at which I might take Maneuvers - but usually I'll take Leadership only in a build specifically made to run with multiple other people who are also specifically taking Leadership.I don't think that I have any controllers where I would be willing to give up 3 powers that have specific utility and all those slots for defense from the fighting pool. I prefer to do stuff with as many tools as possible rather than manage toggles. I'm not a big fan of Leadership on Controllers, either, even though some folks love it. I feel like I would have to give up too much to fit in those three powers.
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+4 is not enough to get a bonus to hit. 54 bosses will not hit you more than 50 bosses. They'll do more damage, and take a lot longer to kill - 50 bosses are a lot more efficient, in an xp/inf per minute situation.
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Agreed. I tossed a six-slot of Razzle Dazzle into Oppressive Gloom on my Emp/Sonic duo - I think I'm really going to like that chance for immobilize.
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Yes, Boxing, really. I have the fighting pool on almost all my characters. If you build for defense, Weave is often what allows you to go from 'Meh, defense' to 'OMG DEFENSE'. Boxing can also hold the Stupefy set - more than 3% ranged defense and 6.25% recharge is nothing to sneer at. Tough also nets you +3% defense and mag 4 knockback protection from Steadfast Protection. Slotted up, those three powers net you about 10% defense to all and another 3.13% ranged defense, as well as 13.75% global recharge from a LotG 7.5% and Stupefy's 6.25%. Recharge on a Controller is king, even if you don't agree about defense (which you should - soft-capped defense is literally capable of making you live ten times longer in a fight, and each percent blocks -more- damage as it goes up instead of having less effect as with recharge).
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I usually choose Jumping over Flight for Combat Jumping - it's incredibly cheap endurance-wise, gives you a bit of defense that is often critical for soft-capping (and allows a LotG 7.5%), and provides (in my opinion) better combat mobility than the very, very slow Hover or suppressed Fly. Air Superiority, while undoubtedly the best pool attack, has never struck me as particularly necessary for a Controller who is probably going to have Boxing and Seismic Smash to alternate with their single-target hold at the very least if they want to focus on single-target damage. Any mitigation from that knockup is going to be met or exceeded by a stacked hold, and anything that's not getting held probably isn't getting knocked up.
Super Jumping is also probably my favorite travel power - vertical movement that blows Super Speed away, speed that blows Fly away, endurance economy that blows teleport away. It's the 'middle of the road' power that's actually more like 3/4 down the road in all directions, hedging out the practical utility of the other travel powers.
Now, in a tight build I'll still go with Super Speed - Hasten is just plain -necessary- on some builds, and sometimes that speed and stealth matter.
And for a blaster or another character I'm going to max out ranged defense on (like my Ill/Rad) hover/fly take the cake.
But if I'm going to need to mix it up in melee at all, I'll almost always go Combat Jumping and Super Jump. -
Why Obliteration in Hot Feet? A big increase in cost and in slots for what, 3% recharge? As you approach the recharge cap (which both builds hit at times in some powers) extra recharge does less and less. The difference between 300% recharge (1/4 recharge time) and 400% recharge (1/5 recharge time) is a lot less than the difference between 200% (1/3 recharge) and 300% (1/4). And the damage slotting does you no good for a farming build - or a character teaming with a decent number of people. And will do even less post-i16.
And you put 'weird mistakes' in quotes. Are you seriously saying the extra slot of jump speed in Hurdle is a -good- choice for a farming build? Or that Super Jump is superior on, say, an ITF where you might have people with just SS to Inertial Reduction, which doesn't suppress and can be shared with your allies?
Oh, wait. You changed that build and took Earth's Embrace instead of Super Jumping (so it's not the same build), leaving you with Combat Leaping and Hurdle as your travel power. I guess if you're not -ever- leaving AE that works, but even then, that slot from Hurdle could go somewhere else and do more good. -
Except, uh, that Electric Feel's build has some really weird mistakes in it. So I redid it completely from the ground up. Which is why I posted the new one you linked to.
Folonius: Except Chaos is right. You have to actually -complete- the build. And if you farm against 50 Maniac Slammers - well, let's just say I die maybe once an hour if I'm not paying attention, and nowadays I actually run two accounts at once and still don't die even while alt-tabbing.
And you left Dark Castle and took me off of you global for some reason. I get the feeling that I pissed you off somehow without ever talking to you. WTF, man? -
Celestia: Not bad at all! Kind of expensive with the purples, but an excellent end-game build.
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Have posted the new and updated build - it's probably a bit more expensive than before with how expensive Kinetic Combat has been lately (when I bought it, it was -much- cheaper) but it's really pretty damned cheap when you look at how much you can make with it. Link is in the sig.
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Hi, guys. I've posted the old build made by Black Bellatrix quite a lot, but this is the build I'm actually -using-, and it's changed a bit from what BB originally suggested to me. Lots of people have been requesting this build, so I'm putting it up in one spot where people can find it and search for it easily. So disregard what was posted in other threads, this is the one I actually use. From now on, when people ask for a Fire/Kin build for farming, I'll just post a link to this thread.
Main features: Soft-capped Smashing/Lethal defense, major recharge, the ability to make a billion influence in a day.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Delta Thermal: Level 50 Technology Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
------------
Level 1: Char
(A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
(17) Basilisk's Gaze - Endurance/Recharge/Hold
(19) Basilisk's Gaze - Recharge/Hold
(19) Basilisk's Gaze - Accuracy/Recharge
Level 1: Transfusion
(A) Doctored Wounds - Heal
(7) Doctored Wounds - Recharge
(13) Doctored Wounds - Heal/Recharge
(15) Doctored Wounds - Heal/Endurance/Recharge
(15) Doctored Wounds - Heal/Endurance
(17) Accuracy IO
Level 2: Fire Cages
(A) Enfeebled Operation - Accuracy/Endurance
(3) Enfeebled Operation - Endurance/Immobilize
(3) Enfeebled Operation - Immobilize/Range
(5) Enfeebled Operation - Accuracy/Recharge
(5) Enfeebled Operation - Accuracy/Immobilize
(7) Enfeebled Operation - Accuracy/Immobilize/Recharge
Level 4: Siphon Power
(A) Accuracy IO
Level 6: Combat Jumping
(A) Luck of the Gambler - Recharge Speed
(40) Luck of the Gambler - Defense
Level 8: Hot Feet
(A) Curtail Speed - Endurance/Recharge/Slow
(9) Curtail Speed - Accuracy/Endurance
(9) Curtail Speed - Damage/Slow
(11) Curtail Speed - Accuracy/Slow
(11) Curtail Speed - Range/Slow
(13) Endurance Reduction IO
Level 10: Siphon Speed
(A) Curtail Speed - Accuracy/Slow
(40) Curtail Speed - Accuracy/Endurance
(43) Curtail Speed - Endurance/Recharge/Slow
(46) Curtail Speed - Range/Slow
(48) Recharge Reduction IO
Level 12: Hurdle
(A) Empty
Level 14: Health
(A) Numina's Convalescence - +Regeneration/+Recovery
(34) Regenerative Tissue - +Regeneration
(37) Numina's Convalescence - Heal
(40) Healing IO
Level 16: Flashfire
(A) Stupefy - Accuracy/Recharge
(27) Stupefy - Endurance/Stun
(31) Stupefy - Accuracy/Endurance
(34) Stupefy - Stun/Range
(34) Stupefy - Accuracy/Stun/Recharge
Level 18: Cinders
(A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
(23) Basilisk's Gaze - Endurance/Recharge/Hold
(23) Basilisk's Gaze - Recharge/Hold
(27) Basilisk's Gaze - Accuracy/Recharge
Level 20: Stamina
(A) Performance Shifter - Chance for +End
(21) Performance Shifter - EndMod
(21) Endurance Modification IO
Level 22: Speed Boost
(A) Endurance Modification IO
Level 24: Hasten
(A) Recharge Reduction IO
(25) Recharge Reduction IO
(25) Recharge Reduction IO
Level 26: Boxing
(A) Kinetic Combat - Damage/Recharge
(50) Kinetic Combat - Damage/Endurance/Recharge
(50) Kinetic Combat - Damage/Endurance
(50) Kinetic Combat - Accuracy/Damage
Level 28: Tough
(A) Steadfast Protection - Resistance/Endurance
(29) Steadfast Protection - Knockback Protection
(29) Aegis - Resistance/Endurance
Level 30: Weave
(A) Luck of the Gambler - Recharge Speed
(31) Luck of the Gambler - Defense
(31) Luck of the Gambler - Defense/Endurance
Level 32: Fire Imps
(A) Call to Arms - Defense Bonus Aura for Pets
(33) Call to Arms - Endurance/Damage/Recharge
(33) Call to Arms - Accuracy/Damage/Recharge
(33) Call to Arms - Damage/Endurance
Level 35: Transference
(A) Efficacy Adaptor - EndMod/Accuracy/Recharge
(36) Efficacy Adaptor - EndMod/Recharge
(36) Efficacy Adaptor - Accuracy/Recharge
(36) Efficacy Adaptor - EndMod/Endurance
(37) Efficacy Adaptor - EndMod/Accuracy
(37) Efficacy Adaptor - EndMod
Level 38: Fulcrum Shift
(A) Accuracy IO
(39) Recharge Reduction IO
(39) Recharge Reduction IO
(39) Recharge Reduction IO
Level 41: Fissure
(A) Stupefy - Accuracy/Stun/Recharge
(42) Stupefy - Stun/Range
(42) Stupefy - Accuracy/Endurance
(42) Stupefy - Endurance/Stun
(43) Stupefy - Accuracy/Recharge
(43) Force Feedback - Chance for +Recharge
Level 44: Seismic Smash
(A) Kinetic Combat - Knockdown Bonus
(45) Kinetic Combat - Damage/Endurance
(45) Kinetic Combat - Damage/Recharge
(45) Kinetic Combat - Damage/Endurance/Recharge
(46) Accuracy IO
(46) Recharge Reduction IO
Level 47: Rock Armor
(A) Luck of the Gambler - Recharge Speed
(48) Luck of the Gambler - Defense
(48) Defense Buff IO
Level 49: Inertial Reduction
(A) Jumping IO
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Containment
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Safest? Probably. Fastest? No. Fire/Kin is probably the fastest, most-damaging controller unless you've got a rather large team of F/Rads going all at once.
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I never use an Emp. I solo-farm with my fire/kin - and when I team up, I like to have someone with more damage, not with heals. Another fire/kin works great, or a fire/fire tank or fire/fire blaster if they can survive in the fray.
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Bahahahaahah! -Is- 857m in one day a high score? Because apparently it -is- bad, and I -did- break the game.
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Are you talking solo, or in a team? A Fire/Rad superteam is pretty much hands down the best at anything. Solo, I'd say Fire can't hold a candle to Illusion when we're talking single target.