Mercadia

Informant
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  1. [ QUOTE ]
    FIRE/KINETICS CONTROLLER

    lvl 1a) Ring of Fire CONTROL:ROOT (single,immob)
    lvl 1b) Transfusion (de)BUFF:HEAL (ae,debuff)
    lvl 2) Char CONTROL:MEZ (single,hold)
    lvl 4) Fire Cages CONTROL:ROOT (ae,immob)
    lvl 6) Smoke (de)BUFFEBUFF (ae,acc)
    lvl 8) Hot Feet CONTROL:ROOT (ae,immob)
    lvl 10) [pool] Hasten (de)BUFF:BUFF (self,speed)
    lvl 12) Flash Fire CONTROL:ROOT (ae,disorient)
    lvl 14) [pool] Super Speed MOVE (self,run)
    lvl 16) Siphon Power (de)BUFF:BUFF (ae,debuff)
    lvl 18) Cinders CONTROL:MEZ (ae,hold)
    lvl 20) Speed Boost (de)BUFF:BUFF (single,speed)
    lvl 22) [pool] Hurdle MOVE (self,jump)
    lvl 24) [pool] Health (de)BUFF:HEAL (self,hp)
    lvl 26) Bonfire CONTROL:KNOCK (ae,damage)
    lvl 28) Transferrence (de)BUFF:BUFF (single,debuff)
    lvl 30) [pool] Stamina (de)BUFF:HEAL (self,end)
    lvl 32) Fire Imps CONTROL:PET (ae,damage)
    lvl 35) Increase Density DEF (single,mez)
    lvl 38) Fulcrum Shift (de)BUFF:BUFF (ae,debuff)
    Not Taken) Inertial Reduction (de)BUFF:BUFF (ae,jump)
    Not Taken) Repel CONTROL:KNOCK (single,damage)
    Not Taken) Siphon Speed (de)BUFFEBUFF (single,buff)
    [/LIST]
    [/ QUOTE ]

    Some things I'd like to point out as a Fire/Kin player:

    First, Transferrence isn't availible until level 35. You have it listed at 28th.

    Hot feet is not an immobilization attack. It's a slowing attack, similar to caltrops from the devices set. Villans will try to get out of the hot feet's range, and this can spread them out to the point where the whole spawn can't be caught in a single AoE anymore.

    Those were facts, the following are my opinions based on experiance:

    You want some vertical mobility. Superspeed is nice, but it's limiting even with hurdle. As a kinetics, inertial reduction gives you superjump without forcing you to spend a power choice in a prereq, or taking up a valuable power pool. I strongly recommend taking it when (or soon after) it becomes available at 28th.

    Ring of fire really isn't *too* useful once you have stamina. Early on, it's nice to root a single mob without having to pay the increased endurance cost for fire cages. Once endurance isn't a problem, you really don't mind the cost of fire cages. (The only thing you worry about is accidentally waking up another spawn w/ it's AoE) It's an okay damage-dealing attack if you're soloing, but is completely outclassed by fire imps when you get them. I'd actually suggest ignoring ring of fire completely, or taking it for the early levels and respecing it away post 34th when you ahve fire imps 6-slotted.

    Look into the leadership pools now that your pets benefit from them when you're soloing. Defense and Tactics are nice. I really need to copy my character over to test and figure out if vengance works on the corpse of a dead fire imp.


    Level 30 is far, far too long to wait for stamina, especially since Transferrence doesn't come until 35th. I'd get stamina at 20 or 22 and start slotting it so that it's 6-slotted before level 27 when you can place store-bought SOs in it.
  2. [ QUOTE ]
    Quason, I think he's saying that after he uses AB, that endurance recovery halts, not that he gets dropped to zero. With any amount of endurance remaining, toggles stay up.

    [/ QUOTE ]

    Not for long though. I have a 48th Empath. I'm usually running Tactics, Manuvers, and Stealth. If I'm going to get hit with 20 seconds of zero endurance gain, then both Tactics and Manuvers are going to have to get shut down in order to help ensure that I have enough endurance to use my heals. Even if we assume that my endurance was full when I launched AB, that's still far too dangerous, especially against certain AVs at the higher end, like Chimera. (A praetorean AV who never missed an even level blaster with pre-nerf SG, hasten, cloacking device, 5x slotted defender manuvers, 5x slotted fortitude, and grant invisibility.)

    Thus I'd rather have the disorient effect than zero endurance recovery. At least I might be able to work around a disorient by having it cleared somehow.

    Overall I share the opinion that some of the above posters have mentioned. Far too may of the end powers for a lot of power sets have too much of a drawback.