Star_Sentinel

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  1. I'm just curious, if your goal in a farm mish is to get from one mob to the next, why wouldn't you pick up Hasten/Super speed only? If you want to jump, get Inertial Redux. I've gone that route, and couldn't be happier.

    Also, for Fire Cages I've found that slotting damage isn't really worth it. There are two PROCs that help with that though. Trap of the Hunter: Chance for Lethal Damage and Positron's Blast: Chance for Energy Damage. When/If they fire it will do greater damage than slotting damage ever could. Hot Feet and later Fire Imps are doing your major damage for you. And they are worth slotting Damage in them.
  2. Star_Sentinel

    Moving Day!

    [ QUOTE ]
    My box has a flavor! (^o^)

    [/ QUOTE ]

    I hate to be the one to tell you pohsyb, but your avatar spells your name "pohsby." Mistake? or some neat new clue?

    EDIT: NM. I posted this before reading the post about the Meet & Greet.
  3. [ QUOTE ]
    for what reason do you think Fire/Kins are hated?

    I've got a lvl 21 right now, and I haven't noticed any haters, should I do a different toon?

    [/ QUOTE ]

    FireKins are hated on the boards (mostly). The reason is that they have become the P.L. Kings. Waaaaay back before i4, the Fire tankers were the kings of PLing. There were factors contributing to that, such as no aggro cap (get almost a whole map worth of foes to fight) and stacking (5-10 foes standing where only 1 should be able to) and of course Burn didn't have a fear component so the foes would just stand there and get fried over and over.

    Now, that title has passed on to the Fire/Kins because they can do tons of damage, and move super quickly thanks to Siphon Speed. So, outdoor map clearing for them is a snap. This has lead to Nerfherding and quite frankly I can't say I disagree wholeheartedly. I personally disagree with Powerleveling because it creates high level players that don't know how to play, they just want all the end game without working for it. The nerf requests have come because a few bad apples are spoiling the bunch sadly.

    EDIT: I should also state that the guide forum isn't the best place for a discussion on Nerfing or Powerlevers. Please head to the Controller forums if you want to chat about it further. Thanks.
  4. [ QUOTE ]
    Trying to follow this guide, I've been running radio missions in PI for almost entirely CoT/Carnival of Shadows to get the Arcane Salvage. I've been selling off the common IO recipes and crafting the uncommom and rares. I have about a half dozen IOs on the market now that I posted for exactly one million influence, and I've had them out there for a week. No sales.

    The only money I've made so far is by defeating enemies pretty much.

    [/ QUOTE ]

    You can also go after the CoT in the Shadow Shard. They drop Magic Salvage as well
  5. [ QUOTE ]
    Awesome job Star_Sentinel props to you. I wish we could sticky this on the controller forum so we could stop seeing thousand and one questions about fire/kins.

    Or maybe sticky a link to this guide on the troller forum.

    Great Job.

    [/ QUOTE ]

    Hopefully having this guide around will at least slow all the Fire/Kin questions in the troller forums. I think that it is odd we haven't had a Fire/Kin guide until now. Maybe there was that FoTM/Y stigma associated with doing one or maybe those who could do it were out playing. I don't know. Glad to help out with it. I really couldn't have done it without you guys.
  6. [ QUOTE ]
    A very nice guide, thanks for compiling this! I know many have been asking for a Fire/Kin guide for a long time.

    One thing I wanted to throw out there is about Smoke. There is one very situational, but extremely effective use for this power early. When two mobs are close to each other, one can be smoked while the other is engaged. The smoked mob stands there yakking while you and your team are ganking.

    [/ QUOTE ]

    Good point. Great example of that is in a respec trial, in the room with the doors before the reactor core. You dont want to aggro 2 or 3 groups at once. That's for sure. Thanks for the idea.
  7. I have put up the Guide for FireKins that we have been working on in the Player Guides Section:

    Striking the Match, A Fire/Kin's Guide
  8. About this guide:

    This guide has truly become a community guide. It is in no way my own creation, but a collaboration of many great minds. Thank you to all those who have contributed and even done spell checking for me since I /phail at spelling .

    A very special thanks to (in no particular order):
    FunkyWaltDogg
    Reinman
    UnicyclePeon
    Miraja
    FuegoTrue
    gmanskillaz

    |-------------------------------------------------------|

    Table of Contents:

    1. Why a Fire/Kin?
    2. Archetype specifics
    3. The Powers
    4. Slotting Recommendations
    5. Strategery (You heard me!)
    6. Where to hunt
    7. UnicyclePeon's IO recommendations
    8. Reinman's Quick and Easy way to 50.



    |-------------------------------------------------------|

    [u]1. Why a Fire/Kin?[u]

    This is a question that many have to ask themselves when they are rolling a character. Are you doing this because it fits a concept you have in mind for a character? Or are you doing this because it is a FoTM for the last few years (Since containment started IIRC) and you've heard or seen firsthand what they are truly capable of? They're fun to play and if you're only doing this to be a PL'r please don't. You're not helping anyone if you're PLing them. You're just going to make level 50 newbs, and we don't need them in COH.

    |-------------------------------------------------------|

    [u]2. Archetype Specifics[u]

    Containment- Containment is a Controller specific attribute that typically does double damage to foes who are held/immobilized or otherwise incapacitated. Why 'typically' double? Not every power gets the double damage boost(Spectral Wounds gets around 150% damage boost vs. 200%) or only hits double damage 75% of the time (Hot feet). The name of the game for controllers now is "Contain contain cont... They're dead Jim."

    A controller's role has changed in the last few years from the "lock 'em down" archetype to a true damage contributor. Standing above the rest tends to be the Fire/ controllers. Why? Fire is one of the least resisted damage types, and though is typically damage over time, it just wears down the enemy's health bar in a way that makes you feel all warm and tingly inside.

    What about Fire/?
    Fire control isn't great at locking down foes but it is good at doing damage. You get a single target hold, a single target immob, a group immob, a long recharge group hold and a group disorient. The rest are tooled at dealing damage.

    What about /Kinetics?
    Kinetics always reminds me of a symbote or a vampire. You weaken others to strengthen yourself. You take their health and boost yours. You take thier damage and boost yours. With the Tier 9 power you'll wish the foes were harder to give you more of a challenge.

    |-------------------------------------------------------|

    [u]3. The Powers[u]

    Special thanks to FunkyWaltDogg for compiling all the great details below the power descriptions.
    Another special "Thank you" to Mid for creating the Mid's Hero Designer.


    Fire Control

    1)Ring of Fire- Ranged, Moderate DoT(Fire), Foe Immobilize Immobilizes your target in a Ring of Fire, dealing Fire damage over time. More resilient foes may require multiple Fire Rings to Immobilize. Damage: Moderate(DoT), Recharge: Fast
    Range: 80 ft
    Cast time: 1.17 s
    Recharge time: 4 s
    Endurance cost: 7.8
    Accuracy modifier: 1.2
    Damage: 0.22 DS * 5 = 1.1 DS (Fire)
    Mez: Mag 4 Immobilize
    A great level 1 immobilize power. It's got a four second recharge, which is nice, but it's only an immobilize (though there is a -fly capability to it which is great for those pesky fliers in game as well as PVP). The baddies can still hit you, which I'm not fond of. It is lighter on the End usage than Char, but I still pick Char over this one at level one for the holding purposes. You may want to pick it up at some point though.

    1)Char- Ranged, Moderate DoT(Fire), Foe Hold Incapacitates a distant foe by Charring him with smoldering soot and cinders. The target is left helpless, choking on the soot. Damage: Moderate(DoT), Recharge: Moderate
    Range: 80 ft
    Cast time: 1.07 s
    Recharge time: 8 s
    Endurance cost: 8.53
    Accuracy modifier: 1.2
    Damage: 0.22 DS * 5 = 1.1 DS (Fire)
    Mez: Mag 3 Hold, with 20% chance of +1 mag
    This is my pick for your first primary power. Its a Mag 3 hold, which is stackable, and usually after 2 hits, you can keep bosses held as well. Why a hold over an immobilize? A hold will keep the baddie from doing anything but choke. I personally hate being attacked from a foe, so a hold keeps them from doing anything.

    2)Fire Cages- Ranged (Targeted AoE), Minor DoT(Fire), Foe Immobilize Immobilizes a group of foes in Fire Cages, dealing Fire damage over time. More resilient foes may require multiple Fire Cages to Immobilize. Fire Cages is slower and less damaging than Ring of Fire, but can capture multiple targets. Damage: Minor(DoT), Recharge: Moderate
    Range: 80 ft
    Cast time: 1.17 s
    Recharge time: 4 s
    Endurance cost: 7.8
    Accuracy modifier: 1.2
    Damage: 0.11 DS * 3 = .33 DS (Fire)
    Mez: Mag 3 Immobilize, with 50% chance of +1 mag
    This is your AOE Immobilize power. It sets up containment for you, and will hold almost anyone with one application. The Accuracy isn't great, so you should put at least 2 in there. I've been running with two and hit almost everyone each time. You get this power at level 2 or 4. No later.

    6)Smoke- Ranged (Targeted AoE), Foe -Perception, -ACC Covers all foes near your target in clouds of Smoke. The villains are so blinded that they can hardly see a thing. Most villains will not be able to see past normal melee range, although some may have better perception. If the villains are attacked, they will be alerted to your presence, but will suffer a penalty to Accuracy. Recharge: Slow
    Range: 80 ft
    Radius: 35 ft
    Cast time: 1.17 s
    Recharge time: 15 s
    Endurance cost: 7.8
    Debuff: -90% Perception, -5% ToHit for 60s
    While mainly a PVP power, this one does have its uses in PVE game. It gives a simple -5% ToHit debuff for 60s, so it isn't super wonderful for defensive purposes unless used in combination with another power like invisibility. I don't knock the power, but I don't think it needs to be taken as early as level 6. Maybe after 30 or so.

    8)Hot Feet- Toggle: PBAoE, Minor DoT(Fire), Foe -SPD While active, you heat the earth in a large area around yourself. Enemy movement is Slowed as they attempt to flee the immediate area. All foes in the affected area suffer some damage over time. You cannot fly and must be near the ground to use this power. Damage: Minor(DoT), Recharge: Slow
    Radius: 20 ft
    Cast time: 1.47 s
    Recharge time: 20 s
    Endurance cost: 1.04/s
    Accuracy modifier: 1.0
    Damage: 0.25 DS (Fire) every 2 seconds; Contained targets receive double damage only 75% of the time
    Debuff: -87.5% Speed (Autohit)
    Ah, containment's best friend. This power is a double edged sword for you. On the one hand, you are pumping out great damage that gets the containment bonus around 75% of the time. On the other hand, you're in melee range for it to work. So take it and be careful. Its an END hog, so put 2 or 3 End Reducers in it.

    12)Flashfire- Ranged (Targeted AoE), Minor DMG(Fire), Foe Disorient You can bring forth a Flashfire to Disorient a group of foes and deal some damage over time. Target must be on the ground to activate Flashfire. Damage: Minor(DoT), Recharge: Slow
    Range: 70 ft
    Radius: 25 ft
    Cast time: 2.37 s
    Recharge time: 90 s
    Endurance cost: 15.6
    Accuracy modifier: 0.8
    Damage: 0.06 DS * 4 = 0.24 DS (Fire)
    Mez: Mag 3 Disorient, with 20% chance of +1 mag
    This is another power that you should take when it's available. This will be your openning power for the rest of the game. For one, you throw it and disorient your foes, then firecage them to keep them in place and run into melee with hotfeet turned on. Great power ***** stars. Slotting: Put 2 accuracy, 3 recharge reducers and a disorient duration (IF you have a slot for it).

    18)Cinders- PBAoE, Foe Hold Incapacitates foes around the caster by whirling Cinders around them. The targets are left helpless, choking on the soot. Recharge: Very Long
    Radius: 30 ft
    Cast time: 1.07 s
    Recharge time: 240 s
    Endurance cost: 15.6
    Accuracy modifier: 0.8
    Mez: Mag 3 Hold, with 20% chance of +1 mag
    Now this is another good power that I recommend, but usually push back until mid 20s. It's not great, becuase of its long recharge time (4 minutes). Its a great HOLD, but is a Personal Based Area of Attack (PBAoE) power. Here's the situation: You've bitten off more than you can chew, and you're about to get smacked around. Throw it and run or use the time to burn the heck out of them before the hold wears off.

    26)Bonfire- Ranged (Location AoE), Minor DMG(Fire), Foe Knockback You can create a Bonfire that knocks back and burns any foes who try to pass through it. Recharge: Long
    Range: 70 ft
    Radius: 30 ft
    Cast time: 1.06 s
    Recharge time: 60 s
    Endurance cost: 13
    Accuracy modifier: 0.9
    Damage: 0.1 DS every 2 seconds (Fire); Use the Pet Damage Scale
    I hate this power. It's a location based Knockback with microscopic damage. Skip it or get it only on the Test server to mess with people. In a really great damage powerset it just doesn't make sense.

    32)Fire Imps- Summon Imps: Melee Minor DMG(Fire) You can craft 3 small Fire Imps out of pure flame in a targeted location. Fire Imps will viciously attack any nearby foes, but they only possess the most basic instincts. Fire Imps can be healed and buffed like any teammate. Type ''/release_pets'' in the chat window to release all your pets. Recharge: Very Long. Fire imps will be one level below that of the caster.
    Range: 60 ft
    Cast time: 2.03 s
    Recharge time: 240 s
    Endurance cost: 26
    Let's face it. This is one of the reasons why you wanted to be a controller: Pets. Fire Imps are ok to start and great after slotting. They will aggro like crazy and behave like 3 year old kids with A.D.D. on a sugar high. It will take a whole level or two before you're really happy with them. They melee so they're great for Fulcrum shift and if you're in melee range too, Siphon Power.

    [color= red]|-----------------------------------------------|[/color]

    Kinetics

    1)Transfusion- Ranged, Foe -End, -Regen, Team Heal Transfusion drains an enemy of some Endurance and reduces the target's Regeneration rate, and transfers that energy, in the form of Hit Points, to all allies near the affected foe. You can use Transfusion to heal yourself as well as your allies. Recharge: Moderate
    Range: 60 ft
    Radius: 20 ft
    Cast time: 1.17 s
    Recharge time: 8 s
    Endurance cost: 7.8
    Accuracy modifier: 1.2
    Heal: 209 HP at level 50 (AoE)
    Debuff: -10% Endurance; -50% Regen for 20s
    You don't get to chose your first secondary, but if you could, this would be my recomendation anyway. It's got good healing and a -Regen Quality which is a must for AV and GM fights. It is enemy based, so you'll need to be in melee range, or nearby and it has to hit. Put 2 Accuracies in it to be safe. You want it to hit every time.

    2)Siphon Power- Ranged, Foe -DMG, Team +DMG You can Siphon the Power from a targeted foe, reducing his damage potential. The power is transferred back to you, increasing your own damage potential and that of all nearby allies. Recharge: Slow
    Range: 80 ft
    Radius: 20 ft
    Cast time: 1.93 s
    Recharge time: 20 s
    Endurance cost: 10.4
    Accuracy modifier: 1
    Buff: +20% Damage (PBAoE) for 30s (changed AoE to PBAoE)
    Debuff: -20% Damage for 30s
    An overall nice power, the downside is its END cost. You get a 20% damage boost for 30 seconds. It can be layered 3 times for a few seconds which is nice.

    4)Repel- Toggle: Self AoE Knockback Repel creates a zone of kinetic energy that violently repels nearby foes. Each villain that is repelled costs additional Endurance. Recharge: Slow
    Radius: 7 ft
    Cast time: 1.07 s
    Recharge time: 20 s
    Endurance cost: 0.78/s, 1 for each foe repelled
    Repel is another power I say go without. Heavy END use, Knockback. When you need to be in AOE for most of your stuff, its not highly recommended to push everyone away from you.

    6)Siphon Speed- Ranged, Foe -Speed, Self +Speed, +Recharge You can Siphon the speed from a targeted foe, Slowing his movement and attack rate while boosting your own. Recharge: Long
    Range: 80 ft
    Cast time: 1.93 s
    Recharge time: 60 s
    Endurance cost: 7.8
    Accuracy modifier: 1
    Buff: +297% Runspeed, +116% Flyspeed, +20% Recharge for 60s
    Debuff: -62.5% Speed, -20% Recharge for 60s
    This power does double duty for you. On the one hand you get a quasi-travel power early on, and it gives you a 20% recharge speed boost as well. It can be layered and is well worth it. Bear in mind, that it is not a personal Speed Boost, so there is no Endurance Recovery Component. You'll have to wait until 35 for that. I recommend 1 Accuracy, and 3 recharge reducers.

    16)Increase Density- Ranged, Ally Special Increases an ally's mass, freeing him from any Disorient, Immobilization, or Hold effects and leaving him resistant to such effects for a while. Increase Density also protects the target from Knockback, Repel and enemy Teleportation, as well as Smashing and Energy damage. Because the target grows more dense, his movement speed is Slowed. Although the Damage Resistance and slowing effect will not stack with multiple applications, the rest of the effects of Increase Density will. You cannot use this power on yourself. Recharge: Fast
    Range: 70 ft
    Cast time: 2.07 s
    Recharge time: 3 s
    Endurance cost: 5.2
    Mez Protection: Mag 10.38 Stun, Hold, Immobilize; Mag 8 Knockback, Repel for 60s
    Buff: +18.75% Res(Smashing, Energy) (not stackable from same caster); 100% Res(Teleport) for 60s
    Debuff: -12.5% Speed (not stackable from same caster) for 60s
    Your friends will like this power for the protection, and the better control from your speed boosts. Also works on keeping those Fire Imps alive better and on the ground rather than getting knocked around.

    20)Speed Boost- Ranged, Ally +SPD, +Recharge, +Recovery, Res Slow You can hasten a single targeted ally. The target's movement speed, attack rate, and Endurance recovery are all greatly increased.
    Range: 50 ft
    Cast time: 1 s
    Recharge time: 2 s
    Endurance cost: 7.8
    Buff: +50% Recharge, Res(-Recharge); +50% Recovery; +175% Runspeed, Res(-Runspeed); +68.25% Flyspeed, Res(-Flyspeed) (no effects stack from same caster) for 120s
    A truly mixed blessing. Great recharge and recovery and a big runspeed boost. Some people won't want you to SB them because they can't control themselves in near Super Speed running around. I say get it at either 20 or 22.

    28)Inertial Reduction- PBAoE, Allies +Jump You can reduce your Inertia, along with that of all nearby allies. The affected heroes can then jump incredible distances for a while. Recharge: Long
    Radius: 25 ft
    Cast time: 2.03 s
    Recharge time: 60 s
    Endurance cost: 23.4
    Buff: +2780% Jumpheight, +249% Jumpspeed, +4000% Movement for 60s
    Now this is a true travel power. It is Super Jump that is on a 60 second timer. Many /Kins respec at level 28 just to avoid taking a travel power pool. I say its up to you. You'll hate it if it wears out in the wrong places enough.

    35)Transference- Ranged (Targeted AoE), Target -End, Team +Recovery, Special Transference drains an enemy of some of his Endurance and transfers that Endurance to all allies near the affected foe. You can use Transference to recover Endurance for yourself as well as your allies. Recharge: Slow
    Range: 60 ft
    Radius: 20 ft
    Cast time: 2.27 s
    Recharge time: 30 s
    Endurance cost: 2.6
    Accuracy modifier: 1.1
    Heal: 40 Endurance
    Debuff: -40% Endurance
    Free Endurance! Slot it with an accuracy and a recharge reducer or two. Never look for End rest again.

    38)Fulcrum Shift- Ranged (Foe AoE), Foe -DMG, Team +DMG Fulcrum Shift drains the power of a targeted foe and all foes nearby, transferring it to all adjacent allies, the caster, and those near the caster. Affected foes will deal less damage, while your affected allies will deal more. The more foes that are affected, the more power your allies receive. Fulcrum Shift can dramatically turn the tide of a melee battle. Recharge: Long
    Range: 70 ft
    Radius: 20 ft PBAoE; Mobs hit in 30 ft radius generate 20 ft radius buffs
    Cast time: 2.17 s
    Recharge time: 60 s
    Endurance cost: 15.6
    Accuracy modifier: 1
    Buff: +40% Damage (PBAoE); +20% Damage (Mob AoEs) for 45s
    Debuff: -20% Damage for 30s
    This is the creame de la creme of the /Kinetics powerset. Its an AOE enemy based damage boost that pulls power from up to ten (10) nearby foes. It drops thier damage by 20% each, and boosts those nearby (including you) for 20% for each foe hit. Run into a group of 10 foes and hit them, that is 200% damage boost! This is why FireKins fly from 38 to 50.

    |---------------------------------------|

    [u]4. Slotting recommendations[u]

    Everyone has slotting preferences. I'll give you mine, as well as gmanskillaz's recommendations as well.


    Hero Profile:
    Level 1: Char <ul type="square">[*] (A) Accuracy[*] (29) Recharge Reduction[*] (34) Damage Increase[*] (37) Damage Increase[*] (43) Damage Increase[/list]Level 1: Transfusion <ul type="square">[*] (A) Accuracy[*] (5) Recharge Reduction[*] (5) Healing[*] (11) Healing[*] (31) Healing[/list]Level 2: Fire Cages <ul type="square">[*] (A) Accuracy[*] (3) Accuracy[*] (3) Recharge Reduction[*] (31) Immobilisation Duration[*] (45) Damage Increase[/list]Level 4: Siphon Power <ul type="square">[*] (A) Accuracy[*] (40) Endurance Reduction[/list]Level 6: Hasten <ul type="square">[*] (A) Recharge Reduction[*] (7) Recharge Reduction[*] (7) Recharge Reduction[/list]Level 8: Hot Feet <ul type="square">[*] (A) Endurance Reduction[*] (9) Endurance Reduction[*] (9) Accuracy[*] (19) Damage Increase[*] (23) Damage Increase[*] (23) Damage Increase[/list]Level 10: Siphon Speed <ul type="square">[*] (A) Accuracy[*] (11) Accuracy[*] (17) Recharge Reduction[*] (17) Recharge Reduction[/list]Level 12: Flashfire <ul type="square">[*] (A) Accuracy[*] (13) Accuracy[*] (13) Recharge Reduction[*] (15) Recharge Reduction[*] (15) Recharge Reduction[*] (46) Disorient Duration[/list]Level 14: Super Speed <ul type="square">[*] (A) Run Speed[/list]Level 16: Hurdle <ul type="square">[*] (A) Jumping[/list]Level 18: Health <ul type="square">[*] (A) Healing[*] (19) Healing[*] (31) Healing[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification[*] (21) Endurance Modification[*] (21) Endurance Modification[/list]Level 22: Speed Boost <ul type="square">[*] (A) Endurance Modification[/list]Level 24: Cinders <ul type="square">[*] (A) Accuracy[*] (25) Accuracy[*] (25) Recharge Reduction[*] (27) Recharge Reduction[*] (27) Recharge Reduction[*] (29) Hold Duration[/list]Level 26: Increase Density <ul type="square">[*] (A) Resist Damage[/list]Level 28: Inertial Reduction <ul type="square">[*] (A) Jumping[/list]Level 30: Recall Friend <ul type="square">[*] (A) Endurance Reduction[/list]Level 32: Fire Imps <ul type="square">[*] (A) Accuracy[*] (33) Accuracy[*] (33) Damage Increase[*] (33) Damage Increase[*] (34) Damage Increase[*] (34) Recharge Reduction[/list]Level 35: Transference <ul type="square">[*] (A) Accuracy[*] (36) Accuracy[*] (36) Endurance Modification[*] (36) Endurance Modification[*] (37) Recharge Reduction[*] (37) Recharge Reduction[/list]Level 38: Fulcrum Shift <ul type="square">[*] (A) Accuracy[*] (39) Accuracy[*] (39) Recharge Reduction[*] (39) Recharge Reduction[*] (40) Recharge Reduction[*] (40) Endurance Reduction[/list]
    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data chunk into Mids' Hero Designer to view the build |
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    And gmanskillaz's recommendations:

    <ul type="square"> Fire Control
    [*] Ring of Fire (5-6 slots) dont use it but if I did, I would slot it for 2accs, 3dam, 1 endredux [*] Char (5-6 slots) 2accs, 1-2 Holds, 1 recharge, 1 endredux[*] Fire Cages (6Slots) 2accs, 2immobs, 1-2endredux, 1-2 recharge. I personally slot mine with 2damages and 2endredux. You'll run dry on END if your spamming them heavily[*] Smoke never used it, sorry[*] Hot Feet (6slots) 2acc, 2damage, 2endredux[*] Flashfire (6slots) 2 acc, 3 recharge, 1 disorient[*] Cinders (5-6 slots) 2acc, 3 recharge, 1 hold[*] Bonfire Sorry dont use it[*] Fire IMPS (5 slots) 2accs, 3 damage[/list]
    <ul type="square"> Kinetics
    [*] Transfusion (6slots) 2 accs, 3 heal, 1 recharge[*] Siphon Power (2 slots) 2 accs[*] Repel Sorry dont use it[*] Siphon Speed (5 slots) 2acc, 3 recharge[*] Increase Density Sorry dont use it[*] Speed Boost (default slot) 1endmod if people bother you to much about 'SB PLZ' change slotting to 3 running [*] Inertial Reduction Dont use it sorry[*] Transference (6 slots) 2acc, 2endmod, 2recharge[*] Fulcrum Shift (5-6 slots) 2accs, 3recharge, 1 endredux[/list]
    [ QUOTE ]

    This is what I like to use others will differ. Not trying to add my slotting to your guide just putting alternate slotting. I prefer slotting all of my powers with 2 accuracy cause I dont like to miss. Obviously, this is w/o IO slotting which changes percentages of slotted enhancements albeit without changing the actual slots.
    -gmanskillaz

    [/ QUOTE ]
    |---------------------------------------|

    [u]5. Strategery (You heard me!)[u]

    Remember what I said about Containment? If you don't, scroll back and re-read it (I'll wait). That's what we're going for here. Your goal is to get the foes immobilized/held/other incapacitation and keep doing that over and over until they're dead. You won't be good at it at first, but by the time you're in the later game you'll out perform any other powerset at mob killing.

    There are 3 types of Strategery you'll encounter while playing your Fire/Kin: Early Level Soloing (1-35), Late Level Soloing (35+) and Teaming.
    [*]Early level soloing is relatively slow going until 22. By 22 you'll be able to access SO Enhancement level enhancements and so your damage increases greatly. You also should have Stamina by this point, and so END probems will be greatly reduced by this point. Your basic soloing combo is as follows:

    1-11 Fire Cages, Char the highest level foe, keep Hot Feet going and repeat with Siphons going as desired.

    12-34 Flashfire, Fire Cages, Char the highest level foe, keep Hot feet going and repeat with Siphons going as desired.
    [*]While teaming you'll avoid using Hot feet. If your team has the foes well grouped use Fire cages, and keep zapping the highest foe with Char. Cycle Transfusion for heals, Siphon Power while near your damage dealers and give Speed Boosts/Increase Density as requested/needed.
    [*]Your later levels 35 and beyond involve similar strategery to your 12-34 strategery but you'll add in Fulcrum Shift at 38 into the mix. Turn on Hot Feet &amp; Spawn Fire Imps. Start off by throwing a Flash Fire/Fire Cages.

    |---------------------------------------|

    [u]6. Where to Hunt[u]

    1-4 Atlas or Galxy City
    5-10 Mobs of Outcasts or Trolls in The Hollows
    11-21 Boomtown (Preferably Sky Raiders, Trolls &amp; Outcasts)
    21-30 Dark Astoria. Wonderful mobs of Banished Pantheon to work on (Rare Magic Salvage Galore!)
    31-34 Do the Croatoa Story Arcs (@20K XP for the storyline bonuses &amp; you'll unlock the Katie Hannon TF)
    35-40 Rikti War Zone You can do this up to level 50 if you'd like.
    41-50 Peregrine Island missions.

    FuegoTrue's recommendations for Hunting/Missions/Leveling.
    [ QUOTE ]
    Also, radio mish hunting at whatever lvl is solid way to lvl solo. In my mid 30s I put the diff on Invicible, do only kill the boss mishes or retrieve items mishes, stealth to the end of the mish using superspeed, sick my imps on the boss, kill him and minions, get glowie, and viola! a nice chunk of xp fast from completing mish and boss xp to boot. I did this in FF and found it was the most effiecient way to get xp solo that I have tried so far. This was at lvl 36 so my strategy may change once I get FS. I would recommend this strategy from 35-37th lvl when you have transference but no FS. Also, the Siren's call mishes for lvls 20-30 and Warburg mishes for early 30s, esp after fire imps give good xp and can be run quickly, especially the buff hero damage mish

    [/ QUOTE ]

    |----------------------------------------|

    [u]7. UnicyclePeon's IO recommendations[u]

    [ QUOTE ]
    I do want to talk about IOs.

    Generally, I delay using IOs of any kind until level 22. At that time, I buy or craft a full set of generic IOs. I normally just use them until level 36 or 37, at which point I start looking at IO sets and set stacking. You can start sooner, but thats how I do it. Then at level 47+ I will re-evaluate and/or re-do my IO and set and endgame slotting a little.

    CHAR

    Levels 22-36: 2 Acc IOs, 2 Rech IOs, 2 Hold IOs
    You get a blend of everything the power really needs.

    Levels 37-46:
    Essence of Curare Acc/Rech
    Essence of Curare Acc/End
    Essence of Curare Acc/Hold/Rech
    Paralytic Hold/End
    Paralytic Acc/Hold/Rech
    Generic IO Hold

    That is a "cheap" hold that lets you get 85% Acc, 91%+ Hold, 60% Recharge, and 45% Endurance Reduction. Even more, since you have 2 Paralytics, you'll get a 1% Recovery set bonus.

    Levels 47-50:
    Hamidon Dam/Mez
    Hamidon Dam/Mez
    Hamidon Acc/Mez
    Devastation Acc/Dam/End/Rech
    Thunderstrike Dam/End/Rech
    Essence of Curare Acc/Rech

    That will make you lose your 1% recovery bonus, but it gives you 96% damage, 96% hold, 78% accuracy, 65% recharge, 3% end reduction, or thereabouts. I find it nice for doing general door missions to have the extra damage.

    FIRE CAGES:

    I basically go with 2 accuracy and 1 endurance for generic IOs at level 22. At level 37 I usually try to have it 4-slotted, and I go with the Accuracy/Endurance item from Rooting Grasp, Enfeebled Operation, and Trap of the Hunter. For the 4th slot I usually go with any Acc/Immob/Rech IO. This gives 90% or more accuracy, 70% or more endurance reduction, and 20% or so recharge and immobilization. Its a good basic approach assuming you arent building for procs.

    FLASHFIRES:

    Levels 22-36: 2 acc, 2 rech, 2 stun IO generics

    This gives a good blend of everything.

    Levels 37+:
    Stupefy Acc/Rech
    Stupefy Acc/Stun/Rech
    Razzle Dazzle Acc/Rech
    Razzle Dazzle Acc/Stun/Rech
    Rope a Dope Acc/Stun/Rech
    Generic Stun IO

    That setup will get you 91%-95% Accuracy, Recharge, and Stun, depending on the levels of the IOs in question. The best part about it is that the 2 Stupefy and the 2 Razzle Dazzle items in there will give you a Recovery bonus of 4.5% (one is 2% and one is 2.5%). The downside is that it is expensive. Everybody wants these set items, and some rare magic salvage is needed for 1 or two of the items.

    For levels 47+ I'd really do the same for Fire/Kin. However, if you wanted to go crazy on the cost, you could get 2 of those new Amazement stun set IOs, and swap out the Rope a Dope and the Generic with the matching ones from the new Issue 11 sets and get another 4% recovery. It may cost you 20 million though.

    Finally, you can go a cheaper route on Flashfire and get a similar blend:

    Rope-A-Dope Acc/Rech
    Rope-A-Dope Acc/Stun/Rech
    Rope-A-Dope Acc/Stun
    Stagger Acc/Rech
    Stagger Acc/Stun/Rech
    Generic Stun Disorient IO

    You get max accuracy and stun duration (95% or more each) but the recharge is slightly lower (80%-85%). It is a lot cheaper though.

    CINDERS:

    Levels 22-36: 2 acc, 2 hold, 2 recharge generic IOs

    Levels 37+:

    Essence of Curare Acc/Rech
    Essence of Curare Acc/Hold/Rech
    Ghost Widow Acc/Hold/Rech
    Paralytic Acc/Hold/Rech
    Paralytic Acc/Rech
    Generic Hold IO

    This combination will essentially max your acc, rech, and hold (basically 90% or more in each ... the hold duration may only be 88% or so because of ED depending on the levels of the IOs you are working with). Because you have 2 paralytics here, you get a 1% recovery bonus.

    HOT FEET:

    I unfortunately cant remember the specifics, but I use 2 Cleaving Blow, 2 Tempered Readiness and 2 Multistrikes. I found a combination that maxes the acc, dam, and end cost in the 90% or more range for each. Plus, you get a 1.5% recovery bonus from the Tempered Readiness and 1% from the Cleaving Blow. I may come back and add the specifics tonight, if I remember.

    RING OF FIRE:

    Some people dont even take this. I prefer 4 slots. You can get 4 Thunder Strikes for some global accuracy and for 2% recovery. Even just 2 slots is good, since you can still get the 2% recovery. If you do skimp, shoot for Thunderstrikes that have Acc and End in them. If you go for 4 slots you can get strong damage too. Of course, again, many people skip this so I wont focus on it much.

    FIRE IMPS:

    When I hit level 33, I go with 1 accuracy IO and 3 damage IOs. When I hit level 37+ I do:

    Blood Mandate Acc/Dam
    Blood Mandate Damage
    Soverign Right Acc/Dam
    Edict of the Master Acc/Dam

    With that, in only 4 slots, you get 75% accuracy and 93% or more on damage. The side benefit is that with 2 Blood Mandates you get another 1.5% recovery bonus for your character. The reason for using the Sovereign Right and Edict of the Master is that if you decide to commit extra slots, you can get the Resist Damage set IO for pets from Sovereign Right, and you can get the defensive set IO from Edict of the Master. You might not want to do that, but if you did, you'd at least get the minor set bonuses that come from having 2 of those.

    I personally DID go for the pet resist IO in mine, because I like to cast Increase Density (which I slotted up for resistance) to stack on the Fire Imps.

    One other note is that at level 47+ you can swap the Blood Mandate Damage for a Blood Mandate Acc/Dam/End, and upgrade the Blood Mandate and Sovereign Right recipes to level 50. The percentages are enough that you max your Accuracy and Damage on the pet (91% or more each) and also get some end reduction on the casting.

    TRANSFUSION:

    Levels 22-36: 2 Acc, 2 Heal, 2 Rech Generic IOs

    Levels 37+:

    Generic Accuracy IO
    Generic Accuracy IO
    Miracle Heal/Rech
    Miracle Heal/Rech/End
    Harmonized Healing Heal/Rech
    Harmonized Healing Heal/Rech/End

    That gets your Rech and Heal in the 80s for percentages, I think, and gives you 35% or so end reduction, and 72% or more accuracy (as high as 84% or so at level 50).

    The nice part is that you get 2.5% recovery from the Miracle set bonus and 1.5% recovery from Harmonized Healing.

    SIPHON SPEED:

    Level 22-46: 2 Acc, 3 rech IO generics

    Levels 47+:

    Tempered Readiness Acc/End
    Tempered Readiness End/Rech/Slow
    Accuracy Generic IO (level 50)
    Recharge Generic IO (level 50)
    Recharge Generic IO (level 50)

    At level 50, the above will lose a slight bit of accuracy, but it was still 68%. The recharge is still very strong. I get some endurance reduction that is nice for spamming it. I found the lower accuracy was enough for me, especially since I have maybe 10% global accuracy from other stuff (like the aforementioned Thunderstrike on Ring of Fire). HOWEVER, i did this just for the 1.5% recovery bonus and because I'm weird.

    You could always go with a Tempered Readiness End/Rech/Slow, 2 Recharge generics and 2 Accuracy generics, and that would actually be the better way to go if you werent simply trying to peg out your recovery bonus like me.

    INCREASE DENSITY:

    Levels 22-36: 3 Damage Resist Generics

    Level 37+:

    Impervium Resistance
    Impervium Resistance/Endurance
    Generic Resistance IO

    That setup is expensive (Impervium) but it gives me the 1.5% recovery bonus, chips off some endurance cost when I cast, and maxes the resist value basically. I love stacking this on my Fire Imps with their Resistance unique IO. I also love being able to free my teammates from mez effects.

    TRANSFERENCE:

    2 acc, 2 rech, 2 end mod IO generics

    Now with the new End Mod sets, say Performance Shifter, you could just get the 5 non-uniques from the set and hit max EndMod, and 65% or more on Acc and Recharge, plus you'd get all the set bonuses, and so that'd save you a slot. You could finish off with a 6th slot and complete the set with the unique or you could throw another Acc/EndMod/Rech from another set to push acc and recharge into the 80% range. Or you could put that Chance to Disorient from the Energy Manipulator set in there.

    HOWEVER, right now, all the EndMod sets are crazy expensive, so I stick with the basics.

    FULCRUM SHIFT

    To be honest I have not even looked to see if it takes sets. I wonder if I looked, and it didnt, so I forgot, or if it does and i forgot to look? Anyway, I just run with 2 accuracy, 3 recharge, and 1 end reduction generic IO here.

    As for the epics, I wont go into that since everybody prefers different epics. Also, I'm sure some other powers take other sets and so other people can comment on those. I'm also sure some people have entirely different goals than my weird Recovery Bias when I collect IOs. Still, ,the less I have to actually depend on Transference as a crutch, the better.

    Lewis

    [/ QUOTE ]

    |-------------------------------------|

    [u]8. Reinman's Quick and Easy way to 50. [u]

    [ QUOTE ]
    Welcome Fire/Kin 665574234A-01.

    Here is a quick guide.

    Initial setup, turn on hotfeet, spawn imps... ok you're ready.

    Flashfire, Fire Cages, Fulcrum shift, Fireball.

    Heal as required.

    Congrats you have achieved level 50.

    -Reinman

    [/ QUOTE ]
  9. [ QUOTE ]
    [ QUOTE ]
    I had a stamina-less build, but eventually switched to a stamina build and was glad.

    [/ QUOTE ]

    I was just wondering if you were changing your mind on preferring a Stamina-less PB? I used to loathe Stamina sucking up three of my slots on any characters but lately I have been experimenting with Stamina builds and I have to admit a preference for them. I just started a PB this week and already I hate the idea of giving up any of the powers for Stamina.

    By the way, this is an awesome guide and it has really helped me get over my hesitation to starting a Kheldian. There are way too many powers and forms without any sort of in-game help. Your guide has been a huge help.

    [/ QUOTE ]

    Typically if a PB is taking Stamina, they are an all-human build since the human form is the only form that benefits from Stamina.
  10. [ QUOTE ]
    [ QUOTE ]

    City of Heroes 2?

    [/ QUOTE ]

    Well my computer'll never run a sequel, so this one had better keep going :-)

    [/ QUOTE ]

    I think EQ and EQ2 are running at the same time.
  11. [ QUOTE ]
    I want to take a moment to raise a glass to Jack Emmert and Rick Dakan, and others with names unknown who are no longer associated with the City, but who conceived of it and made it a reality.

    You did great work, and laid a masterful foundation upon which we continue to build. Especially you, Jack. You will always be Marcus "Statesman" Cole to me.

    Good job, and thank you.

    [/ QUOTE ]

    Here here!
  12. [ QUOTE ]
    Who's the one exception?

    [/ QUOTE ]

    Frank the Janitor
  13. [ QUOTE ]

    That sums it up well. As for your X money, you already have the check. I'm sure it will be spent well on hiring more folks for MUO. Be well my friend, thanks for the partnership.

    [/ QUOTE ]

    No prob Billz, glad doing business with you. I'm sure you'll spend some proceeds on another new seperate gaming computer. You can't have too many.
  14. I'm still waiting on JRanger to chime in on this, but let me see if I can explain it in another way to help everyone understand. I'm going to use BillzBubba as my partner for this example.

    BillzBubba and I own a business together as partners. For a few years we go back and forth about what's the best decision to grow the company. We each bring new ideas to the table and bat them around and some move forward when we both agree, and others get knocked down by one of us. One day Billz comes to me and says I want to buy you out so that I can grow the company like I want. It will allow changes to make the business better happen faster, and all the proceeds the business earns won't be split between us, but go to furthering the company. I say, "OK, I've got this other business that I want to work on anyway, so pay me 'X' Dollars." Billz says ok, and we part ways. Billz goes forth to grow the business in an awesome way like he would unhindered by our meetings to see if I think they'd work.

    So this is like NCSoft &amp; Cryptics separation.

    Now Billz, where is my 'X' money?
  15. &lt;QR&gt;

    Ok, guys, LH and Ex have explained out that this is a VERY GOOD THING. This allows a streamlining of implementation of game features. Rather than 1 party creating &amp; testing, then have to have it rechecked, it can get produced and sent to us faster.

    The subscription money now goes solely to NCSoft NorCal, so that means the $ for COX goes to COX.

    We are getting the Devs that have made this game awesome in the last year and a half.

    Again, this is a GREAT thing.
  16. COV's launch was on Halloween? Spooky.
  17. &lt;QR&gt; Devs, don't take this 5.whatever earthquake as some excuse to not up Fault's damage. It can get really serious if its over 6.

    Or is that the limit of earth control's power? 5.0 richter reading.
  18. Sweet. I'm now in the history books with the most current Ice/Fire Tanker Guide! Rock on!
  19. &lt;QR&gt;
    Windchillfactor,

    Thanks for the critiques &amp; complements. I appreciate them both. With regards to IOs. I sat out the issue when they were launched, and I'm only now getting to understand the little nuances such as the limit of 5 per % amount. With regards to your question about added the chance for lethal on Chilling Embrace.... I just never noticed that IO. I'm totally for it!

    cibasc,

    Thanks for the kind words. Tough and Weave are a mixed blessing. Tough gives you really good S/L resistance and Weave is decent Defense, but unfortunately they are REALLY end heavy. Both their base end cost is 0.32 EPS, which is higher than the standard armors of Ice.

    The only reason why I dont recommend them is the End cost. Ice Armor is full of Toggles (Frozen Armor, Glacial Armor, Wet Ice, Icicles and Chilling Embrace--That's 5!) and so that just burns endurance like gasoline in a Ferarri. Tough and Weave are nice, and if you can take less damage, I'm all for it, but to make it effective you'd have to plug 2 or maybe 3 End reducers in them to keep from running out too fast. I've never run with them in my Ice/Fire and I never noticed a problem.

    Another thing to remember is to not bite off more than you can chew. When you start facing +3s or higher, your defense is put up against a foe's default (75%) accuracy and their accuracy bonus against facing a -3 foe (you). So be careful when you face anyone higher than +2 to your level. It can be done, but its likely they're going to get in more shots against you than you'd like. Remember you can hit a -3 Foe REALLY easily, and that's what you are to them. So just don't go nuts.
  20. I'm excited about the Tech Mace. I want to see it.
  21. So I was re-reading my guide, and I realized I forgot to mention this in the details of Chilling Embrace. It has a -DMG aspect to the foes affected, so you do take less damage from those in melee range. Keep that puppy up! It equals 14% reduction in damage. Not a lot, but it helps.
  22. [ QUOTE ]
    [ QUOTE ]
    Rare recipes are drops from Task Forces and some story arcs (IIRC),

    [/ QUOTE ]

    Task Forces and Trails. Not Story Arcs. paragonwiki has a good list going of which ones drop from TFs and which ones drop from Trials.

    [/ QUOTE ]

    Thanks for the clarification Major_Force. I knew TFs were included, but went fuzzy after that.
  23. So you want the ultimate character with all the best IOs and set bonuses huh? How’s that going to happen? Do you have a 50 with Millions upon Millions of influence? If not, then read up.

    This Guide is for:
    [*] The player who wants to build a character from 1-50 with IOs.[*] The player who’s at the point they want to start slotting IOs, but are unsure what to do.[*] The player who just sold a rare salvage, only to buy a recipe later that needed it and had to re-buy it. (in other words, disorganized)

    So, let’s get started. I’m going to assume that you’re ready to plan out a new hero; you’ve got your concept, and think “What powers do I need?”

    You should really download a Hero Planner. It’s a fan written program that allows you to plan out your hero from level 1 all the way to level 50. Mid’s Hero Designer is the current fan favorite because it actually allows you to input IOs and see the results, and calculates it into your totals. You can find it here or type it into your browser http://www.honourableunited.org.uk/mhd.php.

    From here, you should plan out your build from level 1 to level 50.

    Q-“But Star, I’m already level X, should I still do this?”
    A-Yes, absolutely. Failing to plan is to planning to fail. You may take a power that you really should have put off a few levels that’s going to perhaps slow your progress or worse, won’t perform as you think it does.

    When it comes to slotting enhancements, start with just simple Single-Origin Enhancements or Training-Origin Enhancements. Head to your respective Archetype’s forum and post your build with the easy-to-use ‘forum export’ feature built into Mid’s planner. There are hundreds of experts that will love to critique your build and offer their advice about when you should take ‘x’ power or ‘y’ power, and how to slot them for maximum efficiency.

    Q- “You mean I can’t do this on my own?”
    A- Absolutely, but when there are so many great advisors on the boards, why wouldn’t you ask an opinion just in case you missed something (like slotting Combat Jumping for EndRdx ).

    Your next step is to think about Invention Origin Enhancements. What’s your archetype? Does it have any weaknesses or gaps in defense? What should be boosted? A typical rule of thumb is to think of the Archetype’s role in the game and look into IOs that compliment that set:

    Blasters- Ranged Damage Dealers
    Controllers- Holds &amp; Debuffs
    Defenders- Buffs &amp; Debuffs
    Scrappers- Melee Damage Dealers
    Tankers- Defensive Melee
    Peacebringers- Ranged &amp; Melee Damage Dealers
    Warshades- Ranged damage dealers with crowd control features

    Now that you’ve gotten your build created, and you’re ready to head into the wonderful world of Invention Origin Enhancements, I highly suggest downloading an Excel spreadsheet created by Iokona and found on coh.redtomax.com in the “City of Data” section. Quick Link. At this point I’d like to thank Iokona for putting that together for us. It’s such a blessing for the planning nerds like me.

    Hopefully you’ve got Excel on your computer, but if not, don’t worry. Put in your IOs into your build in Mid’s Hero Designer. Notice that great “View Totals” button to find out what bonuses you’re getting to things like Defense, Resistance, Recovery, Regeneration, etc… Play around until you get what you like.

    OK, now that you’ve plotted in your IOs, head back to the boards (if you’d like) and (in the same post) upload your new build with the IOs and ask for critiques. Make adjustments as desired.

    By now you should have a build that you’ll be happy with and is effective as well.

    “Well the roadmap looks good, but it’s a long road to 50,” you say? Well have no fear; we’re going to make it simpler/more efficient. Using Iokona’s spreadsheet or just the info on coh.redtomax.com you should write down what salvage your recipes will need. If you’re using Excel you can just click on the recipe and the needed salvage will populate for you and you can just copy/paste into a separate spreadsheet and using Excel’s “Sort Ascending” feature it will line up all your Salvage. Since Iokona organized them by Rarity then name, you’ll have all those Rare Salvage names bunched together. Go ahead and delete the rest from the list. (Note: If you’re doing this by hand or without Excel, just list out your wanted Recipes and Rare salvage only). Rare recipe drops are the most difficult to get and the most expensive in the consignment house, hence the name: rare. All the others will be manageable cost-wise.

    From here (in Excel) print out your “shopping/farming list.” With that list, you now know what you need to keep, and what you can sell. Only need 1 Mu Vestment and you have 2? Put that baby in WW and get some Infl. When you get an item that you need, put it in personal storage in Vault Reserve, Personal storage in your SG base (Vault Reserve and Personal storage are the same), keep it in your inventory, or just keep it stored at the CH (Don’t put it for sale, just drop it in a slot).

    Q-“I need 4 Deific weapons!?”
    A- You’re going to find out exactly what your ultimate build needs, so you can be precise in what you’re looking for. Need Arcane Salvage? Pick missions that face you against foes that drop them (CoT, etc. . .). Or put in low bids for them at the consignment house.

    Q- “I have 3 unneeded Rares. What do I do with them?”
    A- Sell them or give them to an alt.

    Q- “I need a bunch of Rare Recipes. What do I do?”
    A- Rare recipes are drops from Task Forces and some Trials, you’d better plan on doing some, otherwise you’ll be buying your rare items instead of getting them on your own (which is typically cheaper).

    Q- “I’ve already slotted some IOs, but they aren’t the ones I just planned for. What do I do?”
    A- Two options:[*]Just keep them as they are and replace them as you go.[*]Write down which ones you do have, and go to the CH. Note how much they go for. Do a Respec trial or use a free one (if you have it). At the end of Respecing you re-slot all your enhancements with the option of putting 10 in your enhancement tray (any left unslotted or not in your tray are sold at store value). Put the highest valued IOs in the CH.

    Q- “I planned for a 50 enhancement, but I just got a level 30 drop for it, what do I do?”
    A- There are some guidelines for that. Some IO sets only go up to ‘X’ level. Check and see what’s the difference in the bonus between the one you got &amp; the 50 version, if it’s only 1% or 2%, you may just keep it and slot it. Certain Rare recipes (PROCS, +Regen, +Recov, etc…) don’t change value no matter what level, so craft and slot them as you get them. Remember that the SET BONUSES don’t change no matter what level IOs you have slotted. So it’s up to you, you can create it, but if you choose to do the higher level version later you’ll have to replenish the salvage you use.

    Q- “I’ll need 45 rare salvage, but I only have room for 40 in personal storage.”
    A- You can use your character’s Salvage window to keep salvage until it’s needed, or (my personal favorite) you can simply store it in the CH without selling it. That does mean that you have less room to sell items, so priority should be 1. personal storage; 2. Consignment House; 3. Salvage window on your hero.

    GUIDELINES &amp; TIPS:[*] Any common or uncommon salvage should be sold at the AH. However, if it’s selling for +500,000 influence, you should consider keeping it. Why? You’ll be using your personal storage for the rare drops you’ll need for your recipes. Common/Uncommon salvage can be re-purchased for generally low prices.
    [*] If your personal recipe/salvage inventory is full, you’ve got a 0% chance of getting a rare recipe/salvage. Store your rares in personal storage. Delete any common/uncommon salvage that isn’t very valuable so you have room unless you’re on your way to the CH.
    [*] Don’t overprice/under price your sales at the CH. You want to get the most money you can in the quickest time possible. Don’t put inert gas on for $1 Million; it will NEVER sell for that. Likewise, don’t put it for $1 either.
    [*] If you need 3 of ‘x’ rare recipe and you get a 4th, sell it. No reason to keep surplus using this method. Use the influence to get those recipes/rare salvage that hasn’t dropped for you. Same rule applies for recipes as well.
    [*] You can buy an extra 10 salvage space buy trading in Vanguard Merits. It takes a bit, but it’s worth it. (Plus you can get some Rare salvage from the Rikti)
    [*] Be aware of what items sell for at a store vs. what you can sell them for at the Consignment House. There is a balance between helping others get needed items cheaply and getting taken, so just make a judgment call.

    Final Q- "How long is this going to take?"
    A- There's no real timeframe answer for that, using this process with streamline it for you. With IOs its hard to keep track of what you have, what you want, what does that need and how many of those will I need all in your head. This guide helps you avoid getting rid of something that may take some time to get back.

    Hope this helps!

    EDIT: Had some misinfo that Major_Force pointed out. Updated to correct.
  24. &lt;qr&gt;

    Man, nothing stirs up a thread like a dev post.
  25. [ QUOTE ]
    [ QUOTE ]
    My focus is on those AT's who, as a group, underperform.

    [/ QUOTE ]
    So is this a hint at future stalker lovin????? Now that you have worked on blasters, there shouldnt be any AT in team pve that is in worse shape than stalkers are.

    [/ QUOTE ] Go take your Stalker grievences to their board please. We're fussing about /Ice tankers now here.