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]
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</pre><hr />
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 & 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 & 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 & 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
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[u]8. Reinman's Quick and Easy way to 50.
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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
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