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Posts
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Joined
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Quote:City of Data lists the power as having a 2 accuracy, but the pet it spawns as having a 1 accuracy. So that backs up what Frosticus was saying.Yeah, I knew that not being able to slot ACC is a bug, if only because you can on Freezing Rain. However, are you sure it doesnt have a higher accuracy?
Of course, I'm basing my info off Mids' which isnt at all the same as the game itself, but I usually assume it is more right than wrong. Which is probably a mistake. But Ice Storm and Freezing Rain have 150% accuracy, whatever that means, and Frost Breath has 90% accuracy. So, I have always assumed that Ice Storm didn't need accuracy, so that it didnt matter if you couldnt slot any.
Whats the deal there?
Lewis -
I'm not a Boss farmer and I use stone on my Fire/Kin. I tried Fire and it wasn't bad. But Stone has a defensive shield you can enhance with set bonuses, it has an incredible single target attack (see title, which also stacks with char to hold) and it has Fissure which stacks with Flashfire to stun Bosses.
I *love* the stone epic. -
Slotting firecages for damage doesn't make any sense, especially if you're building for defense. Enfeebled operation is the best S/L defense bonus set in the game.
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Assault on a Fire/Kin? WTF?
Slotting Char, Fire Cages and Fissure for damage? WTF?
I much, much prefer the first build to the second build. The bottom line is there's a million different directions you can go with a Fire/Kin build, and if you do a little searching you'll find dozens and dozens of builds people have posted. Take in the information and the comments and find something you like.
My Fire/Kin never had the fighting pool as he leveled. But after hitting 50 I respecced into the fighting pool and tried out different epic combination. I'v settled on the stone epic with capped S/L defense and I love it. My Fire/Kin lives in melee all the time. He's literally a scrapper.
If you don't want to start in melee on eight man teams or farm, then the fighting pool is not really necessary.
I disagree on not needing Hasten as well. Obviously you can get by without it, but Siphon Speed makes it very easy to get perma Hasten, making you an incredble force.
But assault and slotting mezzes for damage is doing you absolutely no good unless you're soloing constantly. Fire/Kins that play on big teams exclusively don't need to slot for damage at all because of Fulcrum Shift and the damage cap. -
It's not real hard to cap S/L defense and have perma Hasten with two Siphon Speeds. So it's not necessarily true that you sacrifice all that much to cap defense.
You lose a little AOE damage going with the Stone epic, but you gain a massive amount of single target damge with Seismic Smash. -
Hmm. I didn't realize the Epic version had that distinction. That's unfortunate.
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Stalagmites is mag 3, so it will stun Lt's. Obviously it will miss one or two per cast, but it will stun the majority of mobs.
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I've recently changed the focus of my Fire/Fire from Melee defense to S/L. It makes a lot of sense because a vast majority of attacks have S/L in them. If you're going to cap only one typed or positional, S/L gives you the most coverage.
Plus, capping S/L still leaves me with over 40% to Melee, and enough slots to hit 25% ranged.
Part of the change in the build was to go towards the Stone ancillary. I took Stone Prison to mule Enfeebled Operation, which is one of the most underrated defense bonus sets in the game. I also took Quicksand and because of that decision I have dropped Combustion and picked up Burn. I also took Stalagmites for more damage mitigation.
So capped S/L defense, +40% Melee defense, +25% Ranged Defense, Quicksand + Burn means they'll stop attacking but not be able to get out of Burn, and Stalagmites means all but bosses will be stunned.
I also have the Numina and Miracle procs, the standard single target attack chain etc. I don't have access to the build to post right now but I'm pretty happy with it. -
I recently built a Fire/Kin/Fire build with five purple sets (of five each) that I was relatively happy with. It was built around recharge and Ranged/AOE defense and while it certainly wasn't soft capped it provided some nice layered mitigation between the defense and the resists.
Before that build I had run a /Stone build without the Fighting pool mainly for perma Earth's Embrace and the extra hit points, but once I got all of the accolades that add hit points I was only getting about half of EE's hit points because of the cap.
I was intrigued by DasBert's build, and decided to tweak it by keeping some of my purples while selling off the more expensive sets (Armageddon and Ragnarok) to cash in on the Purple prices before they go back down at i16.
So below is my tweaked build. I kept two full puples sets and parts of another. The main difference between DasBerts is it has some global accuracy and some of the powers are maxed out a bit more for hold time, etc. I was able to keep essentially the same amount of recharge and the same level of S/L defense, and even eeked out a little more positional defense for the rare cases when S/L isn't present in the attack.
I also managed to make it a little better on endurance just so I don't have to spam Transference quite as much.
The only real cost to my tweaks are, well, cost. This is a much more expensive build than DasBerts and probably not worth the extra cost. It was worth it to me because I already had the purples in place and would have had to burn a bunch of re specs to get everything off. I made 1.4 billion selling off the 9 purples I decided to sell, so it's all worked out pretty well I think.
Oh, and I actually have one slot that I can't decide where to put. I've moved it around several places already. Right now it's in Combat Jumping with the Zephyr Speed IO (not the Knockback) mainly for the Ranged defense. If anyone has any other ideas for that last slot I'd love to hear it.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5)
Level 1: Transfusion -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx(40), Dct'dW-Heal(40), Dct'dW-EndRdx/Rchg(43), Dct'dW-Heal/Rchg(46)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Acc/Immob/Rchg(7), GravAnch-Immob/EndRdx(11), GravAnch-Hold%(37)
Level 4: Siphon Power -- Empty(A)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hot Feet -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(9), Sciroc-Dam%(9), Sciroc-Acc/Rchg(11), Sciroc-Acc/Dmg/EndRdx(34), EndRdx-I(34)
Level 10: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(17), LkGmblr-Rchg+(50)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(17)
Level 14: Siphon Speed -- RechRdx-I(A), RechRdx-I(15), Acc-I(50)
Level 16: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(21)
Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(19), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/EndRdx/Rchg(21)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Acc(23)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(25), Aegis-ResDam/EndRdx(25), ImpArm-ResDam/EndRdx(40)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(48)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(31), UbrkCons-EndRdx/Hold(39), Lock-%Hold(45)
Level 32: Fire Imps -- C'Arms-+Def(Pets)(A), C'Arms-Acc/Dmg/Rchg(33), C'Arms-Acc/Dmg(33), C'Arms-Acc/Rchg(33), C'Arms-Dmg/EndRdx(34), Acc-I(45)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Fissure -- Stpfy-Acc/Stun/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/Rchg(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(43), FrcFbk-Rechg%(43)
Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Knock%(46)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48), LkGmblr-Def/Rchg(50)
Level 49: Super Speed -- Zephyr-ResKB(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment -
[ QUOTE ]
So after issue 16 hits, supply goes up, purple prices go down. Won't the marketeers just buy low and hold them untill prices go back up, then sell?
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Maybe in short bursts, but over the long haul they won't be able to maintain a price point that much higher than what supply/demand sets.
And here's an ironic point (at least to some, so others it's plain common sense): You know what is a driving force in keeping the prices from skyrocketing? The ebil marketeers fighting against each other to make a profit. If one marketeer could create an entire long term monopoly on a recipe then your theory would have at least some legs. But multiple marketeers means they have to undercut each other in order for THEIR product to move. Which brings the price down for the consumer (at least those smart enough to not buy it nao). -
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no it isn't.
there are any number of "rare" recipes in the game that aren't worth squat because nobody wants them.
Supply is only half the equation.
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Many of the most worthless recipes in the Merit Roll/Gold Roll pool have significantly less supply due to the weighted drops. And yet they're still completely worthless.
But clearly supply is the only factor......
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We agree that lack of supply is the main culprit, but even when supply of purples goes back up, the supply will remain low enough that it is easy to completely control the price by buying everyone that hits the market IF you are an evil marketeer with billions saved up. When there is only one or two of something listed per month, there is always going to be someone out of the thousands that play this game that is willing to pay it...even if it means buying inf from a .com, which is even worse for the game.
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One or two of something a month??
What? -
Good grief. How ignorant do you have to be to claim "market manipulation" over and over again?
And the combination of solutions doesn't make sense. Which is it? Is it the drop rate or the ebil marketeering? It's either one or the other. If it's truly the "market manipulation" screwing everything up then why do you want drop rates increased at all?
If it's just "market manipulation" then why were you EVER able to purple out a toon for what you deem an appropriate amount? And why isn't EVERYTHING incredibly expensive if all it takes is a few ebilers to jack the prices up?
And the notion that you have to not play content and focus on the market to make money is patently absurd. It is shameful how easy it is to make influence in this game. No one in this forum has any idea who I am. I'm not a regular poster here, I don't read the guides here. But I can make enough money to buy pretty much anything I want over a relatively short period of time. I purpled out one of my characters a month ago and it certainly didn't cost me a billion per purple set.
The bottom line is, stop whining. If you want the elite loot, then work for it. There are several different avenues to go about that. If you don't want to put int he effort (as minimal as it is) be happy with the slightly less elite loot that will let you perform almost as well.
Or just keep whining. There's always that option. -
Forgive my ignorance, but why have I seen more than one person putting Membrane Exposures into Active Defense? There is no defense component in AD, is there?
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Might also want to consider a PBAoE melee set in Hot Feet, you're not enhancing its damage much and 3% rech for 5 slots is an awful deal.
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While I agree that it's a waste for the small recharge number, keep in mind that if this is a farming build, and he farms 8 man spawns, he's living at the damage cap. So slotting damage into Hot Feet makes no difference. -
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The question was about farming. If you're farming, a Fire/Kin will drastically out perform a Fire/Rad.
All of the other discussion if valid and I tend to agree that a Fire/Rad bring more to a team.
But for farming, it's no contest.
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I disagree, to a certain extent. Yes, kins are faster. But it is not quite as drastic as you seem to imply. A good fire/rad can do a fair job of keeping up with an average fire/kin.
It also depends on what you're farming. As the targets get harder, the gap between kin and rad shrinks quickly. Rad has the advantage on hard targets in my experience.
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Well a "good" vs an "average" is going to even things out when comparing just about any two toons.
Again, a Fire/Rad will be safer against harder opponents, but I still don't agree with faster or better. My Fire/Kin farms the Cim wall without using Flashfire or Cinders, and those guys hit hard.
I have a lot of respect for the Fire/Rad, but Fire/Kin is the answer to any farming controller question. -
The question was about farming. If you're farming, a Fire/Kin will drastically out perform a Fire/Rad.
All of the other discussion if valid and I tend to agree that a Fire/Rad bring more to a team.
But for farming, it's no contest. -
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QR
What does "You have traded Nothing, for 1,000,000,000 influence." mean?
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Look at his power tray.
He rolled a new character just for the screen shot and transferred all is inf to that character for the screenie. -
I use my Fire/Kin on the Cim wall all the time. Only I don't bother with Flashfire or any other AOE Mez.
You line them up vertically, meaning you go to one side of the row or the other and face the line. Char the Healer, Cages, FS, Cages, Fireball, pick off stragglers. (With Hot Feet and Imps running, obviously).
The double cages is because they resist mez and it takes two cages to get most of them locked down. The nice thing is by lining up with them vertically they'll just run down the line and group around you while FS is firing.
I've tried several different methods and this one has proven to be the best. -
The Miracle Proc at lvl 40 is perhaps the most valuable Merit Roll there is for a lvl 50 character because of people rolling 46-50 and lowering the supply.
Keep it up people. -
Just bought a lvl 38 Oblit quad for 5.1 Mil from Wents........
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Yeah, like I said I'm not convinced I'll be able to keep this build due to the endurance issues. I definitely expect to have to add a slot to Stamina for the PS proc.
As for Hasten, that is very much up in the air. I'm waffling quite a bit on that power. I could easily see myself going BU, or maybe even Consume, although switching to Consume would require some rearranging so it could be properly slotted.
Thanks for the note on CJ, I'm not sure why I had that second defense IO in there. I think that was a mistake.
Thanks for the thoughts. -
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I've often wondered why I still make DA runs. Why do I have a character built for that level range and Oro-parked in Moth Cemetary? I've long since passed the point where the inf is a draw. Recipe & salvage farming can be done much more efficiently in MA. I'm not levelling or working on badges (well, the inf badge I guess...but it's not a motivating factor).
There's just something I really like about cruising through the fog in an empty (99% of the time) zone blowing up big spawns of zombies. I can't define the reasons, but it calls to me.
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Man I can completely relate to this. I started doing DA runs right about the time you started posting about them (I actually remember being convinced you were going to kill the prices on rare arcane salvage).
I ran a Numina the other day and drew the DA hunt. It was the first time I'd been in DA since being back from a hiatus that started around i11. It was weird how much I enjoyed being in that dark, empty zone and beating on silly gray zombies.
I may have to build up another fire/fire tank (or maybe a fire/fire scrap now that they're available) just to park in DA for a few runs every once in a while. -
I'm planning on bringing my Fire/Fire tank out of mothballs soon. He's 37 now and built for defense based on the enhancements available in i10. With the changes to defensive numbers and the addition of Obliteration, I'm working on a new build and am fairly happy with the prospects of the build below. 44+% melee defense seems nice to me.
Some will decry the lack of BU, and it's certainly to be determined whether I can sustain the endurance hit of having Obliteration in all of my AOE's without Consume. I do have both of the Recovery procs (they were in my previous build) and the Atlas medallion, which helps. I can add a Performance Shifter +Endurance to Stamina if I need to.
We'll see how it goes.
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If you're going to tank 8 man teams you're going to have to get your defense up, I think.
Focus your set bonuses more around melee defense, it's pretty amazing what level of defense you can achieve with the power sets of a fire/fire/fire tank.