Fire/Kin build critique


Captain_Wacky

 

Posted

I've recently decided to create a new street/MA farming controller and wanted to get some feedback on the build:

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Pyksel: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Char -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(37), Apoc-Dam%(40)
Level 1: Transfusion -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Rchg(40)
Level 2: Fire Cages -- GravAnch-Immob(A), GravAnch-Immob/Rchg(7), GravAnch-Acc/Immob/Rchg(7), GravAnch-Acc/Rchg(43), GravAnch-Immob/EndRdx(43)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hurdle -- HO:Micro(A)
Level 8: Hot Feet -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(9), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Acc/Rchg(17), Armgdn-Dmg/EndRdx(46)
Level 10: Siphon Speed -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(11), TmpRdns-Acc/Dmg/Slow(11)
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: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(15)
Level 16: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Zephyr-ResKB(50)
Level 18: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(29), UbrkCons-EndRdx/Hold(29)
Level 20: Speed Boost -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21)
Level 22: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23), RgnTis-Regen+(23)
Level 24: Stamina -- EndMod-I(A), EndMod-I(25), P'Shift-EndMod(25), P'Shift-End%(50)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 28: Boxing -- HO:Micro(A)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31), ImpArm-ResDam/EndRdx(31), ImpArm-ResDam(31), ImpArm-ResPsi(33)
Level 32: Fire Imps -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(33), SvgnRt-Acc/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(34), SvgnRt-Acc(34), SvgnRt-PetResDam(34)
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), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Weave -- LkGmblr-Rchg+(A), Ksmt-Def/EndRdx(42), Ksmt-Def/Rchg(42), GftotA-Def/EndRdx(42), GftotA-Def/Rchg(43)
Level 44: Indomitable Will -- LkGmblr-Rchg+(A), Ksmt-Def/EndRdx(45), Ksmt-Def/Rchg(45), GftotA-Def/EndRdx(45), GftotA-Def/Rchg(46)
Level 47: Mind Over Body -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(48), ImpSkn-EndRdx/Rchg(48), ImpSkn-ResDam/EndRdx/Rchg(48), ImpSkn-Status(50)
Level 49: Super Speed -- Clrty-Stlth(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]6.5% DamageBuff(Smashing)[*]6.5% DamageBuff(Lethal)[*]6.5% DamageBuff(Fire)[*]6.5% DamageBuff(Cold)[*]6.5% DamageBuff(Energy)[*]6.5% DamageBuff(Negative)[*]6.5% DamageBuff(Toxic)[*]6.5% DamageBuff(Psionic)[*]4.56% Defense(Smashing)[*]4.56% Defense(Lethal)[*]4.56% Defense(Fire)[*]4.56% Defense(Cold)[*]4.56% Defense(Energy)[*]4.56% Defense(Negative)[*]4.88% Defense(Psionic)[*]6.13% Defense(Melee)[*]6.13% Defense(Ranged)[*]6.13% Defense(AoE)[*]87.5% Enhancement(RechargeTime)[*]4% Enhancement(Heal)[*]1.5% Enhancement(JumpSpeed)[*]1.5% Enhancement(RunSpeed)[*]1.5% Enhancement(JumpHeight)[*]1.5% Enhancement(FlySpeed)[*]60% Enhancement(Accuracy)[*]10% FlySpeed[*]76.3 HP (7.5%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Confused) 10.3%[*]MezResist(Held) 10.3%[*]MezResist(Immobilize) 7.5%[*]MezResist(Sleep) 12.5%[*]MezResist(Stun) 10.3%[*]MezResist(Terrorized) 9.7%[*]30% (0.5 End/sec) Recovery[*]36% (1.53 HP/sec) Regeneration[*]10% Resistance(Smashing)[*]10% Resistance(Lethal)[*]21.3% Resistance(Fire)[*]21.3% Resistance(Cold)[*]10% Resistance(Energy)[*]10% Resistance(Negative)[*]10% Resistance(Toxic)[*]13% Resistance(Psionic)[*]10% RunSpeed[*]2% XPDebtProtection[/list]------------
[u]Set Bonuses:[u]
[u]Apocalypse[u]
(Char)<ul type="square">[*] 16% (0.68 HP/sec) Regeneration[*] 30.5 HP (3%) HitPoints[*] 4% DamageBuff(All)[*] 10% Enhancement(RechargeTime)[/list][u]Doctored Wounds[u]
(Transfusion)<ul type="square">[*] MezResist(Terrorized) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 4% Enhancement(Heal)[*] 5% Enhancement(RechargeTime)[/list][u]Gravitational Anchor[u]
(Fire Cages)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Armageddon[u]
(Hot Feet)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Tempered Readiness[u]
(Siphon Speed)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[*] 1.5% Enhancement(Slow)[/list][u]Absolute Amazement[u]
(Flashfire)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Combat Jumping)<ul type="square">[*] 10% (0.42 HP/sec) Regeneration[*] 7.5% Enhancement(RechargeTime)[/list][u]Blessing of the Zephyr[u]
(Super Jump)<ul type="square">[*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[*] Knockback Protection (Mag -4)[/list][u]Unbreakable Constraint[u]
(Cinders)<ul type="square">[*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Performance Shifter[u]
(Speed Boost)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 19.1 HP (1.88%) HitPoints[/list][u]Performance Shifter[u]
(Stamina)<ul type="square">[*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[/list][u]Steadfast Protection[u]
(Tough)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[*] 3% Defense(All)[*] Knockback Protection (Mag -4)[/list][u]Impervium Armor[u]
(Tough)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 1.88% Defense(Psionic)[*] 3% Resistance(Psionic)[/list][u]Sovereign Right[u]
(Fire Imps)<ul type="square">[*] MezResist(Sleep) 2.75%[*] MezResist(Confused) 2.75%[*] MezResist(Stun) 2.75%[*] MezResist(Held) 2.75%[*] 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)[*] 10% Resistance(All)[/list][u]Efficacy Adaptor[u]
(Transference)<ul type="square">[*] 11.4 HP (1.13%) HitPoints[*] 1.5% (0.03 End/sec) Recovery[*] 10% (0.42 HP/sec) Regeneration[*] 2.5% DamageBuff(All)[*] 5% Enhancement(RechargeTime)[/list][u]Luck of the Gambler[u]
(Weave)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Kismet[u]
(Weave)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[/list][u]Gift of the Ancients[u]
(Weave)<ul type="square">[*] 2% (0.03 End/sec) Recovery[/list][u]Luck of the Gambler[u]
(Indomitable Will)<ul type="square">[*] 7.5% Enhancement(RechargeTime)[/list][u]Kismet[u]
(Indomitable Will)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[/list][u]Gift of the Ancients[u]
(Indomitable Will)<ul type="square">[*] 2% (0.03 End/sec) Recovery[/list][u]Impervious Skin[u]
(Mind Over Body)<ul type="square">[*] MezResist(Sleep) 2.2%[*] 15.3 HP (1.5%) HitPoints[*] 2% XPDebtProtection[*] 5% Enhancement(RechargeTime)[*] Status Resistance 7.5%[/list]
Let me know what you think and where I can improve! Thanks!


 

Posted

Any thoughts?


 

Posted

You don't have much burst damage which will hurt on bossfarms a lot.

You don't have much energy resistance which will hurt on Riktifarms a lot.


You have a large amount of psionics resistance which is useless on most MA farms.

There is no reason to build a character for farming. It is much better, if you must, to farm with the character you plan on using for actual stuff so you know the abilities much better.

also, look at soul bound allegence: chance for buildup for your imps.


 

Posted

Except he could make his own mob to farm and wouldn't have to deal with bosses or energy damage


 

Posted

Then what is the point of asking?


 

Posted

Not sure at what point this becomes thread necro, but the first thing I noticed when looking at your build is that you have a large emphasis on +recovery and +regen. With Transference and Transfusion recovery and regen are not going to be an issue.

Personal preference maybe, but I would consider dropping the fighting pool and picking up Maneuvers, Tactics, and Psionic Tornado. 6-slot Maneuvers with 5 Red Fortune and 1 LoTG +Recharge and couple that with the 2.5% global bonus you get for 6-slotting Tactics with the Gaussian set and you're actually a little higher on def than you are with your current slotting of Weave.

Consider 6-slotting the Blood Mandate set for your Imps. Sure it's not sexy to only have an uncommon set slotted, but it gives great +def bonuses for the 5th and 6th slot. Lets face it, if you're a good Fire/Kin then you're leading from the front because you're chewing through minions and LTs as fast or faster than everyone else and you're getting to the next group quicker as well. And if you're using the standard leadoff of Firecages you're going to draw LOTS of aggro.

After I've said all this let me backtrack a bit and say that your build could work...depending on your playstyle. However, you said you were building a farming controller. My personal experience is that farming is much more frenetic and end draining than stamina and set bonuses alone can keep up with.

A good Fire/Kin (both in build and in player ability) has to only worry about 2 things: Damage mitigation, and damage output. Focus on damage mitigation by building up your positional +def set bonuses (ranged, aoe, and melee). Whether you focus on ranged and aoe or on melee is dependant on where you want to play. My experience says that it's safer to play beyond melee range...yours may be different. And secondly, get yourself an AoE attack. Whether that be Psionic Tornado or respecing into the the Fire Ancillary pool for Fireball doesn't matter a whole lot.

In the end though focus on something that's fun for you...and not me or any of your friends. Oh...and welcome to the chaos =)


 

Posted

Thank you cynical_mage, very insightful and I shall certainly run that through mids and ponder the results.

Thanks again!


 

Posted

I've never really understood the need for the leaping and speed power pools on fire/kins and I see them being taken all the time. If you need KB protection, just slot a KB protection piece in SS (Blessing of the Zephyr) and another in fireshield (Steadfast Protection).


 

Posted

Put your stealth piece in sprint and toggle when needed


 

Posted

[ QUOTE ]
Put your stealth piece in sprint and toggle when needed



[/ QUOTE ]

And you can use either the run (Clarity) or jump (Unbounding Leap) stealth IO in Sprint. If you are concerned about the endurance use, then briefly turn on sprint and turn it off, and then the stealth continues for 2 minutes.

Another advantage with doing it this way is that you can use Super Speed in missions where you have to find a hostage to lead out. If the Stealth is in SS, then you will have to keep it turned off for two minutes before you can lead the hostage out. Put the Stealth IO in Sprint, and you can freely use Super Speed without worry, only turning on your added stealth when you specifically want it. Super Speed alone is good enough most of the time.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

[ QUOTE ]
I've never really understood the need for the leaping and speed power pools on fire/kins and I see them being taken all the time. If you need KB protection, just slot a KB protection piece in SS (Blessing of the Zephyr) and another in fireshield (Steadfast Protection).

[/ QUOTE ]

If you're talking about super jump, then yes, inertial reduction makes that redundant. However, combat jumping is very useful for a kin for its immobilization protection. Being rooted to the spot and not being able to position yourself is significant disadvantage to a character with target focused powers. You won't always have that breakfree.

Also, speed pool has hasten, and there aren't many builds that isn't helped by hasten. Fire/Kin is *definitely* helped by hasten and the kinetics endurance recovery power negates hasten's endurance crash.


 

Posted

Unfortunately, fire/kins are a bit of a rarity so finding people to give you build tips might be difficult.


I will not rest until we have in-game throwable pies!