FOTM?
Fire/Storm
Fire/Kin
Fire/Rad
I say go Fire/Storm. Not totally FOTM but still extremely powerful and tons of fun. Freezing Rain, Rain of Fire, Fire Ball, Fire Breath. Tons of damage and lots of fun.
go /traps
I promise its the FOTM, all the cool kids are /traps.
Crime of Fashion Level 50 Rad/Rad Corrupter
My Toons
My Rad/Rad Corrupters Guide
Mindscape - Reworking
Your guide there makes me wanna try the Rad/Rad. I am enjoying my Rad/Storm, but there are too many skills I want in both sets and It's too tight for comfort. I'm still new and tight builds with tradeoffs/sacrifices always make me wonder what I'm missing...
lol
Fire/Storm is no where NEAR fotm.
Fire/Rad is a fotm... but it's going to be even more tight than /storm.
If you want a FOTM with a fairly loose build... just go fire/kin.
Take one power (SB) and use it and you'll have all the teaming you can handle.
Fire/Rad isn't a tight build at all especially when you compare it to a Fire/Storm.
Not sure if Fire/Storm are FoTM but they kill just as fast if not faster then a Fire/Rad, Freeze rain + Rain of Fire+ Fire Ball is just awsome. Just make sure to pick up the AoE web nade from the epic pool will make that combo even better.
Like the other suggest, Fire/Rad, Fire/Storm, or Fire/Kin.
@Intro lolPvP
AR/Storm.
It's not FOTM because of the animations, but it's aoe damage is incredibly powerful.
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Fire/Rad isn't a tight build at all especially when you compare it to a Fire/Storm.
Not sure if Fire/Storm are FoTM but they kill just as fast if not faster then a Fire/Rad, Freeze rain + Rain of Fire+ Fire Ball is just awsome. Just make sure to pick up the AoE web nade from the epic pool will make that combo even better.
Like the other suggest, Fire/Rad, Fire/Storm, or Fire/Kin.
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Okay, sell me on Fire/Kin. I'm a big fan of kinetics, but unless things have changed:
1. End Drain is still nerfed such that sapping is only vaguely possible with either really odd slotting on things like siphon power and/or with Transference.
2. Unsuppressed movement by Inertial Reduction, Siphon Speed, and Speed Boost is a distant memory.
So in what environment is Fire/Kin working well? Maybe things have changed but people rarely had the grace to cluster up and stand still so I could fulcrum off them, and doing so off of NPC's these days is a death sentence what with the eternal mezzes they dish out.
anything /Rad and anything /Kin are popular for grouping. /Storm is just extremely good for damage and debuffing. If you get really good with hurricane you can carve any group into a tight little brute sandwich with fireball filling and the -tohit means that they won't bother you too much with return fire.
I have an AR/Rad an AR/Dark. Both are excellent on teams and mow down groups with amzing efficiency.
Ice/Kin is good solo, and as kin you'll automatically be good in groups.
Elec kin is okay solo and again /Kin is always good in groups. This setup has the added benefit of the sapping element. If you slot the three attacks that have a chance to grant you end with two endmod's and two end redux they become nearly zero cost. The problem I had on my Ice/Kin was that in groups I would run out of end too quickly pre-transference. I did not have that issue with Elec/Kin.
I also found Dark/Cold to be a terrifyingly effective combo. Dark gives you some battlefield control and supplements your debuffs. Cold gives you pretty much the second most complete set of debuffs in any set. The buffs in cold are always welcome as well. It is possible to go with setup without taking any of the buffs if all you want is solo, but at least take ice shield if you find youself on a team sometimes. Those little icicles increase people's perception of you and makes it more likely that you'll be asked to group with them again.
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Fire/Rad isn't a tight build at all especially when you compare it to a Fire/Storm.
Not sure if Fire/Storm are FoTM but they kill just as fast if not faster then a Fire/Rad, Freeze rain + Rain of Fire+ Fire Ball is just awsome. Just make sure to pick up the AoE web nade from the epic pool will make that combo even better.
Like the other suggest, Fire/Rad, Fire/Storm, or Fire/Kin.
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Okay, sell me on Fire/Kin. I'm a big fan of kinetics, but unless things have changed:
1. End Drain is still nerfed such that sapping is only vaguely possible with either really odd slotting on things like siphon power and/or with Transference.
2. Unsuppressed movement by Inertial Reduction, Siphon Speed, and Speed Boost is a distant memory.
So in what environment is Fire/Kin working well? Maybe things have changed but people rarely had the grace to cluster up and stand still so I could fulcrum off them, and doing so off of NPC's these days is a death sentence what with the eternal mezzes they dish out.
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Hold the phone... you said
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I'm looking at trying out a corrupter for grouping
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The issues you're listing are PvP issues.
If you wanted it for PvP... that should definately have been in the OP. If you're trying to say those are PvE issues... then you just need to familiarize yourself with Kin more.
Hey hey, he's not the OP, I am! :P Some good advice here. Seems like Fire/ is totally FOTM right now...I've been steering away from it just because a villain shooting fire is kinda cliche, but if it's that good I'll give it a whirl.
I have heard all kinds of great things about /kin in groups (my "main" right now is a brute and every guide basically says "find a /kin and make friends!"). They seem relatively weak solo but I want it for grouping so yeah. Let me slap together a sample build and see what it looks like. What are the "must have" powers in each set?
Thx!
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What are the "must have" powers in each set?
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Whoa... asking what the "must have" powers are for /kin is a VERY loaded question. I'm sure you don't mean it as one... just letting you know that it is.
IF you are MAINLY "teaming" ... it's pretty straight forward.
Transfusion (have to take)
Siphon Speed
Speed Boost (there's the loaded part)
Transference
Fulcrum Shift
Everything else in the set is very optional.
On speed boost:
Before others chime in on it, I'll quantify my statement of it being a must have power.
If you're going to team, most teams expect you to have it and use it. Here's why... it's the single best buff power in the game bar none. One might try saying Adrenal Boost or Painbringer is better... but I challenge them to keep those powers on more than one teammate at a time, much less the whole team. Because of this, most people when they think of a kin joining, think of speed boost. If you don't mind buffing, you'll never want for a team. If you don't like buffing, you'll often find yourself annoyed on teams.
If you're the type that doesn't like buffing teammates with speed boost... your experience teaming as a kin will be affected.
As for the fire side....
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I've been steering away from it just because a villain shooting fire is kinda cliche, but if it's that good I'll give it a whirl.
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It's that good.
Take at least fire blast, fire ball, aim (especially if you're pairing with /kin) and blaze.
MANY if not all of the other powers are great... but those are the minimum "must have"
Yeah I kinda figured Speed Boost was mandatory. I want to force myself to group more with this guy so taking something like that should help a lot. Here's a build I put together knowing not much about either set. I read thru some guides for fire/ and /kin but nothing with them together. What do you think?
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 37 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Villain Profile:
Level 1: Fire Blast -- Empty(A)
Level 1: Transfusion -- Empty(A)
Level 2: Fire Ball -- Empty(A)
Level 4: Flares -- Empty(A)
Level 6: Hover -- Empty(A)
Level 8: Fire Breath -- Empty(A)
Level 10: Siphon Speed -- Empty(A)
Level 12: Swift -- Empty(A)
Level 14: Fly -- Empty(A)
Level 16: Health -- Empty(A)
Level 18: Rain of Fire -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Speed Boost -- Empty(A)
Level 24: Aim -- Empty(A)
Level 26: Blaze -- Empty(A)
Level 28: Inertial Reduction -- Empty(A)
Level 30: Hasten -- Empty(A)
Level 32: Inferno -- Empty(A)
Level 35: Transference -- Empty(A)
Level 38: Fulcrum Shift -- Empty(A)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
------------
[u]Set Bonus Totals:[u]
My Fire/Kin skipped Flares and took Siphon Power at 4; while you're levelling up it helps despite being completely redundant after level 38.
Hover/Fly is a preference issue; I prefer Combat Jumping (immobilize protection) and use Siphon Speed or Hurdle+CJ+IR for travel. If you're not used to moving fast, the flight speed cap helps you out, though - my first /Kin took Hover after I found that with Siphon Speed I was overshooting, later I got used to the movement speed and respec'd out of it.
And Rain of Fire is godly on most Corruptors, but I find that long DoTs don't mean much with Fulcrum Shift in play since the spawn never lives past the first 2-3 seconds of it; my 50 Fire/Kin took Maneuvers and Tactics, Combat Jumping and Hurdle where you have Hover and Swift, and has Vengeance in the 40s (47 iirc, with 49 being the patron pet 4-slotted with SHOs for 66% accuracy and 95% damage/mez).
Depending on how reliably you find teams, you can also swap Stamina and Speed Boost just to have it available for your teams earlier - using it on your teammates will help you get to 22 faster than Stamina will most of the time.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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go /traps
I promise its the FOTM, all the cool kids are /traps.
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MA Arc:
Red Typhoon 4912
Akhdar Blood Arc: 247198
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My Fire/Kin skipped Flares and took Siphon Power at 4; while you're levelling up it helps despite being completely redundant after level 38.
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Should be noted that SP is not redundant against strong single targets...of which CoV is not lacking, particularly after 38.
Blue: ~Knockback Squad on Guardian~
Red: ~Undoing of Virtue on [3 guesses]~
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My Fire/Kin skipped Flares and took Siphon Power at 4; while you're levelling up it helps despite being completely redundant after level 38.
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Should be noted that SP is not redundant against strong single targets...of which CoV is not lacking, particularly after 38.
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It's true that the debuff stacks nicely, but by that point survival usually isn't an issue and kill speed is.
I still stack it, it's just less of a priority and I don't bother when I'm damage capped.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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Okay I'll swap out flares and siphon power and see how that goes. Regarding a travel power, I think I'm gonna end up respeccing when I get Inertial Reduction. If it really works as a travel power, it should free up a slot in the early levels. Getting to 28 without a travel power will be lame tho so I'm just gonna start with hover/fly and see how that goes. I was thinking of hasten/SS but hasten seems less useful early on than hover and SS seems redundant with siphon speed. Regarding swift/hurdle, I figured swift (fly speed) to go with hover/fly. If I go with Hasten/SS or just siphon speed, I'd take hurdle instead.
I can see leadership pool being useful in a team-oriented build, but I can't see where to squeeze it in before 40. Rain of Fire and Inferno seem to be relatively optional so I could maybe replace those. Before I get transference, tho, I expect it to be a little tight on endurance. Should I be worrying about that?
Every Kinetic build I've ever played was constantly starved for endurance until I hit the level Transference is available at - even with endurance reduction slotting, you're firing off a lot of powers in a short time frame.
You can slow down how quickly you go through endurance by slowing down your rate of fire - both on the attacks and the buff/debuff powers - but most of the fun of Kinetics for me is the frenetic pacing. I recommend lots of +recovery IO bonuses.
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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I proudly kicked 5 kins this week that didn't have SB
One of them sent me a tell and said "Why should I waste time on sb when I can singlehandedly take out a spawn by myself?"
my reply:
"Why are you wasting time on my team when you can singlehandedly take out a spawn by yourself?"
Frankly, I don't care how powerful someone is. If they can't make a teaming experience more fun, out they go. If they are so powerful they can do it themselves.
I'm thinking a bit of SB on that avatar would be interesting.......
"An intelligent man is sometimes forced to be drunk to spend time with his fools" --Ernest Hemmingway, "For Whom the Bell Tolls"
Global: @salud
it's only a cartoon :P
I see no reason not to take Speed Boost. I know I liked it when someone cast it on me. I can't see playing Kin and NOT taking it...I mean, it's a badass buff. If you're not gonna buff, play a different class.
Anyhow, thanks for all the advice so far. Now I just have to figure out how to slot stuff. Actually, random noob question here: If (when) I respec, do I lose all the enhancements that are in the skills at the time?
Nope, you can put them back in or trade them for inf.
I'm looking at trying out a corrupter for grouping (been mostly soloing with bute and MM). What's the current Flavor of the Month? Anything but /dark (which I have on my MM) sounds fun to me. I made a Rad/Wind and it's decently fun, but I'm looking for OP FOTM. :-]
Thx!