Fire/Kin build with Soft Cap Def?


Amberyl

 

Posted

Ima plan to change my build to use smoke and work for the soft cap. Anybody have any experience with this?

I can't use mids, but the only stipulation is that I keep SB on my build cause SB'd imps = more dmg + SB"d teammates also = more dmg.

Fire or Psychic mastery prefferably but if it gets me soft cap on def to S/L dmg or something similar then I'll work with it.

The idea is to be able to farm 50 bosses without the need of an emp everytime. I want to hit the soft cap before I use smoke to debuff the ToHit as well.

Any help/feedback would be tremendously helpful as I've never IO'd for +Def before. Money is no object.


 

Posted

QR

Do you have to have Smoke? You can get softcapped without it and you don't really need to to-hit buff (Soft Cap Def and Transfusion do the trick).

Also, might wanna go with stone mastery. Rock Armor is great for S/L def. Look at DasBert's build (Used for soloing 50 bosses). He has posted it in about 3 other recent threads if you just browse through some of the recent ones.

I'm pretty sure that SB doesnt affect your imps anymore except for their movement so that shouldn't be why you want to keep it and you should not waste your time sb'ing them. In fact, with 50 bosses they will be killed pretty quickly and I don't even use imps anymore.


 

Posted

[ QUOTE ]
I can't use mids, but the only stipulation is that I keep SB on my build cause SB'd imps = more dmg + SB"d teammates also = more dmg.

[/ QUOTE ]
SB does not affect the rchg of imps (or any pets) anymore
SB *does* affect team mates though, and if you're ever duo farming with someone, it is nice to have SB for them, 9 times out of 10 it will speed up the farm.


 

Posted

o.O what's that leftover 1, then? xP

By the way, I sneaked a peek into DasBert's build, was surprised by how similar his build is to mine.

Only differences he had with mine are the order of powers selections and IO selections. o.O


 

Posted

[ QUOTE ]
The idea is to be able to farm 50 bosses without the need of an emp everytime.

[/ QUOTE ]

Who needs an emp???


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

o.O F/K farmer, farming.... always with an emp? =/

or are you talking about something else, Mel? =x


 

Posted

I never use an Emp. I solo-farm with my fire/kin - and when I team up, I like to have someone with more damage, not with heals. Another fire/kin works great, or a fire/fire tank or fire/fire blaster if they can survive in the fray.


 

Posted

DasBert's build will do 50s easily.

I've done a similar build with a bit more accuracy and a little less recharge, so it has somewhat broader usefulness (it has no accuracy issues with 52s, making it a viable build for team missions, although I have an alternative build that I use for TFs and the like). It's cheap; I managed to do mine for about 50 million with some patient auctioneering. It's not quite at the soft cap for defense (it's about 40% def), but the extra hit points from Earth's Embrace provide a useful buffer for additional survivability.

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

Level 1: Char -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(40), BasGaze-EndRdx/Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(40)
Level 1: Transfusion -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Rchg(23), Acc-I(31)
Level 2: Siphon Power -- Acc-I(A)
Level 4: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Immob/Rng(15), Enf'dOp-Acc/Immob/Rchg(15), Enf'dOp-Acc/Immob(31)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(9), Oblit-Dmg/Rchg(9), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(43)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(11), RechRdx-I(11), RechRdx-I(31)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(25), Stpfy-Acc/Stun/Rchg(25), RechRdx-I(46)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Cinders -- BasGaze-Acc/Rchg(A), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(27), RechRdx-I(27)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- TtmC'tng-ResDam/EndRdx(A), ResDam-I(29), ResDam-I(29)
Level 26: Weave -- S'dpty-Def/EndRdx(A), S'dpty-Def(34), DefBuff-I(37), Ksmt-ToHit+(46), Krma-ResKB(46)
Level 28: Speed Boost -- Efficacy-EndMod/Rchg(A)
Level 30: Increase Density -- Aegis-Psi/Status(A)
Level 32: Fire Imps -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-+Def(Pets)(34), Dmg-I(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), RechRdx-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), FrcFbk-Rechg%(43)
Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 47: Rock Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(50)
Level 49: Earth's Embrace -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
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">[*]7.5% DamageBuff (Smashing Lethal, Fire, Cold, Energy, Negative, Toxic, Psionic)[*]5% Defense[*]9.69% Defense(Smashing, Lethal)[*]5% Defense(Energy, Negative)[*]10% Defense(Melee)[*]2.5% Defense(Ranged)[*]3% Enhancement(Stun)[*]57.5% Enhancement(RechargeTime)[*]18% Enhancement(Accuracy)[*]3% Enhancement(Immobilize)[*]4% Enhancement(Heal)[*]61 HP (6%) HitPoints[*]Knockback, Knockup (Mag -4)[*]MezResist(Immobilize) 4.95%[*]MezResist(Stun, Terrorized) 2.2%[*]13% (0.22 End/sec) Recovery[*]14% (0.59 HP/sec) Regeneration[*]1.89% Resistance(Smashing, Lethal)[*]4.1% Resistance(Fire, Cold)[*]1.88% Resistance(Negative)[*]3% Resistance(Psionic)[/list]


 

Posted

Farming 54 bosses on SO's in impossible so yea I have an emp for those farms. When I farm demons I can do it solo I don't need an emp.

If you can farm 54 bosses solo and efficiently on SO's I'll pay your sub.

But I'll look for that build, I wasn't sure stone mastery's AoE was on par with Fire/Psy mastery but apparently it is. And hitting soft cap (45%) isn't really the soft cap when the mobs are +4 to you which is what smoke is for...Thanks for the help so far though appreciate it all.

EDIT: didn't realize my op said 50 bosses, meant 54.


 

Posted

Dasbert's build also inspired me... but in a very different direction. I wanted something far cheaper than 600 mil.

The essence of Dasbert's build was to softcap smashing/lethal defense, then get as much recharge as possible. There are of course other factors, but those seemed to be the two main ones. This is mainly because a fire/kin has tools to enhance damage, endurance, health and the biggest limiting factor is how fast the powers come back so the button can be mashed again.

Here is a super cheap build designed to handle level 50 AE boss missions. With all IOs set to MINIMUM level, it has 46% defense and 55% global recharge. Fissure should be spammed as often as possible, it is good damage, your AE control (your only AE control) and helps with recharge. This build could be improved in lots of ways, the stamina procs, Kismet +accuracy io, the steadfast +defense io, the health procs, switching to use the fighting pool with tough, replace the SO enhancements with IOs, use kinetic combats rather than smashing haymaker. All of these could be nice, but increase the cost of the build.

BTW, the build is meant to run tactics while farming (for the accuracy bonus).

I'm guessing that with patient bidding the cost of this build is somewhere between 10 and 20 million. Remember, that ANY level IO can be used, so take the cheapest one you can find.

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

Click this DataLink to open the build!

Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Ring of Fire -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Immob/Rchg(40), Enf'dOp-Acc/Rchg(43), Enf'dOp-EndRdx/Immob(46), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(50)
Level 1: Transfusion -- Dct'dW-Rchg(A), Dct'dW-Heal(34), Dct'dW-EndRdx/Rchg(34), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(40), Nictus-Acc/EndRdx/Heal/HP/Regen(40)
Level 2: Fire Cages -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Immob/Rchg(23), Enf'dOp-Acc/Rchg(29), Enf'dOp-Acc/EndRdx(31), Enf'dOp-EndRdx/Immob(31), Enf'dOp-Immob/Rng(34)
Level 4: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(23)
Level 6: Combat Jumping -- RedFtn-EndRdx(A), RedFtn-Def(7), RedFtn-Def/EndRdx(7), RedFtn-Def/Rchg(15), RedFtn-Def/EndRdx/Rchg(17)
Level 8: Hot Feet -- CtlSpd-EndRdx/Rchg/Slow(A), CtlSpd-Acc/Slow(9), CtlSpd-Dmg/Slow(9), CtlSpd-Acc/EndRdx(13), CtlSpd-Rng/Slow(15), EndRdx(50)
Level 10: Siphon Speed -- Acc(A), RechRdx(11), RechRdx(11), RechRdx(13)
Level 12: Hurdle -- Jump(A)
Level 14: Super Jump -- Jump(A)
Level 16: Health -- Heal(A)
Level 18: Hasten -- RechRdx(A), RechRdx(19), RechRdx(19)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Speed Boost -- EndMod(A)
Level 24: Maneuvers -- RedFtn-EndRdx(A), RedFtn-Def(25), RedFtn-Def/EndRdx(25), RedFtn-Def/Rchg(27), RedFtn-Def/EndRdx/Rchg(29)
Level 26: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(27), EndRdx(50)
Level 28: Acrobatics -- EndRdx(A)
Level 30: Vengeance -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(31)
Level 32: Fire Imps -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33)
Level 35: Transference -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc(36), Efficacy-EndMod(36), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(37), Efficacy-Acc/Rchg(37)
Level 38: Fulcrum Shift -- Acc(A), RechRdx(39), RechRdx(39), RechRdx(39)
Level 41: Fissure -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/Rchg(42), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(43), FrcFbk-Rechg%(43)
Level 44: Rock Armor -- RedFtn-EndRdx(A), RedFtn-Def(45), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(46)
Level 47: Seismic Smash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(48), S'ngH'mkr-Dmg/Rchg(48), S'ngH'mkr-Dmg/EndRdx/Rchg(48)
Level 49: Earth's Embrace -- RechRdx(A)
------------
Level 1: Brawl -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(3), S'ngH'mkr-Dmg/EndRdx/Rchg(5)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
Set Bonus Totals:

  • 8.5% DamageBuff(Smashing)
  • 8.5% DamageBuff(Lethal)
  • 8.5% DamageBuff(Fire)
  • 8.5% DamageBuff(Cold)
  • 8.5% DamageBuff(Energy)
  • 8.5% DamageBuff(Negative)
  • 8.5% DamageBuff(Toxic)
  • 8.5% DamageBuff(Psionic)
  • 16.9% Defense(Smashing)
  • 16.9% Defense(Lethal)
  • 2.5% Defense(Energy)
  • 2.5% Defense(Negative)
  • 13.1% Defense(Melee)
  • 1.25% Defense(Ranged)
  • 2% Enhancement(RunSpeed)
  • 2% Enhancement(JumpSpeed)
  • 2% Enhancement(FlySpeed)
  • 3% Enhancement(Stun)
  • 2% Enhancement(JumpHeight)
  • 6% Enhancement(Immobilize)
  • 55% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 68.7 HP (6.75%) HitPoints
  • MezResist(Immobilize) 12.1%
  • MezResist(Terrorized) 2.2%
  • 8.5% (0.14 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
  • 5.04% Resistance(Fire)
  • 5.04% Resistance(Cold)
  • 3.75% Resistance(Negative)
------------
Set Bonuses:
Enfeebled Operation
(Ring of Fire)
  • 3% Enhancement(Immobilize)
  • 1.88% Resistance(Negative)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.75% Enhancement(RechargeTime)
  • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Doctored Wounds
(Transfusion)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Enfeebled Operation
(Fire Cages)
  • 3% Enhancement(Immobilize)
  • 1.88% Resistance(Negative)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.75% Enhancement(RechargeTime)
  • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Basilisk's Gaze
(Char)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Red Fortune
(Combat Jumping)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Curtail Speed
(Hot Feet)
  • MezResist(Immobilize) 1.1%
  • 2% Enhancement(Slow)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
  • 2.5% Enhancement(RechargeTime)
Red Fortune
(Maneuvers)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Rectified Reticle
(Tactics)
  • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
Rectified Reticle
(Vengeance)
  • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
Call to Arms
(Fire Imps)
  • 2.5% (0.04 End/sec) Recovery
  • 15.3 HP (1.5%) HitPoints
  • 6.25% Enhancement(RechargeTime)
Efficacy Adaptor
(Transference)
  • 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)
Stupefy
(Fissure)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
Red Fortune
(Rock Armor)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Smashing Haymaker
(Seismic Smash)
  • MezResist(Immobilize) 2.2%
  • 11.4 HP (1.13%) HitPoints
  • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
Smashing Haymaker
(Brawl)
  • MezResist(Immobilize) 2.2%
  • 11.4 HP (1.13%) HitPoints
  • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)



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Posted

Quote:
Originally Posted by _Meldash_ View Post
And hitting soft cap (45%) isn't really the soft cap when the mobs are +4 to you which is what smoke is for...Thanks for the help so far though appreciate it all.
No, 45% is *still* the softcap against +4 mobs. Critters don't get a bonus tohit until they're +5 to you.

And what do you want to hit the softcap in? S/L? Ranged? Melee?

Hitting the softcap to all 3 positions on a controller is unrealistic


 

Posted

S/L defense softcap is probably the best way to go on a Fire/Kin (and with Stone it's easiest too).


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Quote:
Originally Posted by _Meldash_ View Post
EDIT: didn't realize my op said 50 bosses, meant 54.
Ah... Now I get it =P


 

Posted

Have posted the new and updated build - it's probably a bit more expensive than before with how expensive Kinetic Combat has been lately (when I bought it, it was -much- cheaper) but it's really pretty damned cheap when you look at how much you can make with it. Link is in the sig.