Fire/Kin - final stretch


Blue_Note

 

Posted

My fire/kin is about to hit 47, so I have to decide which last 2 powers to take. For the time being, I'm sticking to a purely PvE build (and don't exemp much), but may respec into something more PvP friendly later. Here's my current build:


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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name: Tleollin
Level: 47
Archetype: Controller
Primary: Fire Control
Secondary: Kinetics
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01) --> Char==> Acc(1) Acc(3) Hold(5) Hold(13) Rechg(25) Rechg(34)
01) --> Transfusion==> Acc(1) Heal(3) Heal(23) Heal(31) Acc(37) Rechg(43)
02) --> Fire Cages==> Acc(2) Immob(34) Acc(40)
04) --> Siphon Power==> Acc(4) Rechg(5) Rechg(46)
06) --> Hasten==> Rechg(6) Rechg(7) Rechg(7)
08) --> Hot Feet==> Dmg(8) Dmg(9) Dmg(9) EndRdx(11) EndRdx(11) Acc(46)
10) --> Hurdle==> Jump(10)
12) --> Flashfire==> Acc(12) Acc(13) DisDur(15) DisDur(15) Rechg(17) Rechg(17)
14) --> Siphon Speed==> Acc(14) Rechg(34) Rechg(40)
16) --> Swift==> Run(16)
18) --> Cinders==> Acc(18) Acc(19) Hold(19) Hold(25) Rechg(31) Rechg(31)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Speed Boost==> EndMod(22) EndMod(23)
24) --> Assault==> EndRdx(24) EndRdx(46)
26) --> Tactics==> TH_Buf(26) TH_Buf(27) TH_Buf(27) EndRdx(29) EndRdx(29)
28) --> Inertial Reduction==> Jump(28)
30) --> Stealth==> DefBuf(30)
32) --> Fire Imps==> Acc(32) Dmg(33) Dmg(33) Dmg(33)
35) --> Transference==> Acc(35) Acc(36) EndMod(36) EndMod(36) Rechg(37) Rechg(37)
38) --> Fulcrum Shift==> Acc(38) Acc(39) Rechg(39) Rechg(39) Rechg(40)
41) --> Fire Ball==> Acc(41) Acc(42) Dmg(42) Dmg(42) Dmg(43) Rechg(43)
44) --> Fire Shield==> DmgRes(44) DmgRes(45) DmgRes(45) EndRdx(45)
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01) --> Sprint==> Run(1)
01) --> Brawl==> Acc(1)
01) --> Containment==> Empty(1)
02) --> Rest==> Rechg(2)
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The options I'm considering are (from most to least likely):

- Vengeance: since I tend to team a lot, I figured this would be a nice buff to have (even in its non-stacking version), and by taking it at 47 I can still slot it.
- Increase Density: same reasoning, although I guess it doesn't need that many slots.
- Fire Blast: as you can guess, damage is not really an issue at this stage, but maybe a single-target attack could help take down AVs even faster?
- Bonfire: had it for the early levels then dropped it. It was fun, but can't say I really miss it. Could be an option for 49 given that it doesn't need many slots.
- Super Speed: don't think I really need it. Could be useful with Stealth, but I find that in most cases I can already ghost missions with just Stealth if needed.

Any suggestions on which choices might be better and where to use those last slots? Thanks!


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

-The immob isnt needed in firecages. Use recharge or end red instead.
-Get fireblast. Its awesome to have a backup attack for harder targets bosses, lt's/ AV's. IMO the best choice at lvl47.
-I would get ID too. It can save a teammate in trouble, or make life easier in some situations. Use it before engaging tough mez heavy fights (malta comes to mind). You dont have to heavily slot it. A single recharge is fine thou 3 res really helps squishies.
-You could drop the extra end in assault, and just stop using it. It doesnt matter much when you have fulcrum. I tend to think this is a PvP power. I love having it on scrappers/tankers due to taunt resistance.
Perhaps throw the extra slot in siphon speed. Another acc wont hurt.
I would go jumping instead, and choose acrobatics instead of stealth. A fire/kin doesnt need to ghost - He kicks [censored].


A Paragon Defender

 

Posted

Thanks for the suggestions Will probably go for Fire Blast and ID then.

[ QUOTE ]
A fire/kin doesnt need to ghost - He kicks [censored].

[/ QUOTE ]

Hehe, yes, I've noticed that too . But once in a while it's useful to be able to sneak past the mobs if you don't want (or don't have time) to clear the map.

Not sure about SJ/Acrobatics. I prefer using IR as a travel power and taking something else.


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

For a kin, I'd suggest only taking hasten and SS from travel pools, IR and hasten give you more than enough mobility IMO, and hasten+siphon speed is just sick...


 

Posted

[ QUOTE ]
For a kin, I'd suggest only taking hasten and SS from travel pools, IR and hasten give you more than enough mobility IMO, and hasten+siphon speed is just sick...

[/ QUOTE ]

I hope you mean to stack Super Speed and IR, and Super Speed and Siphon Power, opposed to Hasten with those.

Else I'd be not only slightly confused, but a little worried...

And if I'm right, Night mainly suggest SJ for getting Acro, which gives good KB protection which is damn handy for PvE.


 

Posted

[ QUOTE ]
[ QUOTE ]
For a kin, I'd suggest only taking hasten and SS from travel pools, IR and hasten give you more than enough mobility IMO, and hasten+siphon speed is just sick...

[/ QUOTE ]

I hope you mean to stack Super Speed and IR, and Super Speed and Siphon Power, opposed to Hasten with those.

Else I'd be not only slightly confused, but a little worried...

And if I'm right, Night mainly suggest SJ for getting Acro, which gives good KB protection which is damn handy for PvE.

[/ QUOTE ]Actually I meant SS+IR for mobility, and hasten+siphon speed for sick, as in insanely good recharge rate.


 

Posted

[ QUOTE ]
[ QUOTE ]
For a kin, I'd suggest only taking hasten and SS from travel pools, IR and hasten give you more than enough mobility IMO, and hasten+siphon speed is just sick...

[/ QUOTE ]

I hope you mean to stack Super Speed and IR, and Super Speed and Siphon Power, opposed to Hasten with those.

Else I'd be not only slightly confused, but a little worried...

And if I'm right, Night mainly suggest SJ for getting Acro, which gives good KB protection which is damn handy for PvE.

[/ QUOTE ]

i find for PvE hover with siphon speed is all the knockback protection u need, far too many other awesome powers in fire/kin for PvE to waste 2 powers to get knockback resist imo


 

Posted

Aye, Hover's not bad, I just don't like that knock back spinny around animation. I'd much prefer complete mitigation, but then I tend to PvP quite a bit.

In terms of PvE, it's a good build. Nothing like taking down 6 man spawns solo!


 

Posted

I very much agree with nighbringer:

-Id is very teamfriendly and your imps love you for it too. E.g. Carnies, malta, rikti, nem all do a lot of mezz stuff and knockback too, and you want those imps getting down to it instead of being incapcitated by stuns/holds or knocked over the place. ID is the key to keep them going. Although i must admit its class entertainment to watch stunned imps racing around on sb like some drunk cart racers

-also imo sj pool is the way to go for an kin. Being in the thick of things, you get a lot of heat going your way and having cj+acro is absolutely priceless. Hover is a viable solution for countering just the knockback troubles, but it just can't beat acro for it totally negating knockback and adding some hold protection. Still stuns are very annoying...

-and yes siph speed could really do with a second accu.