Fire/Kin build suggestions


Archy

 

Posted

My new little contoller is rolling along and was wondering how good people think the build (as shown below) is?

I want to be able to solo and group effectively, and as it seems to be quite a complex power selection (too many nice powers in fire/kin ) I just wanted to make sure im not making any mistakes or overlooking something. (Hasten!?!)

Ta for any help..

--------Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Archetype: Controller
Primary Powers - Ranged : Fire Control
Secondary Powers - Support : Kinetics

01 : Transfusion acc(01) recred(3) hel(17) hel(27) hel(27) recred(29)
01 : Char acc(01) hlddur(3) hlddur(5) recred(5) hlddur(7) recred(19)
02 : Fire Cages acc(02) acc(7) endred(25) immdur(46) endred(50)
04 : Siphon Power acc(04)
06 : Combat Jumping endred(06) endred(40)
08 : Hot Feet endred(08) endred(9) dam(9) dam(11) dam(11) Empty(13)
10 : Siphon Speed acc(10) recred(25) recred(31) recred(43)
12 : Flashfire acc(12) acc(13) recred(15) recred(15) disdur(17) disdur(19)
14 : Super Jump jmp(14) jmp(37) jmp(40) endred(50)
16 : Hurdle jmp(16)
18 : Swift runspd(18)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Speed Boost endrec(22) endrec(23) endrec(23)
24 : Acrobatics endred(24) endred(29) endred(31)
26 : Increase Density endred(26)
28 : Assault endred(28) endred(34)
30 : Tactics endred(30) thtbuf(31) thtbuf(34) thtbuf(34) endred(40)
32 : Fire Imps acc(32) dam(33) dam(33) dam(33)
35 : Transference acc(35) endrec(36) recred(36) recred(36) endrec(37) endrec(37)
38 : Fulcrum Shift acc(38) recred(39) recred(39) recred(39)
41 : Fire Ball acc(41) dam(42) dam(42) dam(42) endred(43) recred(43)
44 : Fire Blast acc(44) dam(45) dam(45) dam(45) endred(46) recred(46)
47 : Fire Shield damres(47) damres(48) damres(48) endred(48) endred(50)
49 : Vengeance thtbuf(49)

SB PLZ!!


 

Posted

There's a few threads with builds and such if you look a few pages back, but some quick comments:

- might want 2 acc in Transfusion. You really don't want it to miss.
- same with Char, I'd swap a rchg for an accuracy.
- More slots in siphon power if possible (recharges for stacking).
- Fire Cages: 2 acc and an endred seems enough for me.
- 2 acc in siphon speed.
- wouldn't bother with all those slots in SJ.
- 3 endreds seems a bit much in Acrobatics, 1-2 should be enough.
- You won't really use Assault much (certainly not after Fulcrum), so 1 endred might be enough.
- If you have spare slots you might want to add some dmgres to ID.
- Definitely 2 acc in both Transference and Fulcrum and I would also recommend it for Fire Ball/Blast (you'll easily be facing +4s by then).
- No Cinders?

Hope some of this helps!

PS Oh, and you DO want Hasten


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

cool cheers for that.

I suppose its the age old question of Mez protection or quicker damage :/

How good is cinders in the field? a necessity?

only other option is to take out leadership to fit in hasten and cinders.

decisions dicisions

cheers for the slotting advise ill bear that in mind


 

Posted

Given the current AV position I cant see anyone rolling a troller other than /Rad and any defender choosing anything other than Rad...


 

Posted

[ QUOTE ]
Given the current AV position I cant see anyone rolling a troller other than /Rad and any defender choosing anything other than Rad...

[/ QUOTE ]

Insightful

Moving on... do you need those 2 end red in transferance? I'd have thought the endurance gain from it would have been enough to negate the end cost of using it


 

Posted

good point

i think its meant to be end rec


 

Posted

[ QUOTE ]
Given the current AV position I cant see anyone rolling a troller other than /Rad and any defender choosing anything other than Rad...

[/ QUOTE ]

Theres the -regen in kinetic's heal.


 

Posted

Personally the slotting i plan on fir/kin for transference is either 2 Acc, 2 End Mod, 2 recharge or 2 Acc, 3 End Mod, 1 Rech. Probalby the former for PvE and the latter for PvP.

It's been a long time since i slotted anything with 1 Acc, do find that this is enough for PvE? I prefer 2 Acc in everything to be sure


 

Posted

err it does seem a bit confusing ur hero planner

but basically u dont need 2 recharge SO's on the transfusion, it is fine

not much point at all once ur past lvl 38 slottign ur aoe control with hold etc cos if ur teaming they wil be dead about 6 seconds after u lay em down

also, wo! only 1 acc on fulcrum shift! :O:O:O:O its worth putting 3!

also

try loosing combat jumping and SJ once ur higher lvl n just replace it with the kinetics own SJ and then u can get cinders! handy andy power


 

Posted

[ QUOTE ]
err it does seem a bit confusing ur hero planner

but basically u dont need 2 recharge SO's on the transfusion, it is fine

not much point at all once ur past lvl 38 slottign ur aoe control with hold etc cos if ur teaming they wil be dead about 6 seconds after u lay em down

also, wo! only 1 acc on fulcrum shift! :O:O:O:O its worth putting 3!

also

try loosing combat jumping and SJ once ur higher lvl n just replace it with the kinetics own SJ and then u can get cinders! handy andy power

[/ QUOTE ]

what about acrobatics? worth it over hasten and cinders?

im not worried too much about the slotting atm (I used the sloting from a fire/kin guide in the us forums), im 11 at present and ill slot acc to start and diversify as I level higher.

my ill/rad didnt take acrobatic, but he didnt have to wade into melee often.

whats confusing about my hero planner lui? I didnt make it


 

Posted

What I think Lui was saying, normally I dont understand a word but Ill give it a try:

He suggested you use the superior coh builder:

Silver sherks builder


50s
controllers: Ill rad , grav rad, fire kin, ice kin
blaster: ice em
scrapper: spines sr

 

Posted

Just thought I'd post my own fire/kin build which I use with great succes.

About Acrobatics.
I definately think you should go for it. Inertial Reduction is a really nice power and better than Super Jump IMO because of the unsurpressed movement but if you're going for acrobatics you might aswell take SJ and skip IR.
You will be standing in the middle of each mob and it's very annoying to be knocked back, missing a heal, fulcrum etc.

About Cinders.
It's not needed because of the flashfire + fire cages combo but it's very very nice to have...i'd say take it.

---------------------------------------------
Name: Arch Jackson
Level: 50
Archetype: Controller
Primary: Fire Control
Secondary: Kinetics
---------------------------------------------
01) --&gt; Char==&gt; Acc(1) Acc(3) Rechg(5) Rechg(5) Hold(7) Hold(9)
01) --&gt; Transfusion==&gt; Acc(1) Acc(3) Rechg(7) Heal(9) Heal(11) Heal(50)
02) --&gt; Siphon Power==&gt; Acc(2) Acc(17)
04) --&gt; Fire Cages==&gt; Acc(4) Acc(29) EndRdx(40)
06) --&gt; Combat Jumping==&gt; Jump(6)
08) --&gt; Hurdle==&gt; Jump(8) Jump(46)
10) --&gt; Siphon Speed==&gt; Acc(10) Acc(11) Rechg(37) Rechg(40) Rechg(43)
12) --&gt; Flashfire==&gt; Acc(12) Acc(13) Rechg(13) Rechg(15) DisDur(15) DisDur(17)
14) --&gt; Super Jump==&gt; Jump(14)
16) --&gt; Health==&gt; Heal(16)
18) --&gt; Cinders==&gt; Acc(18) Acc(19) Rechg(19) Rechg(21) Hold(21) Hold(25)
20) --&gt; Speed Boost==&gt; EndMod(20) EndMod(31) EndMod(34)
22) --&gt; Stamina==&gt; EndMod(22) EndMod(23) EndMod(23)
24) --&gt; Hot Feet==&gt; Dmg(24) Dmg(25) Dmg(27) EndRdx(27) EndRdx(31) EndRdx(46)
26) --&gt; Acrobatics==&gt; EndRdx(26) EndRdx(29)
28) --&gt; Hasten==&gt; Rechg(28) Rechg(34) Rechg(34)
30) --&gt; Super Speed==&gt; Run(30) EndRdx(31)
32) --&gt; Fire Imps==&gt; Acc(32) Dmg(33) Dmg(33) Dmg(33)
35) --&gt; Transference==&gt; Acc(35) Acc(36) Rechg(36) Rechg(36) EndMod(37) EndMod(37)
38) --&gt; Fulcrum Shift==&gt; Acc(38) Acc(39) Rechg(39) Rechg(39) Rechg(40)
41) --&gt; Fire Ball==&gt; Acc(41) Acc(42) Rechg(42) Dmg(42) Dmg(43) Dmg(43)
44) --&gt; Fire Shield==&gt; EndRdx(44) EndRdx(45) DmgRes(45) DmgRes(45) DmgRes(46)
47) --&gt; Fire Blast==&gt; Acc(47) Acc(48) Rechg(48) Dmg(48) Dmg(50) Dmg(50)
49) --&gt; Recall Friend==&gt; Rechg(49)
---------------------------------------------
01) --&gt; Sprint==&gt; Run(1)
01) --&gt; Brawl==&gt; Dmg(1)
01) --&gt; Containment==&gt; Empty(1)
02) --&gt; Rest==&gt; Rechg(2)
---------------------------------------------


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Posted

Nice build Archy, I think i'll lean toward something like this, plenty of acc, no leadership and keep acrobatics.


 

Posted

[ QUOTE ]

what about acrobatics? worth it over hasten and cinders?


[/ QUOTE ]NO way.


 

Posted

no dont do an ed (burn spirit) and choose like loads of pool powers and have liek 5 toggles cos its just stupid tbh

acro if u like, i dont see much point tbh

stealth might be handy cos u need to go close to the foe sometimes for the imps to attack


 

Posted

Ahem, in combat I only ran CJ and Acro :P I try to keep toggles in combat to a minimum, after a fight I tend to flick SS+Stealth on, just in case.


 

Posted

I just wanted to add that I've got Smoke at the momment and it is an awesome power at the low levels.

-per
-acc
auto hit (in pve)
big wide radius
stackable (i think)

I was gonna spec it out, but it saved my teams hide more than once in the positron tf last week so I will have to keep it.

does it get overshadowed later on?