Prospective Fire/Kin build, seeking advice...
Here's is how I would slot your build given your power choices:
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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:
Level: 41
Archetype: Controller
Primary: Fire Control
Secondary: Kinetics
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01) --> Char==> Acc(1) Acc(3) Hold(3) Hold(5) Rechg(5) Rechg(7)
01) --> Transfusion==> Acc(1) Heal(7) Heal(13) Heal(15) Acc(29) Rechg(40)
02) --> Siphon Power==> Acc(2) Rechg(31) Acc(34)
04) --> Fire Cages==> Acc(4) Acc(37) EndRdx(40)
06) --> Swift==> Run(6)
08) --> Hot Feet==> Dmg(8) Dmg(9) Dmg(9) EndRdx(11) EndRdx(11)
10) --> Siphon Speed==> Acc(10) Rechg(31) Rechg(31) Acc(34)
12) --> Flashfire==> Acc(12) Acc(13) DisDur(15) DisDur(17) Rechg(17) Rechg(29)
14) --> Hurdle==> Jump(14)
16) --> Smoke==> TH_DeBuf(16)
18) --> Cinders==> Acc(18) Acc(19) Hold(19) Hold(23) Rechg(27) Rechg(27)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Speed Boost==> EndMod(22) EndMod(23)
24) --> Hasten==> Rechg(24) Rechg(25) Rechg(25)
26) --> Bonfire==> Rechg(26)
28) --> Inertial Reduction==> Jump(28)
30) --> Increase Density==> DmgRes(30)
32) --> Fire Imps==> Acc(32) Dmg(33) Dmg(33) Dmg(33) Acc(34)
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)
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I stopped at 40 since I would definitely take Fire Epic at 41 for the early AoE attack, and maybe respec into Psi at 47. Not sure you need powers like Hibernate for a Fire/Kin since you are a very offensive toon (just run in there for a quick Transfusion/Transference).
A couple of comments:
- Char: always 6-slot your single-target hold.
- Smoke: the ThT_Debuf is very small and not worth slotting imo.
- Fire Cages: mainly used for AoE containment (along with Flashfire) so no need to slot for Immob duration.
- Hot Feet: needs at least 2 EndRdx.
- Bonfire: I'm not a big fan of knockback as a method of control, but if you do want it, just slot 1 Rechg.
- ID: good buff, but slot DmgRes instead.
- Fire Imps: I never found I needed Rechgs in them.
- I would recommend taking Assault/Tactics for kins to make sure your powers don't miss much (I would drop 2 of Bonfire, Smoke or ID to get them). If not, make sure you have 2 Acc on those that need a To Hit check.
Enjoy the carnage!
PS And if you're looking for "AoE control", you're better off with Earth or Ice. Fire is really for damage lovers .
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>
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Not sure you need powers like Hibernate for a Fire/Kin since you are a very offensive toon (just run in there for a quick Transfusion/Transference).
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I figured on hibernate for a panic button in case things went really badly.
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- Fire Cages: mainly used for AoE containment (along with Flashfire) so no need to slot for Immob duration.
- Hot Feet: needs at least 2 EndRdx.
- Bonfire: I'm not a big fan of knockback as a method of control, but if you do want it, just slot 1 Rechg.
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My plan was to immob/smoke or cinders and then drop loads of bonfires for containment + DoT... of course if knockback overrides immob, that wont work. bonfire could also be useful as a pseudo-slick, knocking back mobs trying to melee.
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- I would recommend taking Assault/Tactics for kins to make sure your powers don't miss much (I would drop 2 of Bonfire, Smoke or ID to get them). If not, make sure you have 2 Acc on those that need a To Hit check.
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I considered leadership, but I always seem to find some annoying mob drops my toggles. I might give it a try though.
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Enjoy the carnage!
PS And if you're looking for "AoE control", you're better off with Earth or Ice. Fire is really for damage lovers .
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Mmm carnage... I should have said AoE control/AoE damage
I thought about ice, but I play an ice/ice dom and need a break from the ice visual/audio.
Thanks for your input, I might do a revised build and see what you think.
Nanomancer
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I figured on hibernate for a panic button in case things went really badly.
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Fair enough, but if things are going really badly, you're better off hitting IR and just jumping away...
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My plan was to immob/smoke or cinders and then drop loads of bonfires for containment + DoT... of course if knockback overrides immob, that wont work. bonfire could also be useful as a pseudo-slick, knocking back mobs trying to melee.
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Flashfire + Fire Cages is your main combo here (and Cinders when it's up). The damage from Bonfire is minimal, so just run in with Hot Feet and let the imps (when you have them) do the 'arresting'. That's why taking the Fire Epic afterwards is so tempting: Flashfire + Fire Cages + Fulcrum + Fire Ball = lots of dead mobs. Bonfire is nice for blocking doors and such but in most cases you need to be in melee anyway. So it's nowhere near as effective in terms of control as Ice Slick for example.
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>
Hmmm excellent points. I keep forgetting that as a Kineticist I need to be in melee.
Alright let me see if I can hash some things into this build... thanks again.
Nanomancer
Okay, how about this build? Major changes:
* Went with Fire epic
* Added in Assault and Tactics
* Took Haste a lot earlier
* Six-slotted controls
* Added Hover in case IR drops mid leap and for knockback defense
And to be honest at the end of the build I was looking for things to do with spare slots...
See what you think:
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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:
Level: 50
Archetype: Controller
Primary: Fire Control
Secondary: Kinetics
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01) --> Char==> Acc(1) Acc(3) Hold(3) Hold(5) Rechg(5) Rechg(7)
01) --> Transfusion==> Acc(1) Heal(7) Heal(13) Heal(15) Acc(29) Rechg(40)
02) --> Siphon Power==> Acc(2) Rechg(31) Acc(45)
04) --> Fire Cages==> Acc(4) Acc(34) EndRdx(37) EndRdx(43) Immob(50)
06) --> Swift==> Run(6)
08) --> Hot Feet==> Dmg(8) Dmg(9) Dmg(9) EndRdx(11) EndRdx(11) EndRdx(34)
10) --> Siphon Speed==> Acc(10) Rechg(31) Rechg(31) Acc(45)
12) --> Flashfire==> Acc(12) Acc(13) DisDur(15) DisDur(17) Rechg(25) Rechg(29)
14) --> Hurdle==> Jump(14)
16) --> Hasten==> Rechg(16) Rechg(17) Rechg(25)
18) --> Cinders==> Acc(18) Acc(19) Hold(19) Hold(23) Rechg(27) Rechg(27)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Speed Boost==> EndMod(22) EndMod(23) EndMod(40)
24) --> Increase Density==> DmgRes(24)
26) --> Assault==> EndRdx(26) EndRdx(46)
28) --> Inertial Reduction==> Jump(28)
30) --> Tactics==> EndRdx(30) EndRdx(46)
32) --> Fire Imps==> Acc(32) Dmg(33) Dmg(33) Dmg(33) Acc(34) Rechg(50)
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) EndRdx(50)
41) --> Fire Ball==> Acc(41) Dmg(42) Dmg(42) Dmg(42) Rechg(43) Rechg(43)
44) --> Fire Shield==> DmgRes(44) DmgRes(45) DmgRes(46) EndRdx(48) EndRdx(48)
47) --> Hover==> DefBuf(47) Fly(48)
49) --> Fly==> Fly(49)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Containment==> Empty(1)
02) --> Rest==> Empty(2)
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Nanomancer
I think Bonfires "pulse" frequency was dropped in I7 anyway. Before i7 I could happily perma-pin a Totem against a tunnel wall with a well placed Bonfire. Nowadays its seems less perma.
Also with Bonfire its easy to pin one mob properly, but in large areas his mates will go all over the place and you might annoy your teamies with it. I dropped it after a while, for smoke, as I just wasn't using it much.
If you're doing a respec at 28 it could be well worth your while getting Fly instead of Leaping starting out, for Air Superiority. Fire lacks good solid Single Target damage pre Imps. Air Sup gives you a slight bit of a chain starting out
I found Air Sup becomes obsolete more or less once the Flame Munkies came along so 28 is probably close enough to drop it.
I'd also take Hasten at 30. Hasten & Siphon Speed is always fun and means Flashfire, Cinders & Fulcrum Shift will be up more quickly.
Looks nice! Two small things I would change:
- move some slots to Tactics, you really want 3 ThT_Bufs there. For example from Fire Cages, Fulcrum or the 2nd EndRdx from Assault (since you won't use it much after Fulcrum really) or from Fire Shield (1 EndRdx is enough).
- I wouldn't bother with Fly at 49. Hover + Siphon Speed is not bad. Smoke with a single Rechg might be more useful so you can get closer to mobs before attacking, or Fire Blast for some nice single target damage (if you can take it at 47 for slotting purposes).
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>
Just my opinion here, but consider taking leaping instead of IR. You get nice kb protection, immob protection, and minor hold protection. All very handy for keeping you going when your dashing about in melee, and helps to keep you in range for your heals, and not the other side of the room
And let me reccomend psi epic Psi tornado owns, and so does indominable will!
In my latest rash of 'alt-itis', I toyed with a build for Fire/Kin. It seemed to me that the DoT would be very useful, and having played an Illu/Rad to the low twenties I was looking for something with a little more AoE control.
My goal is to play this toon exclusively in PvE, preferably duoed or teamed.
However, I haven't played a Kinetics build before. So after reading up a little this is the build I came up with. I'm seeking any and all advice on power picks and slotting, since most of these powers are new to me.
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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:
Level: 50
Archetype: Controller
Primary: Fire Control
Secondary: Kinetics
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01) --> Char==> Acc(1) Rechg(3) Hold(7) Hold(11) Hold(13)
01) --> Transfusion==> Acc(1) Acc(7) Rechg(11) Heal(15) Heal(31)
02) --> Siphon Power==> Acc(2) Acc(3) Rechg(5) Rechg(15)
04) --> Fire Cages==> Acc(4) Acc(5) Immob(37) Immob(40) Immob(45)
06) --> Swift==> Run(6)
08) --> Hot Feet==> Dmg(8) Dmg(9) Dmg(9)
10) --> Siphon Speed==> Acc(10)
12) --> Smoke==> Acc(12) Acc(13) TH_DeBuf(46) TH_DeBuf(46)
14) --> Hurdle==> Jump(14)
16) --> Flashfire==> Acc(16) Acc(17) Rechg(17) Rechg(34) DisDur(40) DisDur(43)
18) --> Cinders==> Acc(18) Acc(19) Rechg(19) Rechg(29) Rechg(31) Hold(31)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Speed Boost==> EndMod(22) EndMod(23) EndMod(23)
24) --> Hasten==> Rechg(24) Rechg(25) Rechg(25)
26) --> Bonfire==> Rechg(26) Rechg(27) Dmg(27) Dmg(29) Dmg(45)
28) --> Inertial Reduction==> Jump(28)
30) --> Increase Density==> Rechg(30)
32) --> Fire Imps==> Acc(32) Dmg(33) Dmg(33) Dmg(33) Rechg(34) Rechg(34)
35) --> Transference==> Acc(35) Rechg(36) Rechg(36) EndMod(36) EndMod(37) EndMod(37)
38) --> Fulcrum Shift==> Acc(38) Acc(39) Rechg(39) Rechg(39) Rechg(40)
41) --> Hibernate==> Rechg(41) Rechg(42) Rechg(42) EndMod(42) EndMod(43) Heal(43)
44) --> Ice Blast==> Acc(44) Dmg(45) Dmg(46) Dmg(50)
47) --> Ice Storm==> Acc(47) Dmg(48) Dmg(48) Dmg(48) Rechg(50) Rechg(50)
49) --> Recall Friend==> Rechg(49)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Containment==> Empty(1)
02) --> Rest==> Empty(2)
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My long term goal is to lock down mobs and lay ice storm/hot feet on them while my Imps and teammates go to town. Throw in a few Transference and a Fulcrum Shift and Robert's your father's brother.
* This is a post-respec build, I'd most likely take leaping pre-28 and respec it out with IR.
Nanomancer