Any advice? My first troller build ever... (fire/kin)


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Posted

I'm making my first controller ever. (lvl 15 now)
Used to playing scrappers/stalkers/brutes/tanks
So i have no idea if this'll work
Please tell me what u think

Heres what i had in mind:


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


 

Posted

Slotting's off a little, but other than that it's a great build for a first controller!
http://uk.boards.cityofheroes.com/sh...;Number=804954

There's my fire/kin guide, which needs updating soon...

Basically, I'll go through a few things:
Char:1/2 acc, 2 hold, 1/2 rech
Transfusion:1/2acc, a few heals
Fire cages: 2 acc, 1 or 2 end, immob if you really want.
Siphon power: Fine
Smoke: no end red needed
combat jumping: no end red needed, it's very cheap
siphon speed: 2 acc, 3 recharge. you want this to stack!
Hot Feet:Acc not needed
Speed boost: No end red or run needed, put 2 end mod in
Flashfire: 2 acc, 2 rech, 2 stun.
Tough: 3 res, 1/2 end
Fire imps: Only need 2 acc
Transference:2 acc is preferable, otherwise good
Fulcrum shift: 2 acc 3 rech, end reds arent needed much
Fire Ball: Another damage, 2 recharge, take out the end
Consume: Take out damage, it is tiny already, add another rech
Cinders:Swap endred for Hold


My advice. Good luck, fire/kin is VERY fun!


 

Posted

Just looking at the powers (cos I'm too lazy about the slotting) I'd suggest getting smoke later (slightly before imps) and flashfire ASAP - slot it and love it, you've not gone for leadership so I suggest putting 2 even 3 acc on your AoE primary powers.

Some folk don't like cinders, me I love it but it is a bit meh without 6 slots (2 acc, 2 hold, 2 rech) - or a bunch of HOs.

Not sure I'd go with the fighting pool - to be a fire trolley you must (IMO) not give them a chance at touching you. Fire has good control with Flashfire being the most used power in the set.

Wot no accrobatics?

As for slotting - go with what feels right at the time - you'll likely want to respec when you hit 35 ish, not sure you'll need both transferance and consume.

My fire trolley (in normal PvE) don't let the bad guys get in an attack before they are controlled and so the fire shield in theory looks good but by the time you get to that level it maybe a wasted power.

SB is the reason I hate playing kins, however it needs slotting for either team use (3 endmod) or for solo (i.e. Imps, mabe a run or two). It's a great power but folk are usually pretty rude when it comes to dishing it out. In all honesty there is no shame in leaving it out but you'll be damned if you do and damned if you don't.

Sorry if this sounds too critical, I know that when ppl have their say it can sound rude, it's only my opinion and I don't mind if you think it's not for you, tbh, I probably wouldn't listen to someone called Guffy either.


 

Posted

Ive put in both tough and fire shield because well... im used to playing close combat.
This way i get about 40% damage resistence.

This is because i solo quite alot. So when i got the imps, i'd like to be able to run / jump into a mob, flashfre them, put hotfeet on and cage em all.. without dying instantly.

And later ill trow them a lil fire ball.
so then theyre all consused, held and on fire when the imps run in and kill them.

The reason for not gettin Acrobatics is, ill just get the -knockback invention

Tought that would be nice...?


 

Posted

Thing is seeing as how you have gone for the jumping pool you may as well get acrobatics and save yourself about 7 mill on a karma.

Rest of the build looks ok but id think again about the fighting pool imo not much point on any squishy swap it for invis or leadership maybe.


 

Posted

[ QUOTE ]
Ive put in both tough and fire shield because well... im used to playing close combat.
This way i get about 40% damage resistence.

[/ QUOTE ]

You'll get just short of 50% res just from the shield alone (not sure if this is a bug or wai but defender and controller shields both give 50%) so you won't need tough. Od course it's a nice extra boost but you won't ever need it. If you do decide to take Tough you'll miss out on powers far more of use to you.

[ QUOTE ]
This is because i solo quite alot. So when i got the imps, i'd like to be able to run / jump into a mob, flashfre them, put hotfeet on and cage em all.. without dying instantly.

[/ QUOTE ]

You won't die instantly; Flashfire -> Fire Cages -> melt with Hotfeet

[ QUOTE ]
And later ill trow them a lil fire ball.
so then theyre all consused, held and on fire when the imps run in and kill them.

[/ QUOTE ]

Fireball and Imps are great...but Hotfeet's the real damage gem


SingStar:
"Extremists LOVE to fish to get us annoyed so we break the forum rules."
CRACK68:
"The origin of life wasn't planned either, should all life be declared a bug and wiped out?"
Lionsbane:
"You know me.Ever the realist"

 

Posted

I have tough



And weave!


 

Posted

Theres little point slotting Smoke for Accuracy Debuff, its not very much (5% or something) and you can spend the slots elsewhere. I use Smoke simply to position my imps.

I'd also get Flashfire at 12 and Hotfeet nice and early too, its a costly move End-wise but worth it.

Cinders is also worth it nowadays with IOs floating about IMO, you can max out Accuracy, Hold and Recharge fairly easily.


 

Posted

The Hot Feet and Fire Cages combo is great for Perez and Boomtown where you can mow down low level enemies quickly and easily to get you well into the teens.


 

Posted

[ QUOTE ]
I have tough



And weave!

[/ QUOTE ]
And I have perma Indomitable Will


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

Thanks for all comments everybody!

after reading em all and looking at _Spirit's build, this is what i made:

(please adjust where needed again )


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


 

Posted

[ QUOTE ]
[ QUOTE ]
I have tough



And weave!

[/ QUOTE ]
And I have perma Indomitable Will

[/ QUOTE ]
Yeah, well I have dull pain!

Gunna spec into perma-IW when I earn the £££.


 

Posted

Better leave out both Kick and Tough from fighting pool. it's silly and you could get 2 much more usefull powers instead.
Take hasten way way WAY earlier. The spot of Kick is a good time to take it, or maybe even earlier and moving smoke back a a few lvls.
Ring of Fire is a prefered pick over Tough. It adds some okay dam and even more so provides anti-KB (very usefull being a kin with transfusion and transference) And on top of it in endgame you can easily immob AV's with it which is very handy.
Last but not least for PvE i'd advice you to stick with your original plan to keep away from acro and get a -kb IO. For this you could take ID instead of acro and plummet a steadfast KB prot in there. ID is also VERY nice for your vulnerable imps as well as having good teaming value for other squishies on your team (offering KB prot+stun/hold/immob prot) like blasters/trollers/defs and also to occasionally boost the s/nrg resis of melee types like scraps and tanks.


 

Posted

okay, ill take out tough then.
Would leadership be any good?
with fulcrumshift and siphon power.. will i really notice difference?


 

Posted

Argh you deleted your post about ID

But i wrote my reply so you getting it still!

ID= Increase Density.
Effectively a very nice buff (with short duration though, so a pain to keep up (perma) which you shouldn't as you got better things to do)
All in all it makes your Imps a lot more effective as they won't be stunned, KB'ed, held or immobilized anymore while buffed by this. (think of those poor imps wondering around incapacitated like drunken monkeys when stunned and you think: "Come one you worthless [censored] gimp!" ) From mid lvl and up stuns (and KB on all lvls) are very common and hinder your Imps slaughtering the mobs. And don't assume for a minute that any Emp or Sonic or any other Kin thinks about them- and who can blame them tbh?)
Also adds some nice resis which buffs -however awesome they are- their weak spot: great dam, but at the same time very, very squishie.


 

Posted

lol, tnx for the lovely story, you now convinced me to take ID.

I deleted it cus rite after posting it i remembered what it was!

I need to remake the build again though, cus for som reason my builder randomly deletes my builds every now and then...


 

Posted

[ QUOTE ]
okay, ill take out tough then.
Would leadership be any good?
with fulcrumshift and siphon power.. will i really notice difference?

[/ QUOTE ]

Well leadership is nice, but not a big asset on a fire/kin imo especially with siph power and FS indeed.
Like suggested take hasten asap (instead of Kick/Tough) Stack that +rech!!!
Ring of Fire is also nice but can be put of till later when you will be facing lot of AV's. But then again the -KB from it is pretty usefull all the way for a kin too.
Preferences of playstyle really come into play here, so up to you.


 

Posted

Tnx for that..
Ill make a new build in the morning and post it again.

Have no clue what to take on 49 though.


Since i had fire mastery, i could take consume.. but thats kinda useless..

I read about stone mastery, where u get ... whatever its name is - footstomp, rock armor and then earth embrace at 49. That would be a usefull power. but i think damage resistence is more usefull then defence in my case. therefor i picked fire.

The footstop looks like an amazing power with the knockback and stun...

Ofcourse thers always the posibility of getting psionic mastery. that has damage resistence aswell. though im not sure about the other powers, Psionic Tornado deals alot less damage then fire ball...


 

Posted

For a lvl 49 power it's a good time for something that requires little slots. Fun powers so to say like Bonfire or the team friendly Recall Friend. Inertial Reduction is a nice pick too. Might even consider slipping the whole leaping pool all together and take IR instead. It leaves another powerpick when dropping both cj and sj, though imo cj is pretty sweet for the immob protection as well as it being a good place to generally drop a Karma -KB IO in
Many ppl don't like IR as it needs to be recast and on a troller having Kin as secondary i think that's understandable- although on a Kin def i certainly take it instead of leaping pool, or any other travel for that matter -save SS being a elligible option cos it's so damn nice zipping around like speedy gonzales on crack while having a good minor stealth (stacking to invis with stealth IO...) at the same time- and only one extra power pick from hasten...

Just ponder over your build and make it the way you feel it suits your playstyle while at the same time being fun and effectively usefull. And the latter means don't take the fighting pool!


 

Posted

MvdP, IMO Defence is always better than resistance. After all, it can cover more damage types, AND if a mezzing attack misses, it doesn't mez! (Plus defence stacks really well, and I have Rock Armour stacked with CJ, Weave and smoke for uber defence!)