Help with Fire/Kin Build


Archie Gremlin

 

Posted

Hi folks. I'd be most grateful if you could point out any flaws in this Fire/Kin levelling build. (Or suggest any interesting alternatives.

I've just hit 32 and I'm going to use the build to level to 50. I'll be spending most of my time in a duo with a Dark/Dark Defender. I might do some soloing and the odd TF but I won't be farming. I have plenty of inf. and I like to minimax my toons so don't worry about the cost of the build.

This is my first Controller and my first toon with pets, so don't be surprised if I've got something glaringly wrong! I'm particularly clueless about slotting pets.

Please ignore the order that I've selected sockets. I'll sort them out as I level.

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

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

Blaise Corona: Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(5), Lock-Acc/EndRdx/Rchg/Hold(5), Lock-%Hold(7)
Level 1: Transfusion -- Nictus-Acc/Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Heal(9)
Level 2: Fire Cages -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(9), TotHntr-Acc/EndRdx(11), TotHntr-Immob/Acc(11), TotHntr-Acc/Immob/Rchg(13), TotHntr-Dam%(13)
Level 4: Siphon Power -- Acc-I(A), RechRdx-I(25)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(15), M'Strk-Dmg/Rchg(15), M'Strk-Acc/EndRdx(17), M'Strk-Acc/Dmg/EndRdx(17), M'Strk-Dmg/EndRdx/Rchg(19)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(43)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(19), Stpfy-Acc/EndRdx(21), Stpfy-Stun/Rng(21), Stpfy-Acc/Stun/Rchg(23), RechRdx-I(40)
Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23), Mrcl-Rcvry+(43)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 18: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46), Clrty-Stlth(46), Winter-ResSlow(50)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27), EndMod-I(27)
Level 22: Speed Boost -- EndMod-I(A), EndMod-I(46)
Level 24: Cinders -- Lock-Acc/Hold(A), Lock-Acc/Rchg(29), Lock-Rchg/Hold(29), Lock-EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(31)
Level 26: Increase Density -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(33), S'fstPrt-ResKB(33)
Level 28: Combat Jumping -- Ksmt-ToHit+(A), Jump-I(40)
Level 30: Bonfire -- RechRdx-I(A)
Level 32: Fire Imps -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(33), SvgnRt-Acc/EndRdx(34), SvgnRt-Acc/Dmg/EndRdx(34), SvgnRt-Acc(34), SvgnRt-PetResDam(36)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39), EndRdx-I(40)
Level 41: Indomitable Will -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-EndRdx/Rchg(42), LkGmblr-Rchg+(43)
Level 44: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(45), TtmC'tng-EndRdx(45), Aegis-Psi/Status(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 49: Inertial Reduction -- Jump-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment



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Posted

Can't really see the %s you end up with, but in general with my controllers I like to Frankenslot the AOE mezzes with as many Acc/[Mez]/Recharge IOs rather than going with a full set, simply to max out Acc/Recharge &amp;Mez on them.

Ditto with Hotfeet, its such an End hog I don't like Setting it out fully (Acc and Recharge are pretty much unneeded in it) so I like to Frankenslot with Dam/End IOs and finish off with PROCs.

Similarly with Fire Cages I just try and slot up Acc &amp; End and throw a PROC or two in if I've the slots.

Transfusion looks underslotted to me, I'd look for at least 50% acc (but again I don't know what Acc set bonus you have in this build) 70% damage and 30-40% recharge (also useful in AV fights for stacking the -regen)


 

Posted

Thanks for the feedback.

The key set bonuses on this build are:-
Acc +36%
Dam +8.5%
Rech +25%
ToHit +6%
Melee Def 8%
Ranged Def 17%
AoE Def 10%

Transfusion's accuracy and recharge both come out at about +50% including set bonuses. The heal bonus is +80. So it pretty much follows your suggestion.

I stuck a complete set in Fire Cages in order to get the +9% Acc and +3% Ranged Def set bonuses. I've maxed accuracy but could squeeze in a bit of extra End and Immob.

Multi-Strike seems to suit Hot Feet. The totals come out at +64 Acc, +95 Dam, +81 End and +41 Rech.

You mention procs in Hot Feet and Fire Cages. Are there any that you found particularly useful?