Build Critique Fire Blast/Kinetics


Chaos Creator

 

Posted

Hello Corrupter Forum goers! My Fire Blast/Kinetics Corrupter just recently hit 50 and I am trying to perfect his build.

My Goal: Capped Ranged Defense and Nearly Capped, if not Capped, Area of Effect Defense.

I have spent a few hours tweaking my build and ended up with this.

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

Click this DataLink to open the build!

Och: Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Leviathan Mastery

Villain Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Transfusion -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(15), Nictus-Acc/EndRdx/Rchg(25)
Level 2: Fire Ball -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(7), Det'tn-Dmg/Rchg(13), Det'tn-Acc/Dmg/EndRdx(13), Det'tn-Dmg/EndRdx/Rng(15)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 8: Fire Breath -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(9), Det'tn-Dmg/Rchg(9), Det'tn-Acc/Dmg/EndRdx(11), Det'tn-Dmg/EndRdx/Rng(11)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(17), RechRdx-I(33)
Level 12: Aim -- RechRdx-I(A)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(37)
Level 16: Hurdle -- Jump-I(A)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(36)
Level 20: Speed Boost -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(21), EndMod-I(33)
Level 22: Health -- Mrcl-Rcvry+(A)
Level 24: Stamina -- EndMod-I(A), EndMod-I(25)
Level 26: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-EndRdx/Rchg(27), RedFtn-Def/EndRdx/Rchg(29), RedFtn-Def(31), RedFtn-EndRdx(31)
Level 28: Inertial Reduction -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29), Zephyr-ResKB(31)
Level 30: Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(43), Mako-Dam%(50)
Level 32: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(36), GSFC-Build%(36)
Level 35: Transference -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(39), P'Shift-EndMod/Acc(40)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(40), RechRdx-I(46)
Level 41: Shark Skin -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(42), Aegis-EndRdx/Rchg(42), Aegis-ResDam/EndRdx/Rchg(42), Aegis-ResDam(43), Empty(43)
Level 44: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(45), Aegis-EndRdx/Rchg(45), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam(46), S'fstPrt-ResDam/Def+(46)
Level 47: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(48), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(50), RedFtn-EndRdx(50)
Level 49: Hibernate -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
------------
Set Bonus Totals:

  • 9.5% DamageBuff(Smashing)
  • 9.5% DamageBuff(Lethal)
  • 9.5% DamageBuff(Fire)
  • 9.5% DamageBuff(Cold)
  • 9.5% DamageBuff(Energy)
  • 9.5% DamageBuff(Negative)
  • 9.5% DamageBuff(Toxic)
  • 9.5% DamageBuff(Psionic)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 20.2% Defense(Fire)
  • 20.2% Defense(Cold)
  • 20.8% Defense(Energy)
  • 20.8% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 31.1% Defense(Ranged)
  • 28% Defense(AoE)
  • 23% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
  • 18% FlySpeed
  • 76.3 HP (7.12%) HitPoints
  • 18% JumpHeight
  • 18% JumpSpeed
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 7.7%
  • MezResist(Sleep) 3.3%
  • 9% (0.15 End/sec) Recovery
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 3.75% Resistance(Energy)
  • 28% RunSpeed
  • 7% XPDebtProtection

Code:
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Its the closest that I was able to get while still remaining playable, however there are a few things that I don't like about it.

Underslotted Abilities:
Transfusion -Could use more Heal.
Fire Ball -Needs more Accuracy.
Fire Breath -Needs more Accuracy.
Siphon Speed -Could use more Recharge.
Aim -Could use more Recharge.
Speed Boost -Might need more Endurance Modification.
Fulcrum Shift -Could use some more Recharge.

Anyone have some pointers about how I could meet my goal while enhancing my underslotted abilities?

P.S. The open slot in Shark Skin is the PvP +3% Defense Unique.


Favorite Hero: Computer (Empathy/Energy Blast Defender)

Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)

 

Posted

Can I ask why you want capped ranged? Kinetics does best in melee so it can benefit from all of its own buffs and powers.


 

Posted

Quote:
Originally Posted by Chaos Creator View Post
Can I ask why you want capped ranged? Kinetics does best in melee so it can benefit from all of its own buffs and powers.
Mostly because I won't be in Melee Range. I might run in for Fulcrum Shift once in a while however I will be out of range doing damage and buffing teammates.


Favorite Hero: Computer (Empathy/Energy Blast Defender)

Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)

 

Posted

Capped ranged defense is good, I got 35ish% on my own fire/kin corr without sacrificing anything. I play in melee/short range combat all the time on my fire/kin corr and the ranged defense does make a difference.

AoE defense on the other hand will not help you much. AoE defense only protects from PBAoEs(which can be avoided by staying at range and utilizing that ranged defense of yours) and splash damage from targetted AoEs (which can be avoided by not standing near the person taking aggro). If you are the target of a targetted AoE (such as fireball) it will check for ranged defense, not AoE defense.


 

Posted

Quote:
If you are the target of a targetted AoE (such as fireball) it will check for ranged defense, not AoE defense.
That is quite interesting. How do Cones and Summons (Blizzard) work then?

Even considering that however, I am still interested in getting high levels of Area of Effect defense since it affects nonmelee attacks.


Favorite Hero: Computer (Empathy/Energy Blast Defender)

Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)

 

Posted

It is untrue that powers like fireball check anything other than aoe def. Regardless of whether you are the primary target or otherwise it checks aoe def. This is the case for all aoes such as energy torrent, footstomp, fireball, icestorm, etc.

*many of these attacks may also roll against other def types as well, such as footstomp vs smashing and icestorm vs cold and lethal. Whatever your highest def value is the one that will be used.

(though it might be kind of neat if they made multi typed attacks roll multiple times in the presence of layered defenses. ie you have a build with high aoe and high smash def and Footstomp hits through your aoe def, but then rolls a miss vs your smash and ends up missing. Would kind of add some value to a few corner case builds that have positional and typed def and make the idea of softcap or fail less important as something with 30% to positional and typed would be very good too... maybe too well).

At any rate, aoe def can usually be skimped on. It's nice, but generally not that necessary as a main focus of a build.

IME I've found kin's work very well aiming for s/l def and in the case of corrs and trollers it is usually really easy to do.

It isn't my toon, but imo you'd probably like it better (or at least find it more effective) if you dropped firebreath and picked up rain of fire and when with mace mastery instead. Lets just say that if you want to accelerate defeat times pretty much nothing compares to fulcrum + rain of fire (web envelope to keep em in it). RoF also doesn't require repositioning, which as far as I can tell firebreath is the only thing making it so you have to jostle around.

With a s/l build you could still sit at range when desired and be protected from pretty much everything too and still be safe in the event that something wonders up to you and tries to use melee. (the number of attacks with a s/l component is > pure ranged attacks).

Lastly, the build you posted is pretty affordable except you opted to include 1 of the single most expensive IO's in the game (pvp +def), which is worth upwards of 10x the cost of the rest of your build...


 

Posted

Here's my build that I recently built for max ranged def. I plan on tweaking it more to see if I can squeeze out any more def.

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

Hell Spawn Omega max Rng def: Level 50 Technology Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Villain Profile:
------------
Level 1: Fire Blast
(A) Thunderstrike - Accuracy/Damage: Level 50
(5) Thunderstrike - Damage/Endurance: Level 50
(19) Thunderstrike - Damage/Recharge: Level 50
(25) Thunderstrike - Accuracy/Damage/Recharge: Level 50
(34) Thunderstrike - Accuracy/Damage/Endurance: Level 50
(34) Thunderstrike - Damage/Endurance/Recharge: Level 50


Level 1: Transfusion
(A) Accuracy IO: Level 50
(3) Accuracy IO: Level 50
(3) Healing IO: Level 50
(9) Healing IO: Level 50
(9) Healing IO: Level 50
(19) Healing IO: Level 50


Level 2: Fire Ball
(A) Ragnarok - Accuracy/Damage/Recharge: Level 50
(5) Ragnarok - Accuracy/Recharge: Level 50
(11) Ragnarok - Damage: Level 50
(15) Ragnarok - Damage/Endurance: Level 50
(23) Ragnarok - Damage/Recharge: Level 50


Level 4: Siphon Power
(A) Recharge Reduction IO: Level 50


Level 6: Hasten
(A) Recharge Reduction IO: Level 50
(7) Recharge Reduction IO: Level 50
(7) Recharge Reduction IO: Level 50


Level 8: Swift
(A) Flight Speed IO: Level 50


Level 10: Siphon Speed
(A) Accuracy IO: Level 50
(11) Accuracy IO: Level 50


Level 12: Hover
(A) Defense Buff IO: Level 50
(13) Defense Buff IO: Level 50
(13) Defense Buff IO: Level 50
(27) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
(46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50


Level 14: Rain of Fire
(A) Positron's Blast - Damage/Endurance: Level 50
(15) Positron's Blast - Chance of Damage(Energy): Level 50


Level 16: Aim
(A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
(17) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
(17) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
(25) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
(29) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
(29) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50


Level 18: Health
(A) Numina's Convalescence - +Regeneration/+Recovery: Level 50


Level 20: Stamina
(A) Performance Shifter - Chance for +End: Level 50
(21) Performance Shifter - EndMod: Level 50
(21) Performance Shifter - EndMod/Recharge: Level 50
(23) Performance Shifter - EndMod/Accuracy: Level 50


Level 22: Speed Boost
(A) Range IO: Level 50


Level 24: Fire Breath
(A) Accuracy IO: Level 50


Level 26: Blazing Bolt
(A) Executioner's Contract - Accuracy/Damage: Level 50
(27) Executioner's Contract - Damage/Endurance: Level 50
(37) Executioner's Contract - Damage/Interrupt: Level 50
(40) Executioner's Contract - Damage/Range: Level 50
(40) Executioner's Contract - Damage/Recharge: Level 50
(42) Executioner's Contract - Disorient Bonus: Level 50


Level 28: Boxing
(A) Mako's Bite - Accuracy/Damage: Level 50
(31) Mako's Bite - Damage/Endurance: Level 50
(31) Mako's Bite - Damage/Recharge: Level 50
(31) Mako's Bite - Accuracy/Endurance/Recharge: Level 50
(33) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 50
(34) Mako's Bite - Chance of Damage(Lethal): Level 50


Level 30: Tough
(A) Steadfast Protection - Resistance/+Def 3%: Level 30


Level 32: Inferno
(A) Eradication - Damage/Recharge: Level 30
(33) Eradication - Accuracy/Damage/Recharge: Level 30
(33) Eradication - Accuracy/Recharge: Level 30


Level 35: Transference
(A) Recharge Reduction IO: Level 50
(36) Recharge Reduction IO: Level 50
(36) Accuracy IO: Level 50
(36) Accuracy IO: Level 50
(37) Endurance Modification IO: Level 50
(37) Endurance Modification IO: Level 50


Level 38: Fulcrum Shift
(A) Recharge Reduction IO: Level 50
(39) Recharge Reduction IO: Level 50
(39) Recharge Reduction IO: Level 50
(39) Accuracy IO: Level 50
(40) Accuracy IO: Level 50


Level 41: Weave
(A) Red Fortune - Defense/Endurance: Level 50
(42) Red Fortune - Defense/Recharge: Level 50
(42) Red Fortune - Endurance/Recharge: Level 50
(43) Red Fortune - Defense/Endurance/Recharge: Level 50
(43) Red Fortune - Defense: Level 50
(43) Red Fortune - Endurance: Level 50


Level 44: Scorpion Shield
(A) Red Fortune - Defense/Endurance: Level 50
(45) Red Fortune - Defense/Recharge: Level 50
(45) Red Fortune - Endurance/Recharge: Level 50
(45) Red Fortune - Defense/Endurance/Recharge: Level 50
(46) Red Fortune - Defense: Level 50
(46) Red Fortune - Endurance: Level 50


Level 47: Web Envelope
(A) Trap of the Hunter - Accuracy/Recharge: Level 50
(48) Trap of the Hunter - Endurance/Immobilize: Level 50
(48) Trap of the Hunter - Accuracy/Endurance: Level 50
(48) Trap of the Hunter - Immobilize/Accuracy: Level 50
(50) Trap of the Hunter - Accuracy/Immobilize/Recharge: Level 50
(50) Trap of the Hunter - Chance of Damage(Lethal): Level 50


Level 49: Inertial Reduction
(A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
(50) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50


------------
Level 1: Brawl
(A) Empty


Level 1: Sprint
(A) Empty


Level 2: Rest
(A) Empty


Level 1: Scourge
------------
Set Bonus Totals:
9.5% DamageBuff(Smashing)
9.5% DamageBuff(Lethal)
9.5% DamageBuff(Fire)
9.5% DamageBuff(Cold)
9.5% DamageBuff(Energy)
9.5% DamageBuff(Negative)
9.5% DamageBuff(Toxic)
9.5% DamageBuff(Psionic)
4.25% Defense(Smashing)
4.25% Defense(Lethal)
4.25% Defense(Fire)
4.25% Defense(Cold)
21.8% Defense(Energy)
21.8% Defense(Negative)
3% Defense(Psionic)
5.5% Defense(Melee)
32.1% Defense(Ranged)
5.5% Defense(AoE)
1.8% Max End
5% Enhancement(Immobilize)
31% Enhancement(Accuracy)
20% Enhancement(RechargeTime)
14% FlySpeed
76.3 HP (7.12%) HitPoints
14% JumpHeight
14% JumpSpeed
MezResist(Held) 8.8%
MezResist(Immobilize) 7.7%
15.5% (0.26 End/sec) Recovery
5.04% Resistance(Fire)
8.17% Resistance(Cold)
14% RunSpeed
2.5% XPDebtProtection


 

Posted

Quote:
Originally Posted by Frosticus View Post
It is untrue that powers like fireball check anything other than aoe def. Regardless of whether you are the primary target or otherwise it checks aoe def. This is the case for all aoes such as energy torrent, footstomp, fireball, icestorm, etc.
Hmm. After this Dr. Q TF finishes I'll be runnin off to check numbers on that.

Either way, I still consider AoE defense next to useless.


 

Posted

Quote:
Originally Posted by Frosticus View Post
IME I've found kin's work very well aiming for s/l def and in the case of corrs and trollers it is usually really easy to do.
That is the route that I took with my Fire Control/Kinetics Controller, however he also had his Control to fall back on. The biggest reason I chose to stick with Ranged/Area of Effect Defense over Smashing/Lethal is that I can avoid Mez effects (For the most part). If a Green Ink Man starts walking up to me to use Stun I can just avoid it, however if I am in the face of a Rikti Boss my Smashing/Letal Defense won't protect me from his Energy/Ranged Rikti Rifle that stuns me.

Quote:
Originally Posted by Frosticus View Post
It isn't my toon, but imo you'd probably like it better (or at least find it more effective) if you dropped firebreath and picked up rain of fire and when with mace mastery instead. Lets just say that if you want to accelerate defeat times pretty much nothing compares to fulcrum + rain of fire (web envelope to keep em in it). RoF also doesn't require repositioning, which as far as I can tell firebreath is the only thing making it so you have to jostle around.
I probably would like that more than Fire Breath, however there is a couple things that stopped me. I took Web Envelope on my Sonic Blast/Kinetics Corrupter, and its radius disappointed me. I can use Fire Breath more often than Rain of Fire which will contribute more to my damage. With the pitiful amount of recharge I could allocate to Rain of Fire, it doesn't seem worth it.

I will also be moving around due to Blaze's reduced Range.

Quote:
Originally Posted by Frosticus View Post
With a s/l build you could still sit at range when desired and be protected from pretty much everything too and still be safe in the event that something wonders up to you and tries to use melee. (the number of attacks with a s/l component is > pure ranged attacks).
If they do get in range before I can move, then I will be relying on my 34% Defense to Fire/Cold/Energy/Negative Energy until I can reposition myself. Admittedly not as powerful as Smashing/Lethal would be, however it is more worth it to me to have Pseudo-Mez Protection.

Quote:
Originally Posted by Frosticus View Post
Lastly, the build you posted is pretty affordable except you opted to include 1 of the single most expensive IO's in the game (pvp +def), which is worth upwards of 10x the cost of the rest of your build...
Money is no object. I also abhor making transition builds. The build I shoot for is the perfect, completed build. Curse the ever changing nature of CoH!


Favorite Hero: Computer (Empathy/Energy Blast Defender)

Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)

 

Posted

Sure a rikti rifle will go through s/l def as it is pure energy damage, but a rikti sword will go through ranged def.


The reason s/l def works so well with kin is because most kins play in melee range or very close to it as that is where the set is by far the strongest. If you want to play from range and are willing to constantly reposition then there is no reason a ranged def build can't do well too.

That said the build you posted is making some huge sacrifices just for better def. Like poorly slotted attacks, siphon speed, stamina, fulcrum, and transfusion. IMO and IME the main idea of a kin is to boost your aoe damage to ludicrous levels and wipe out huge spawns of enemies. To enable that you build in enough mitigation. However, you have skimped on practically every power that will lead to the main purpose of a aoe/kin all for the purpose of more survivability.

It just seem like for 1.5 billion or w/e that build is going to cost you could build a lot more powerful fire/kin.

If money is no object and you are that concerned with def then I'd personally aim for something more like this:

Click this DataLink to open the build!

Sofcap def s/l/e (to protect you against rikti gunman )
41% def ranged
Much better slotting, probably a much more powerful toon, but ymmv.

Conversly, if you adhere to a slightly different mentality of "enough" mitigation for most situations and 1 insp from softcap which allows you to build for a lot better things like more recharge (no insp grants recharge ) then you could go for something like this:
Click this DataLink to open the build!

Anyway, like I said earlier, it is your toon and as long as you enjoy it then go for w/e you feel like. I'm just throwing ideas out for you to do with them as you see fit.

Take care.


 

Posted

There's something else I thought of, if you plan on teaming you can use veng for capped def.


 

Posted

Quote:
Originally Posted by Frosticus View Post
Sure a rikti rifle will go through s/l def as it is pure energy damage, but a rikti sword will go through ranged def.
Ya, but I can keep the Rikti boss from using his Sword by staying out of Melee range, however that same Rikti boss will alternate his Sword and Rifle in Melee range.

Quote:
Originally Posted by Frosticus View Post
That said the build you posted is making some huge sacrifices just for better def. Like poorly slotted attacks, siphon speed, stamina, fulcrum, and transfusion.
Ya, that build's sacrifices are teetering on the line of 'bearable.'

Quote:
Originally Posted by Frosticus View Post
IMO and IME the main idea of a kin is to boost your aoe damage to ludicrous levels and wipe out huge spawns of enemies.
While I won't look away from a build that will let me do both, my main objective will be to boost my teammates AoE damage so that they can wipe out the spawns.

Quote:
Originally Posted by Frosticus View Post
If money is no object and you are that concerned with def then I'd personally aim for something more like this:

Click this DataLink to open the build!
After playing around with a couple different spin offs your build, I came up with something I would be alright with. Just a couple questions, will the Smashing/Lethal Defense make up for the lost Area of Effect Defense? In order to get it playable for me I am aproximately .7% defense away from the Soft Cap, how will that play out in-game?

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

Click this DataLink to open the build!

Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(46)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Acc/Heal(23), Nictus-Acc/EndRdx/Heal/HP/Regen(34), Nictus-Acc/EndRdx/Rchg(40)
Level 2: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(7), Ragnrk-Acc/Rchg(7), Ragnrk-Dmg/EndRdx(15), Ragnrk-Knock%(17)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Rain of Fire -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(17)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(11), RechRdx-I(11), RechRdx-I(15)
Level 12: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(13), RechRdx-I(13)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(43)
Level 20: Speed Boost -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(21), EndMod-I(21), EndMod-I(37)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23)
Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-EndRdx/Rchg(25), LkGmblr-Rchg+(25)
Level 26: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(29), GSFC-ToHit/EndRdx(34), GSFC-Build%(34)
Level 28: Inertial Reduction -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(29)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(31), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 32: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(33), RctvArm-EndRdx(33), S'fstPrt-ResDam/Def+(37), Empty(37)
Level 35: Transference -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc(36)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 44: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 47: Web Envelope -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(48), TotHntr-Acc/EndRdx(48), TotHntr-Immob/Acc(48), TotHntr-Acc/Immob/Rchg(50), TotHntr-Dam%(50)
Level 49: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
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Set Bonus Totals:
  • 6.5% DamageBuff(Smashing)
  • 6.5% DamageBuff(Lethal)
  • 6.5% DamageBuff(Fire)
  • 6.5% DamageBuff(Cold)
  • 6.5% DamageBuff(Energy)
  • 6.5% DamageBuff(Negative)
  • 6.5% DamageBuff(Toxic)
  • 6.5% DamageBuff(Psionic)
  • 11.1% Defense(Smashing)
  • 11.1% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 21.8% Defense(Energy)
  • 21.8% Defense(Negative)
  • 3% Defense(Psionic)
  • 8.94% Defense(Melee)
  • 31.1% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 5% Enhancement(Heal)
  • 5% Enhancement(Immobilize)
  • 27.5% Enhancement(RechargeTime)
  • 47% Enhancement(Accuracy)
  • 18% FlySpeed
  • 108.4 HP (10.1%) HitPoints
  • 18% JumpHeight
  • 18% JumpSpeed
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 8.25%
  • 13% (0.22 End/sec) Recovery
  • 10% (0.45 HP/sec) Regeneration
  • 5.04% Resistance(Fire)
  • 5.04% Resistance(Cold)
  • 18% RunSpeed

Code:
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How do you think that this build looks? I decided that I am willing to work with Web Envelope to get that kind of Defense, and to get most of my powers enhanced well. Rain of Fire is bearable and I can live with Aim's recharge.

Thanks for all the suggestions everyone!


Favorite Hero: Computer (Empathy/Energy Blast Defender)

Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)

 

Posted

Quote:
Originally Posted by Debt_Magnet View Post
There's something else I thought of, if you plan on teaming you can use veng for capped def.
That is something I considered, however I doubt teams will let me drag along my perma-dead second account to keep that defense up.


Favorite Hero: Computer (Empathy/Energy Blast Defender)

Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)

 

Posted

The only issue on a fire/kin corr is that how do you keep them out of melee? A single enemy sure, but what about multiple?

That's why I personally just embrace it and say to myself: alright I'm likely going to be in melee a lot to use my kin powers, how can I make that as painless as possible?

For the new build you posted you should be fine with the lack of aoe def. Most aoes have a s/l component, or energy. Firebreath, psysceam/nado and a few others will still get through, but that's why kin has 400 hp transfusion...

You'd be hard pressed to notice 0.7% def away from soft cap without extensive use of herostats

Quote:
While I won't look away from a build that will let me do both, my main objective will be to boost my teammates AoE damage so that they can wipe out the spawns.
You're losing me. If your primary goal is to be supportive then you should have gone with ice or dark or sonic paired with kin. A fire/kin corr should be leading the team in damage. If 60% of the kills on the team aren't mine on my fire/cold, or my fire/traps, or even my fire/rad corrs then I'm not playing hard enough. Fire/kin's damage is like taking those toons and putting it on steroids.

Anyway, your new build looks a lot better to me. Very survivable without skimping too much on power acc/rech. If/when you achieve it I'm sure you'll be very satisfied.


 

Posted

Quote:
Originally Posted by Frosticus View Post
You're losing me. If your primary goal is to be supportive then you should have gone with ice or dark or sonic paired with kin. A fire/kin corr should be leading the team in damage. If 60% of the kills on the team aren't mine on my fire/cold, or my fire/traps, or even my fire/rad corrs then I'm not playing hard enough. Fire/kin's damage is like taking those toons and putting it on steroids.
In all honesty I probably did choose the wrong Primary. While Fire Blast is extremely suited to doing damage on it's own, my playstyle just doesn't sync with that. I can join in on doing damage but my priority will be more support than damage dealing. I would have chosen Sonic Blast, however I already have a Sonic Blast/Kinetics Corrupter and I dislike playing the same sets together again.

So instead of rerolling I am tailoring the build to my playstyle. I always assumed that would mean I would lack a tad in the damage dealing departent, however with 7 Fulcrum Shifted, Speed Boosted teammates I didn't think I would notice.


Favorite Hero: Computer (Empathy/Energy Blast Defender)

Favorite Villain: Gimp Computer (Fire Control/Psionic Assault Dominator)

 

Posted

Quote:
Originally Posted by Computer View Post
with 7 Fulcrum Shifted, Speed Boosted teammates I didn't think I would notice.
Good luck with that. I have as much luck hitting more than 3 people with Fulcrum Shift as I do herding cats.


 

Posted

Quote:
Originally Posted by Computer View Post
In all honesty I probably did choose the wrong Primary. While Fire Blast is extremely suited to doing damage on it's own, my playstyle just doesn't sync with that. I can join in on doing damage but my priority will be more support than damage dealing. I would have chosen Sonic Blast, however I already have a Sonic Blast/Kinetics Corrupter and I dislike playing the same sets together again.

So instead of rerolling I am tailoring the build to my playstyle. I always assumed that would mean I would lack a tad in the damage dealing departent, however with 7 Fulcrum Shifted, Speed Boosted teammates I didn't think I would notice.
I've played sonic/kin, rad/kin, and fire/kin corrs all to 50. The Fire/Kin was by far the biggest success and in turn the one that didn't get deleted >.>

Fulcrum Shifted Rain of Fire is just insane, especially when once you start scourging.


 

Posted

Quote:
Originally Posted by DreadShinobi View Post
I've played sonic/kin, rad/kin, and fire/kin corrs all to 50. The Fire/Kin was by far the biggest success and in turn the one that didn't get deleted >.>

Fulcrum Shifted Rain of Fire is just insane, especially when once you start scourging.
I`m a bit tempted to go on the dark side, play some villains. And after looking at AT and what they have to offer, I thought the best one I could get was a Rad/Kin Corruptor. Damage and Debuffs Plus the Kinetics. (I play a Fire/Kin on blue side a lot). Why did you delete that one and stuck with Fire/Kin ?