200 mil Fire/Kin build?
Build for recharge. Start cheap and as you make money from farming build onto it. I recommend stone mastery. Its a little easier in my opinion. 200 mill is plenty. You can make a just fine farmer using just SO's.
50's - Controllers- Ill/Emp | Ill/Storm | Fire/Kin | Dark/Dark | Brutes- SS/Fire | Fire/WP | Scrappers - Spines/Fire | Kat/Regen | Elec/Shield | DM/Shield | Dominators- Plant/Psi | Tankers- Inv/Fire | Ice/NRG | Crab Spider | Warshade |
(this is kinda on the go, so i apologize if its a bit scatter,brained if you are patient you can get a great high recharge build, for about what you wanted. just off the top of my head,
you can put basiliks in char and cinders, four slots each 7.5 recharge,
if you are feeling rowdy slot posi in your aoe immob for 6.25 recharge.
if you can fit it, six slot bonfire with kinetic crash, thats another 7.5 recharge right there,
slot the 6.25 recharge in your stun,
franken slot your imps with the four recharge intensive pets, and two of whatever else, thats another 6.25 percent,
if you take smoke you can slap darkwatchers dispare in there, thats four slots for a 5 percent recharge,
hotfeet might be a bit pricey, five slot it with oblit for another 5 percent recharge.
again if you can spare the slots, take repel and six slot for another 7.5 recharge with kinetic crash. that would take you up to 4 7.5 recharge slots. take kick six slot that with kinetic crash and you have maxed out your 7.5 recharge slots.
slap doctored wounds in transference for 5 percent recharge. couple that with your siphon speed, and you are gonna be one dangerous toon. thats just very very basic, and all that can easily be found for under a 100 mill.
if you take fireball, fireblast and fire armor, you can slot them with another posi, decimation and impervious skin for two more 6.25 and another 5, and you have also maxed out your 6.25 recharge slots as well, you only have two more 5 percent recharge slots to fill which is very easy, lets say aid other and self, and you have a massive massive recharge happy toon, for well under 200 mill. If i am correct, the lotgs are different from the 7.5 recharge sets, so as you make money, you can slap those in as well.
Thanks for the info. It's interesting because I thought going for defense/resistance would be important. Sounds like you are saying the point is to minimize the downtime on Flashfire, and also Fissure/Fireball.
I have an Ice blaster with 50% global recharge so I've been down that road, just didn't think it would be the same priority here.
Time to check out the prices and make a plan!
no the key with a fire kin is you are faster then AAANY one else at what you do. If you build right you can have flashfire up for every spawn, and keep your damage maxed at the cap, which in turn turns hotfeet and fire cages into total monsters. Recharge Recharge Recharge!
If I can remember, I'll post my Fire/Kin/Stone farming build when I get home from work.
I think he's got around 90% global rech + the FF +rech proc in fissure and softcapped Smash/Lethal defense. With Earths Embrace, he's also got max HP
Its not a "cheap" 200M build tho.
Found it on our SG website :P
***NOTE*** I currently have the Touch of the Nictus set in transfusion instead of the Doc Wounds. I found it not very reliable w/o the Accurate Healing set in there.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
------------
Level 1: Char
(A) Basilisk's Gaze - Accuracy/Hold: Level 30
(3) Basilisk's Gaze - Accuracy/Recharge: Level 30
(3) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
(5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
Level 1: Transfusion
(A) Doctored Wounds - Endurance/Recharge: Level 50
(5) Doctored Wounds - Heal/Recharge: Level 50
(7) Doctored Wounds - Heal/Endurance/Recharge: Level 50
(17) Doctored Wounds - Heal: Level 50
(23) Doctored Wounds - Recharge: Level 50
Level 2: Fire Cages
(A) Gravitational Anchor - Chance for Hold: Level 50
(7) Gravitational Anchor - Immobilize/Recharge: Level 50
(17) Enfeebled Operation - Accuracy/Recharge: Level 50
(19) Enfeebled Operation - Accuracy/Immobilize: Level 50
(23) Enfeebled Operation - Accuracy/Endurance: Level 50
(29) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50
Level 4: Siphon Power
(A) Recharge Reduction IO: Level 50
Level 6: Combat Jumping
(A) Luck of the Gambler - Recharge Speed: Level 50
(21) Red Fortune - Defense/Endurance: Level 50
(21) Red Fortune - Endurance/Recharge: Level 50
(31) Red Fortune - Defense/Endurance/Recharge: Level 50
(46) Red Fortune - Defense: Level 50
(46) Red Fortune - Endurance: Level 50
Level 8: Hot Feet
(A) Armageddon - Chance for Fire Damage: Level 50
(9) Armageddon - Damage/Recharge: Level 50
(9) Armageddon - Accuracy/Damage/Recharge: Level 50
(11) Armageddon - Accuracy/Recharge: Level 50
(11) Armageddon - Damage/Endurance: Level 50
Level 10: Siphon Speed
(A) Recharge Reduction IO: Level 50
Level 12: Flashfire
(A) Stupefy - Accuracy/Recharge: Level 50
(13) Stupefy - Endurance/Stun: Level 50
(13) Stupefy - Accuracy/Endurance: Level 50
(15) Stupefy - Stun/Range: Level 50
(15) Stupefy - Accuracy/Stun/Recharge: Level 50
Level 14: Super Jump
(A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 16: Hurdle
(A) Jumping IO: Level 50
Level 18: Health
(A) Miracle - +Recovery: Level 40
(19) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 20: Stamina
(A) Performance Shifter - Chance for +End: Level 50
Level 22: Hasten
(A) Recharge Reduction IO: Level 50
(37) Recharge Reduction IO: Level 50
(46) Recharge Reduction IO: Level 50
Level 24: Cinders
(A) Unbreakable Constraint - Chance for Smashing Damage: Level 50
(25) Unbreakable Constraint - Hold/Recharge: Level 50
(25) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
(27) Unbreakable Constraint - Accuracy/Recharge: Level 50
(27) Unbreakable Constraint - Endurance/Hold: Level 50
Level 26: Boxing
(A) Kinetic Combat - Accuracy/Damage: Level 35
(31) Kinetic Combat - Damage/Endurance: Level 35
(34) Kinetic Combat - Damage/Recharge: Level 35
(34) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 28: Tough
(A) Steadfast Protection - Resistance/+Def 3%: Level 30
(29) Steadfast Protection - Knockback Protection: Level 30
(39) Reactive Armor - Endurance/Recharge: Level 40
(39) Reactive Armor - Endurance: Level 40
(43) Reactive Armor - Resistance: Level 40
(50) Reactive Armor - Resistance/Endurance: Level 40
Level 30: Weave
(A) Luck of the Gambler - Recharge Speed: Level 50
(31) Red Fortune - Defense/Endurance: Level 50
(39) Red Fortune - Endurance: Level 50
(40) Red Fortune - Defense: Level 50
(40) Red Fortune - Defense/Endurance/Recharge: Level 50
(40) Red Fortune - Endurance/Recharge: Level 50
Level 32: Fire Imps
(A) Call to Arms - Accuracy/Recharge: Level 30
(33) Call to Arms - Accuracy/Damage: Level 30
(33) Call to Arms - Damage/Endurance: Level 30
(33) Call to Arms - Accuracy/Damage/Recharge: Level 30
(34) Call to Arms - Endurance/Damage/Recharge: Level 30
Level 35: Transference
(A) Efficacy Adaptor - EndMod: Level 50
(36) Efficacy Adaptor - EndMod/Recharge: Level 50
(36) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
(36) Efficacy Adaptor - Accuracy/Recharge: Level 50
(37) Efficacy Adaptor - EndMod/Accuracy: Level 50
(37) Efficacy Adaptor - EndMod/Endurance: Level 50
Level 38: Fulcrum Shift
(A) Recharge Reduction IO: Level 50
Level 41: Fissure
(A) Force Feedback - Chance for +Recharge: Level 50
(42) Absolute Amazement - Chance for ToHit Debuff: Level 50
(42) Absolute Amazement - Stun/Recharge: Level 50
(42) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
(43) Absolute Amazement - Accuracy/Recharge: Level 50
(43) Absolute Amazement - Endurance/Stun: Level 50
Level 44: Seismic Smash
(A) Kinetic Combat - Accuracy/Damage: Level 35
(45) Kinetic Combat - Damage/Endurance: Level 35
(45) Kinetic Combat - Damage/Recharge: Level 35
(45) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 47: Rock Armor
(A) Luck of the Gambler - Recharge Speed: Level 50
(48) Luck of the Gambler - Defense: Level 50
(48) Luck of the Gambler - Defense/Endurance: Level 50
(48) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
Level 49: Earth's Embrace
(A) Recharge Reduction IO: Level 50
(50) Recharge Reduction IO: Level 50
(50) Recharge Reduction IO: Level 50
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Containment
------------
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)
14.3% Defense(Smashing)
14.3% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
6.75% Defense(Energy)
6.75% Defense(Negative)
3% Defense(Psionic)
8.63% Defense(Melee)
4.88% Defense(Ranged)
3% Defense(AoE)
3% Enhancement(Stun)
54% Enhancement(Accuracy)
92.5% Enhancement(RechargeTime)
3% Enhancement(Immobilize)
4% Enhancement(Heal)
87.7 HP (8.63%) HitPoints
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Immobilize) 11%
MezResist(Terrorized) 2.2%
26% (0.43 End/sec) Recovery
20% (0.85 HP/sec) Regeneration
1.89% Resistance(Smashing)
1.89% Resistance(Lethal)
11.3% Resistance(Fire)
11.3% Resistance(Cold)
1.88% Resistance(Negative)
------------
Set Bonuses:
Basilisk's Gaze
(Char)
2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
2% (0.03 End/sec) Recovery
7.5% Enhancement(RechargeTime)
Doctored Wounds
(Transfusion)
MezResist(Terrorized) 2.2%
1.26% Resistance(Fire,Cold)
4% Enhancement(Heal)
5% Enhancement(RechargeTime)
Gravitational Anchor
(Fire Cages)
4% (0.07 End/sec) Recovery
Enfeebled Operation
(Fire Cages)
3% Enhancement(Immobilize)
1.88% Resistance(Negative)
2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
Luck of the Gambler
(Combat Jumping)
7.5% Enhancement(RechargeTime)
Red Fortune
(Combat Jumping)
MezResist(Immobilize) 2.2%
1.26% Resistance(Fire,Cold)
2% DamageBuff(All)
5% Enhancement(RechargeTime)
Armageddon
(Hot Feet)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Stupefy
(Flashfire)
2.5% (0.04 End/sec) Recovery
19.1 HP (1.88%) HitPoints
3% Enhancement(Stun)
6.25% Enhancement(RechargeTime)
Blessing of the Zephyr
(Super Jump)
Knockback Protection (Mag -4)
Unbreakable Constraint
(Cinders)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Kinetic Combat
(Boxing)
MezResist(Immobilize) 2.75%
15.3 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Steadfast Protection
(Tough)
1.5% (0.03 End/sec) Recovery
3% Defense(All)
Knockback Protection (Mag -4)
Reactive Armor
(Tough)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Luck of the Gambler
(Weave)
7.5% Enhancement(RechargeTime)
Red Fortune
(Weave)
MezResist(Immobilize) 2.2%
1.26% Resistance(Fire,Cold)
2% DamageBuff(All)
5% Enhancement(RechargeTime)
Call to Arms
(Fire Imps)
2.5% (0.04 End/sec) Recovery
15.3 HP (1.5%) HitPoints
6.25% Enhancement(RechargeTime)
1.89% Resistance(Smashing,Lethal)
Efficacy Adaptor
(Transference)
11.4 HP (1.13%) HitPoints
1.5% (0.03 End/sec) Recovery
10% (0.42 HP/sec) Regeneration
2.5% DamageBuff(All)
5% Enhancement(RechargeTime)
Absolute Amazement
(Fissure)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Kinetic Combat
(Seismic Smash)
MezResist(Immobilize) 2.75%
15.3 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Luck of the Gambler
(Rock Armor)
10% (0.42 HP/sec) Regeneration
11.4 HP (1.13%) HitPoints
9% Enhancement(Accuracy)
7.5% Enhancement(RechargeTime)
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@War_Admiral -
Thanks for that build - looks pretty impressive! I don't know if I'll ever get that far but it does give me a good reference point. It gives me an idea how many slots I would ultimately need in the various powers and also something to shoot for in terms of recharge for the core powers.
I'm going to see what I can come up with based on what has a decent supply (and hence also cheaper) and use that for a first build. I can then step up to the higher sets over time.
no problem.
To be honest, a lot of the purples I have in my build have dropped while farming. So if you stick with it long enough, the build somewhat pays for itself....if you get a little lucky
if you take out the lotg from my build, it was less than 250 mill.
i run a softcapped s/l fire/kin/stone with relatively low +rcgh.
basically a specialist farmer for BM clones in the AE.
I've spent lots of time reading about builds but can't seem to find a 'medium' one. Lot's of mega-purple builds but that's more than I can put into it. I've experimented in Mid's but I'm not sure what I need to prioritize in order to make the build work.
I'm shooting for a 'casual' farmer that I can play during off hours when not many people are around and I wind up soloing. Most of the time I'd rather team but it's nice to have an alternative.
Any info or pointers will be appreciated.
Thanks!