Most Potent Powers for my Fire/Kin Controller
Teamplay early, solo efficiently after imps, solo uber post epic aoe damage power.
Flashfire-firecages is your bread and butter-every spawn control/set up containment combination. Followed by closing in for fulcrum shift then aoe damage power + hotfeet. Char and even cinders for those times you need extra control. Char is also a good source of single target damage and control. In the meantime the imps are mopping up whats left. Transference and Transfusion as needed. Rinse. Repeat. Reward.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
So I've been working on my first Fire/Kin Controller and just made it to level 22,..Yeah! In building my other toons, see my signature below, I have discovered there is usually a power or powers that are the "Big Kahuna's when it comes to turning the tide in battles. Anyways when viewing the powers through paragonwiki I am trying to determine on the Fire and Kinetics sides which would be the "knock-out-punch" type power that would make all in the room go "ahhhh", "wow" and "simply amazing" followed with a generous applause..hehe.
On the Kinetics side, I'm looking at Transference and Fulcrum Shift as two and possibly Speed Boost as a third. On the Fire Control side, it would seem the Fire Imps and maybe Ring of Fire or Flashfire for greater AoE. Again, keep in mind that this is my first Fire/Kin so I really have no Idea what might work best. Also, in my short time (level 22) it would seem that I perform much better in group/team play with this toon versus going solo. It would seem that this toon might be more geared for team play versus solo, would that be a correct assumption based on the amount of powers that only work on your teammates e.g. Increase Density for example versus working on yourself?