Build-Up, Buff-Up and Burn: Fire/Kinetics Corruptor
Kinetics
1) Transfusion. {Foe -End (13%), -50% Regen for 20 Sec.} Activation 1.17, End 7.8, Base Accuracy x1.2, Recharge 8, Range 60 (but you are going to be much closer if you want the benefit.)
By firing this at the target, you DeBuff the foe slightly, and cast a PBAoE Heal around them for all your friends. And yourself if you are close to this foe.
Slotting: (SO's 2 Acc, 3 Heal, 1 Recharge) Accepts Healing, Accurate Healing and EndMod sets.
(Healing Sets: 2 Common Acc, 4 Frankenslotted Healing IO's for Healing and Recharge in that priority order),
(1 Common Acc, 5 Theft of Essence, skipping the Proc)
(5-6Touch of the Nictus (an Accurate Healing Set).
Rating: ***** (Not that you have a choice )
2) Siphon Power Range 80, Activation 1.93, REcharge 20, End 10.4.
{Foe: -20% Damage}, Self plus PBAoE around Self +20% Damage.
This is the (very) junior version of Fulcrum Shift. On a team, you can use it to buff any ranged combatants on your team, so as to not make them feel completely left out.
Does not accept any IO sets.
Slotting: 1-2 Acc.
Rating: ****
3) Repel Toggle: PBAoE KB. Mag 4.51, AoE 9ft, Max 16 targets. End 0.78/s+more for each foe affected, Activation 1.07, Recharge 20
Sounds like a decent power, until you consider that four of your best powers involve getting into close combat (Transfusion, Transference, Fulcrum Shift and Inferno).
Probably takes KB sets, but I completely skipped it in every build.
Slotting: Skip it. But if you must, then: (SO's: Start with 1 EndRed, add EndRed/KB to taste.) (IO's: 4-slotted Kinetic Crash to get KB protection for yourself)
Rating: *
4) Siphon Speed Activation: 1.93, Recharge 1min, Acc 1.0, End 7.8, Range 80
{Foe: -20% Recharge, -50% Run/Fly/Jump} Self: +20% Recharge, +285.69% Runspeed, +110% Flyspeed.
It's very well-known that this power will give you the equivalent of SuperSpeed without dipping into a pool, for the expense of needing a ToHit check and aggravating a mob that you may have to deal with, should you miss.
But it's also good for something else. A well-slotted Siphon Speed can be used to keep a tough single target slowed to a crawl, as you pop in just close enough to benefit from Transfusion, then pop out to a more ranged position to continue blasting him. Good for kiting melee-heavy bosses.
Accepts Slow sets, and the amount of Slow Enhancement appears to also affect the amount of +Run that you recieve.
Slotting: (SO's: 2 Acc, 3 Slow, 1 Recharge) (IO's: 6-slotted Slow set of your choice)
Rating: *****
5) (L16) Increase Density
Range 70, click buff, Activation 2.07, Rech 3, End 5.2
[1min of Prot. vs. KB (9), Prot. vs. Repel (9), TP (100%), REsist Smashing/Energy 18.75%, free from Stun/Immob/Hold]
Usefull to a team, but useless to a soloist, other than to accept Resistance Set IO's.
Rating: * (** if you team)
6) (L20) Speed Boost Activation 1, Recharge 2, End 7.8
(Accepts Run, EndMod, Universal Travel sets)
2 minute duration of [+50% Recovery, +50% Recharge, 50% resistance to -Rech, +168.05 RunSpeed, +168.05 Resistance to -RunSpeed, +64.75%? FlySpeed with Resistance to -FlySpeed]
Pretty useless to a soloist, except to SB the occasional pet found in a mission. On a team, this is one of the buffs often expected of a Kinetics character. I took it on my soloist build to buff such mission pets as Faultline, Fusionette (ha!), Ohmtown, etc.
Slotting: 1 EndRed.
Rating: **
7) (L28) Inertial Reduction. Activation 2.03, Recharge 1min, End 23.4, AoE 25ft [1 minute of +2640% Jump ht, +242% Jump Speed]
Identical in effect to Super Jump, except it's a click and instead of combat suppresion, it suffers from making you immobile to cast the animation of re-casting it every minute. A bind like " /bind P powexec_auto Inertial Reduction" may be handy.
I really wanted to want this power. It's a perfectly good travel power without taking up a pool choice.
Instead, after using it for several levels, I respec'ed for Combat Jumping and then Super Jump. While IR gives great manueverability in combat, that manueverability goes away as soon as you are hit by an Immobilize effect, which CJ provides. CJ also gives a 2.13% Defense for only 0.06 End/sec. Rather than take CJ and IR, I suggest CJ+SJ to open up Acrobatics, which provides a little (Mag 2) Hold Protection and +44.52% Hold Resistance at the time of this guide. (I-15)
Slotting: 1 EndRed. Recharge is redundant, as the power's recharge is already equal or lesser than it's duration, a.k.a. "Perma" right out of the box, and you have +Rech from Siphon Speed and possibly other sources.
Rating: ** (If they ever give it Immobilize resistance, I'll upgrade this rating. until then, it's servicable, but disappointing.)
8) (L35) Transference Activation 2.27, Recharge 30, End 2.6, Acc 1.1, Range 60 (but you'll want to be close so that you can reap the benefit for yourself.) Well-slotted, this power not only saps a good deal of endurance from your foe, but any allies of yours (including yourself) that are near the foe will gain a great deal of Endurance. Teamates love it and properly used, you can use it to give yourself nearly limitless Endurance.
Accepts EndMod sets.
Slotting: (SO's 2 Acc, 3 EndMod, 1 Recharge) (IO's: 6 pieces of the EndMod set of your choice.)
Rating: *****
9) (L38) Fulcrum Shift Activation 2.17, End 15.6, Acc 1.0, Recharge 1 min, Range 70 (but you will want to be in melee-ish range to reap the benefits for yourself. Why let the Brutes/Scrappers/Tanks have all the fun?)
{Foe: -20% Damage for 30 sec} {Allies in area around foe: +40% damage, and +20% damage per foe in area for 45 sec.}
It's quite common to see your damage buff in the 200%+ range when using this power solo. With team-size mobs, expect to reach the cap.
This is the big boy. Take it, slot it, love it.
Accepts no sets.
Slotting: 1 Acc, 3 Recharge, 1 Endred.
Rating: ***** (Like there was any doubt)
Notes regarding Pools:
Leaping: Combat Jumping, Super Jump, Acrobatics (see above regarding Inertial Reduction)
Speed: Hasten (+70% Recharge with no corresponding Recovery bonus and it's own Endurance cost. I'm not a fan of Hasten. Blasphemy, I know. Take it, leave it, your choice, but it's popular for a reason.) The rest of this pool is completely skippable for a Fire/Kin.
Medicine: With one of the best healing powers in the game (Transfusion) in your powerset, you are doing something wrong if you need this pool of interuptible powers, which are are little use for a soloist, except Aid Self, which is still overshadowed by Transfusion.
Fitness (Swift/Hurdle/Health/Stamina): I took it. You could skip it if you chose, using Transfusion and Transference to keep your Blue and Green bars full.
Presence, Stealth, Fighting: Not on my build, but YMMV.
TP, Flight. I'd skip these pools, but YMMV.
Leadership: I used Assault and Tactics, but skipped the others.
Manuevers 0.39End/secx for 2.63Def seemed a bit higher than I wanted to pay.
Assault (for a Corruptor) grants +15% damage buff for the same end cost. (Slotting is EndRed only)
Tactics is going to grant you +10% ToHit, raising you from 75% to 85% before any other bonuses are taken into consideration. Slotting is EndRed, ToHit if desired. Remember that most of what you do requires ToHit checks, so more Acc and ToHit is always better. 0.39End/Sec.
Vengeance is useless while solo. Skipped.
Uh okay having just scanned this two things jump out at me.
Firstly: Using Rain of Fire as a mitigation tool/area denial is a huge waste. It does immense damage. While Fireball does its damage immediately, RoF does much more damage and over a wider area. With Fulcrum Shift it does obscene damage, especially with Scourge.
Secondly: Hasten is not a 40% recharge bonus, its 70%. If you're not a fan of the power that's fine but I would strongly recommend it for a kin precisely because it stacks with Siphon Speed, bringing Fulcrum Shift and all your AoEs up faster.
The Melee Teaming Guide for Melee Mans
In this guide I will discuss the Fire/Kinetics Corruptor, from the perspective of solo AoE PvE.
This set lends itself to a style of using self-buffs (for speed, recharge and damage) to buff your own offensive capabilities, with corresponding DeBuffs on the enemy, and then unleashing your Primary powerset's offensive power.
Fire Blast
1) Flares. Minor Damage, Single-target, Fast recharge (2.18). End 3.69
Activation: 1, Range: 80.
Take this power initially, as it will be one of your top four offensive powers, usefull for taking out wounded foes that are barely standing after Fire Ball. You might respec out of it when you have enough recharge later.
Slotting: (SO's: 1Acc, 3 Dam, 1 endred, 1 Rech) (IO's: Any Ranged Damage Set of your choice)
Rating: ****
2) Fire Blast. Moderate Damage, single-target, Recharge 4, End 5.2, Activation: 1.2
Simply put, a must-have.
Slotting: (SO's: 1Acc, 3 Dam, 1 endred, 1 Rech) (IO's: Any Ranged Damage Set of your choice)
Rating: *****
3) Fire Ball. Moderate Damage, Ranged AoE (up to 16 targets), Range 80ft, Activation 1, Recharge 16, End 15.18
This is the reason you took Fire Blast as your primary, AoE Damage put out in one large tick and a few smaller ones afterward.
Slotting: (SO's: 1Acc, 3 Dam, 1 endred, 1 Rech) (IO's: Any Targeted AoE Set of your choice)
Rating: *****
4) Fire Breath Moderate Damage, Cone AoE (up to 16 targets). Activation 1, Range 80, Recharge 16, End 15.
I want to be able to recommend this power as a second AoE, but I can't. While it does similar damage to Fire Ball, it does so in a manner more evenly spread out over it's damage ticks, less "front-loaded" than Fire Ball and thus more foes stand up longer against you. Which leads in a little more return fire. Take this power late in your career, if at all.
Slotting: (SO's: 1Acc, 3 Dam, 1 endred, 1 Rech) (IO's: Any Targeted AoE Set of your choice) Note: Range Enhancements do increase the area that can catch foes, up to the max of 16, this is the only power in this set where I would consider a range enhancement, as you will spend your time in very close quarters.
Rating: ***
5) Rain of Fire Minor Damage, placed AoE, (Foe -Run, -Jump), Activation 2.03, Recharge 1 Min, Range 60, End 26
This is your only real mitigation tool in your primary. Place it at your feet to make foes scatter from you, albiet in slow-motion as they suffer both -Run and -Jump. Or place it in a doorway to create a No-Go zone that foes will hesitate to cross. It has a bad reputation from the days of early CoH (2004-2005) where some new Fire Blasters would use it to scatter a Tanks clustered herd without doing significant damage.
Slotting: You can go a few different ways with this power. If using it as a mitigation tool, try 1 Acc, 2 Rech. Or you could slot it like any normal attack, but you will not see much difference in the millions of DoT ticks when you slot for damage.
Rating: ***
6) Aim +42.5% ToHit, +42.5% Damage for 10 seconds.
Recharge 1m30sec, End 5.2, Activation 1.17
Great power. It's the only damage buff you get (from your Primary/Secondary anyway) that doesn't cause agro and thus start the counter-attack. Take it, pop it before every battle if it's recharged.
Slotting: (SO's 2 Recharge) (IO's 2 Common Recharge or portions of the ToHitBuff set of your choice, focusing primarily on Recharge)
Rating: *****
7) Blaze High Damage, Single-target. Activation 1, Recharge 10, End 10.4, Range 40.
Great power. It's your best single-target heavy hitter and has a good recharge rate. Don't worry about it's short range, you'll be that close most of the tiome anyway.
Slotting: (SO's: 1Acc, 3 Dam, 1 endred, 1 Rech) (IO's: Any Ranged Damage Set of your choice)
Rating: *****
8) Blazing Bolt. Extreme Damage, Single-target. Activation 4.67, Range 150, Acc 1.2, end 14.35, Recharge 12.
A fairly good snipe, but sniping doesn't fit with the build or playstyle of Fire/Kinetics. On the bright side, Snipe Set IO's are pretty cheap redside, possibly because Snipe powers aren't taken that often. (This may change if the Markets are ever merged)
Slotting: (SO's: 1Acc, 3 Dam, 1 InteruptReduction, 1 Rech) (IO's: Any Ranged Damage Set of your choice)
Rating: **
9) Inferno PBAoE Extreme. Activation 3.0, Recharge 6 Min, Acc 1.4, End 20.8+crash afterward.
The big boom, this is your nuke. If anything lives through it, you will be scrambling to pop inspirations or laughing as it puts you down. Many folks would rate this five-star, but I'm not a fan of powers with a crash, and it's hard to survive long enough to grab a large enough mob make it worthwhile.
Slotting: (SO's: 1Acc, 3 Dam, 2 Rech) (IO's: Any PBAoE Damage Set of your choice)
Rating: **** (5-star if you team)
Next: A discussion of Kinetics as it pertains to this build.