Fire/Kinetic - Help on IO?


AWishForWings

 

Posted

Hey there! First time ever posting here but I needed some help from more experienced users. I have been playing CoH for a little over 5 months now, I'm still a newbie, and decided I'd make a Fire/Kinetic Controller.

So far, I really enjoy playing this Archetype. I managed to gather enough money to purple her on most of the important skills, notably Char/Fire Cages/Flashfires/Fireball/Hot Feet. I've tried to hit the softcap for defense but it seems I am stuck at 13-ish% defense for everything and about 66% resist for Smashing/Lethal. I am using Weave/Tough/Fire Shield/Combat Jumping/Acrobatics, all of which are 4-slotted. I've tried mixing IO together so I could hit the highest Resist/Defense bonus for that specific power but I can't seem to go any higher than those numbers.
I've seen many Fire/Kin that told me they were softcapped. I do not seem to be, however. This is frustrating me a bit as I have spent a lot of time trying to buy decent set and she do not seem to do as good as other people do...

What would be your recommandations for slotting those skills? Am I totally missing something?! Money is no object here, unless it requires specific PvP sets which are way too pricey...

Help?


 

Posted

This is your first post, so you may not know that a thread about fire/kins gets asked very frequently. Take a chance to just browse down the page or to the next page or two and you'll probably realize that your question was already asked / answered.

Also, if you have enough influence to completely outfit your fire/kin with purples, etc., I'd spend that influence to outfit something else. Farming is a boring activity...it's done because it's efficient, not because it's not necessarily fun. If you have influence for purples, continue doing what you've been doing before instead of doing this farming thing. People make fire/kins because they're poor or they are trying to help friends (or their second accounts) level up. If money isn't an issue, then keep doing what you were doing before.

Finally, people soft cap via the stone epic and rock armor and not the fire epic. If you choose fire, you won't be soft capped unless you radically suboptimize powers just for set bonuses.


 

Posted

I did browse the first few pages of the Controller forum. I also did research with a couple keywords, notably softcap which would be the most obvious. I do realize I would have an easier time softcapping with Earth Epic Pool but I know of a couple persons who told me they managed to softcap with Fire Epic Pool.
As for the rest of your post, you could have saved an extra 18 seconds of your life as it didn't answer my primary question which was suggestions on how to slot defensive skills. I don't really care what I should/should not do with my Fire/Kin or if I should farm Influence for my other toons or not. This is not my main concern as I enjoy my Fire/Kin and it is my main toon.I appreciate the input tho.Also, what you may find boring isn't boring to other people. I do enjoy farming, may it be solo or with friends.

Thanks for your reply.


 

Posted

It is possible to softcap S/L defense with the Fire epic, but you will most likely gimp your other powers in the process. As to how, just find IO sets that have defense bonuses, it's really that simple. Plot out your build in mids if you haven't already. If you really wanna softcap, I would just go Earth Mastery because it's much easier to do and you won't gimp yourself in the process.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

Posted

Inf. no object after just 5 months playing the game......

i don't get it.


 

Posted

Quote:
Originally Posted by AWishForWings View Post
Hey there! First time ever posting here but I needed some help from more experienced users. I have been playing CoH for a little over 5 months now, I'm still a newbie, and decided I'd make a Fire/Kinetic Controller.

So far, I really enjoy playing this Archetype. I managed to gather enough money to purple her on most of the important skills, notably Char/Fire Cages/Flashfires/Fireball/Hot Feet. I've tried to hit the softcap for defense but it seems I am stuck at 13-ish% defense for everything and about 66% resist for Smashing/Lethal. I am using Weave/Tough/Fire Shield/Combat Jumping/Acrobatics, all of which are 4-slotted. I've tried mixing IO together so I could hit the highest Resist/Defense bonus for that specific power but I can't seem to go any higher than those numbers.
I've seen many Fire/Kin that told me they were softcapped. I do not seem to be, however. This is frustrating me a bit as I have spent a lot of time trying to buy decent set and she do not seem to do as good as other people do...

What would be your recommandations for slotting those skills? Am I totally missing something?! Money is no object here, unless it requires specific PvP sets which are way too pricey...

Help?
One small thing that came to mind as I read your post: If you can fit in one or even two -knockback IOs, you can drop Acrobatics and fit in Maneuvers for a little extra Defense.

For a question like this, it is much easier to answer if we see your existing build. It is hard to say what you are doing wrong or right without seeing what you are doing.

You may get a few snarky answers . . . a few of us "old vets" don't have billions of Infl and aren't fond of farming. Personally, I don't try to "softcap" controllers. Of my 14 level 50 characters, I have one scrapper who is softcapped, and I plan to work on softcapping a Tank or a Brute if I ever decide to devote the resources to it. To me, Controllers are for controlling and buff/debuffing mostly, and Recharge is generally the main attribute I look for. I have a Fire/Kin, but I actually like my Fire/Rad better -- more fun to me.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Now I agree with local man on the subject of showing us your build, that's a good starting point, til then I will make a build for you with a few different choices on powers I'm sure you haven't taken, and you can take from that what you want from that.


 

Posted

This was what I came up with if you switched to rock epic, and this is the best I could max it for def.


Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Frenzied Feet: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Char -- Empty(A)
Level 1: Transfusion -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(17), Nictus-Heal/HP/Regen/Rchg(39), Dct'dW-Heal/EndRdx(46)
Level 2: Fire Cages -- Posi-Dam%(A), DblAc-Stun%(3), TotHntr-Dam%(3), GravAnch-Hold%(5), EndRdx-I(5), Posi-Acc/Dmg(7)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Kick -- Empty(A)
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(46)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), Stpfy-KB%(43)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(40)
Level 20: Stamina -- P'Shift-End%(A), EndMod-I(21), EndMod-I(21), EndMod-I(40)
Level 22: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), TtmC'tng-ResDam(27), TtmC'tng-ResDam/EndRdx(34), S'fstPrt-ResDam/Def+(46)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(34), GSFC-Build%(43)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-+Res(Pets)(33), C'Arms-+Def(Pets)(34)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A), EndRdx-I(39)
Level 41: Fissure -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43)
Level 44: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Seismic Smash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(48), T'Death-Dmg/Rchg(48), T'Death-Acc/Dmg/EndRdx(48), T'Death-Dmg/EndRdx/Rchg(50), T'Death-Dam%(50)
Level 49: Inertial Reduction -- Jump-I(A), Zephyr-ResKB(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment



And this is what I got it up to if you used fire, now I'm not saying this is the best, but this is about the best you could do without loosing anything anywhere.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Frenzied Feet: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Char -- Empty(A)
Level 1: Transfusion -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(17), Nictus-Heal/HP/Regen/Rchg(39), Dct'dW-Heal/EndRdx(46)
Level 2: Fire Cages -- Posi-Dam%(A), DblAc-Stun%(3), TotHntr-Dam%(3), GravAnch-Hold%(5), EndRdx-I(5), Posi-Acc/Dmg(7)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Kick -- Empty(A)
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(46)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), Stpfy-KB%(43)
Level 14: Hurdle -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(17)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(40)
Level 20: Stamina -- P'Shift-End%(A), EndMod-I(21), EndMod-I(21), EndMod-I(40)
Level 22: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(23), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(40)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25)
Level 26: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(27), TtmC'tng-ResDam(27), TtmC'tng-ResDam/EndRdx(34), S'fstPrt-ResDam/Def+(46)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(34), GSFC-Build%(43)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-+Res(Pets)(33), C'Arms-+Def(Pets)(34)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A), EndRdx-I(39)
Level 41: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43)
Level 44: Fire Shield -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), TtmC'tng-ResDam(45), TtmC'tng-ResDam/EndRdx(45)
Level 47: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 49: Inertial Reduction -- Jump-I(A), Zephyr-ResKB(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment



I can try different things if you give me your build.

When it comes to F/k's it's tough to want to build for defense since they are more angled for controlling the enemy and not so much for being bout to take or dodge a hit from them. If your looking for that kind of stuff you should look into tanks or scrappers. They have a lot easier time setting up for def and resistance while still not losing damage or recharge anywhere.


 

Posted

Hero Plan by Mids' Hero Designer 1,601
http://www.cohplanner.com/

Click this DataLink to open the build!

A Wish For Wings: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fighting
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Char -- Dev'n-Dmg/EndRdx(A), Dev'n-Dmg/Rchg(43), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Acc/Dmg/EndRdx/Rchg(45), HO:Nucle(45), HO:Nucle(46)
Level 1: Transfusion -- Nictus-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Heal/HP/Regen(3), Nictus-Acc/Heal(3), Numna-Heal/Rchg(5), Numna-Heal(5), Acc-I(7)
Level 2: Fire Cages -- GravAnch-Immob(A), GravAnch-Immob/Rchg(7), GravAnch-Acc/Immob/Rchg(9), GravAnch-Acc/Rchg(9), GravAnch-Immob/EndRdx(11), TotHntr-Immob/Acc(11)
Level 4: Siphon Power -- RechRdx-I(A)
Level 6: Kick -- Empty(A)
Level 8: Hot Feet -- Armgdn-Dmg(A), Armgdn-Dam%(13), Armgdn-Dmg/EndRdx(13), M'Strk-Acc/Dmg/EndRdx(15), TmpRdns-Acc/Slow(15), TmpRdns-Acc/Dmg/Slow(17)
Level 10: Siphon Speed -- RechRdx-I(A)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-EndRdx/Stun(17), Amaze-Stun/Rchg(19), Amaze-Acc/Stun/Rchg(19), Amaze-Acc/Rchg(21), Acc-I(21)
Level 14: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam(23), S'fstPrt-ResDam/EndRdx(23), S'fstPrt-ResKB(25)
Level 16: Hurdle -- Empty(A)
Level 18: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(25), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(27), UbrkCons-EndRdx/Hold(29), G'Wdw-Acc/Rchg(29)
Level 20: Weave -- RedFtn-Def(A), RedFtn-Def/EndRdx(31), LkGmblr-Def/Rchg(31), LkGmblr-Def(31)
Level 22: Health -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(33), Numna-Heal(33), RgnTis-Regen+(33)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-End%(34), Efficacy-EndMod(34), Efficacy-EndMod/EndRdx(34)
Level 26: Super Jump -- Winter-RunSpd/Jump/Fly/Rng(A)
Level 28: Combat Jumping -- RedFtn-Def/EndRdx(A), RedFtn-Def(36), LkGmblr-Def/EndRdx(36), LkGmblr-Def(36)
Level 30: Acrobatics -- EndRdx(A), EndRdx(37), EndRdx(37), EndRdx(37)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(39), S'bndAl-Dmg(39), S'bndAl-Build%(39)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(40), Efficacy-EndMod/Acc(42), Efficacy-EndMod/EndRdx(42)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(42), Acc-I(43), RechRdx-I(43)
Level 41: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Dmg/EndRdx(50), HO:Nucle(50), HO:Nucle(50)
Level 44: Fire Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(46), Aegis-ResDam/EndRdx(46), Aegis-ResDam(48)
Level 47: Super Speed -- Winter-RunSpd/Jump/Fly/Rng(A)
Level 49: Hasten -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment






Those are not the correct levels at which I have chosen the powers but that's what I have.


 

Posted

Just throwing out, isn't it easier to softcap if you ditch a few of the purples and put in some sets with Def bonuses instead? Purples are great for recharge, but if I recall, none of them give defenses.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

Quote:
Originally Posted by GavinRuneblade View Post
Just throwing out, isn't it easier to softcap if you ditch a few of the purples and put in some sets with Def bonuses instead? Purples are great for recharge, but if I recall, none of them give defenses.
You are correct, sir. Now if you're building for recharge then the 10% from purples really comes in handy.

As for Wish's build... why rely on Acrobatics when you could easily slot 2 BotZ with your power choices? Drop one of the Nucleus Exposure from your Fireball and replace with Acc/Recharge from the Ragnorok set. You hit diminishing returns on damage and accuracy and will gain more from the global recharge and more recharge in the power. Four slot Kick with Kinetic Combat if you're shooting fore smashing/lethal defense and that will give you an additional 3.75%.

Like GRB mentioned purples won't help you reach softcaps. Take a look at other sets and how they can help you reach your goal.


 

Posted

At first I thought that you were a new player that just wanted an uber build to level fast, but after reading your post I realized that you had actually learned the game fairly well and would probably do well with an uber build.

Then I see your slotting and I see you aren't as knowledgeable as I thought, or you've been given some very bad advice along the way.

First thing I see is you have recharge in Siphon Power and Speed. That's alright and all, but with no accuracy in there you're wasting endurance and getting zero benefit. Swap those recharge out for at least 1 lvl 50 common Acc IO and you should be ok. (I didn't have your build loaded at the time I wrote this part of my reply, so I didn't see you have a 69% acc bonus with all your sets. Even so, more accuracy is not a bad thing. To an extent...)

Next up I see 4 slots in Combat Jumping. Not worth it to slot that past the starting slot as it only gives a small bonus and those slots can probably be used elsewhere. Now, if those ARE extra slots and you want those bonuses, then fine, just don't gimp yourself to eek out an extra 1.5% defense.

Now, on to Acrobatics. There is this little thing called "Enhancement Diversification" that happened a few years back. Essentially it makes slotting ANYTHING past the 3rd slot with SO's (and these days lvl 30-ish+ IO's) or 100%/60%* of certain attributes basically useless. You have 4 end reds in Acro, where most people put 1 in there and are plenty happy. they slot 2 if they are massive end hogs, which a Fire/Kin can be. Three slotting is almost unheard of and that 4th slot is completely wasted.

Your Imps are poorly slotted as well, with less accuracy than a single on-level SO in them, they won't be hitting that much, especially considering that they spawn at -1 to you. Accuracy bonuses you have DO NOT carry over to the Imps. And they need the extra acc to hit anything, especially if you're fighting anything more than +1 to yourself. This is where some of those extra slots in CJ could be put to better use and ESPECIALLY the wasted one (at the very least) in Acro. 6 slot Imps with Blood Mandate and you get some decent AoE and ranged defense out of it.

Fulcrum Shift you want to be up as often as possible, so most fire/kins will slot it with at least 2-3 acc and then 2-3 recharge.

Also, you want Hasten up as much as possible, so you'll want to 3 slot that with Recharge as well.

Now we come to the things you are WAY over slotted on, at least as far as wasting percentages and not slots.

On Char you have too much damage slotted. Swap out the Dam/End for the chance to hold proc and you will only be losing a little bit of end red and will get lucky once in a while to land a critical hold PLUS the proc hold, making holding tough bosses/EB's that much easier.

Most fire/kins I know (not many, truthfully) slot fire cages for acc and damage since slotting for immob is mostly a waste. The cages already last longer than the mobs will/should be alive without slotting. Any fire/kin who can't take out a normal +2 spawn in under 20 seconds is doing something wrong, and you have yours up to almost a minute worth of immob! More damage is what kills the mobs, not holding them in place.

Fire Ball is extremely over the cap as far as damage goes, as nearly half of what you have slotted is not even making it to the mobs. Take out the Ragnarok: Damage and put in the Acc/Rech. That way you keep your bonuses lose next to nothing on your damage (since you are SO far over the cap) and get some more recharge in a long recharge power.

Now, I know I didn't help you hit the soft cap for defense and for that I'm sorry. I'm no fire/kin expert by any stretch, but I hope that the suggestions I did make helps you clean up your build and find other areas to possibly make hitting the soft cap easier. I'm sure others can and hopefully will come along and show you exactly how.

--------
*Just off the top of my head, the attributes that fall under the 100% and 60% "ED" rule are...

100% - Damage, Accuracy, Recharge, End Reduction and End Mod, among others.

60% - ToHit Buffs, ToHit Debuffs, Defense and Resistance just to name what ones I can think of right now.


Losing faith in humanity, one person at a time.

 

Posted

Softcapped, around 90% global rech and with EE....max HP.

Nothing else matters....

Fireball sucks....Fissure is pure win.

***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)


 

Posted

Quote:
Originally Posted by War_Admiral View Post
Softcapped, around 90% global rech and with EE....max HP.

Nothing else matters....

Fireball sucks....Fissure is pure win.

***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.
War can you post the data chunck ro data link for the build?


Arc 52555: Tower of Darkness
Arc 139668: Bob's Crazy Car Dealership

 

Posted

oops sorry....here it is

| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1398;681;1362;HEX;|
|78DAA5934B6F125114C7EFC020E555A094421F404B1FD042B 1EC6CAB31B1165B0B9|
|4B6DA95DA204E5B1232109826BAB26A6AD4A056A371E50731 7E0D8D2EEA6BAFEE5D|
|E1795C8AC6A513F8FFE69EF99F3B77CEB93777F3BC5388FDB 342F12C548A8DC6D64|
|25537EAD54A45AB5BF34563AF5EAC08AB1022D289B72DA94C B9AEB507C13F9E9FDB|
|DBDE4EAD9475CD28971ADE657D57AB6BBA916ADF380B5548C E6AC55A59DFE141A66|
|CE85AA361A7C1464DD36EB8647C67D70057CF62AD5C4A6D18 555DDBCA151B8656BF|
|1584454DC2FF4011F26A99C53B931021617ACFF840503F121 63B3E55646190166A8|
|E70224FF0AC12FA0A84FBA09CD1B228974DE45B23780EC9D0 F392EDCF09432F0819|
|5033E5B5843921C800D5B3283C91C54FAE5E3BC34908BB08D 3DD0C37E101A895B35|
|4EB197A6FD72C638E609F679C262C81D526DF6BE3F73E8491 437EAFE3364DEADC67|
|DC2174DF65DC230460992EB60BD7117F2F84DCBC06E18ED3A 456087939A4782FC24|
|D4CF46C527E173CF149B3EF15E54721E4E7294D7E5ED41863 9AF108FC01B9C4C032|
|E504171919C2C005C6124181F9FA65A7FB0B80A808AF1146D 6191B0433F80665C50|
|7030A367F28489818A6254F8C12A6A2847498A04256486685 B84F61EED304B724C6|
|0D8A71BB62DCBC2668447E42E4136DB4E1CF8C2F8CAF84916 F04DC7751B9ABA24DF|
|AAAD1C78C278CA784B143C633026ED371D9DD712EDD77B310 713951FC805C93AB8C|
|154696309563E409BFE0A8276405135CC1245730C9154C720 57FC0EC29AE8539C5B|
|538D9CBF0307C849FE09B911D9EE185A5FFC2907A7CE8E007 97C8FE1329A8C7274D|
|281409753CFF75BD71B6E7B1ADDB412FA114503651AEA05C4 5B9865244B98E52426|
|9BD3DCE769FC205CDA2CCA1CCA334D164C513E64071A2B850 BA51DC281E141F4A1F|
|CA00CA6B94D66F9B65F584|
|-------------------------------------------------------------------|


 

Posted

A similar build to War Admiral's, except I use SS instead of CJ because I like speed-stealthing missions when that's an option.

I also opted for Speed Boost over Seismic Smash because I think my overall DPS is improved (with SB-d Fire Imps), and I like to be able to SB any stone tanks/brutes that I'm teaming with.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Malfeas Harkness: Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Char

  • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (40) Basilisk's Gaze - Recharge/Hold
  • (43) Basilisk's Gaze - Endurance/Recharge/Hold
  • (43) Basilisk's Gaze - Chance for Recharge Slow
  • (50) Basilisk's Gaze - Accuracy/Recharge
  • (50) Basilisk's Gaze - Accuracy/Hold
Level 1: Transfusion
  • (A) Doctored Wounds - Heal/Endurance
  • (3) Doctored Wounds - Endurance/Recharge
  • (3) Doctored Wounds - Heal/Recharge
  • (5) Doctored Wounds - Heal/Endurance/Recharge
  • (5) Doctored Wounds - Heal
  • (7) Accuracy IO
Level 2: Fire Cages
  • (A) Enfeebled Operation - Accuracy/Endurance
  • (11) Enfeebled Operation - Immobilize/Range
  • (19) Enfeebled Operation - Endurance/Immobilize
  • (23) Enfeebled Operation - Accuracy/Recharge
  • (25) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (25) Enfeebled Operation - Accuracy/Immobilize
Level 4: Siphon Power
  • (A) Recharge Reduction IO
  • (7) Accuracy IO
Level 6: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (33) Luck of the Gambler - Defense
Level 8: Hasten
  • (A) Recharge Reduction IO
  • (9) Recharge Reduction IO
  • (9) Recharge Reduction IO
Level 10: Siphon Speed
  • (A) Accuracy IO
  • (11) Recharge Reduction IO
  • (15) Recharge Reduction IO
Level 12: Flashfire
  • (A) Stupefy - Stun/Range
  • (13) Stupefy - Accuracy/Endurance
  • (13) Stupefy - Endurance/Stun
  • (17) Stupefy - Accuracy/Recharge
  • (17) Stupefy - Accuracy/Stun/Recharge
Level 14: Hot Feet
  • (A) Obliteration - Chance for Smashing Damage
  • (15) Obliteration - Damage
  • (29) Obliteration - Accuracy/Damage/Recharge
  • (31) Obliteration - Accuracy/Recharge
  • (46) Obliteration - Damage/Recharge
  • (46) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 16: Hurdle
  • (A) Jumping IO
Level 18: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (19) Numina's Convalescence - Heal
  • (23) Healing IO
Level 20: Stamina
  • (A) Performance Shifter - Chance for +End
  • (21) Performance Shifter - EndMod
  • (21) Endurance Modification IO
Level 22: Speed Boost
  • (A) Endurance Modification IO
Level 24: Cinders
  • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (33) Basilisk's Gaze - Recharge/Hold
  • (33) Basilisk's Gaze - Endurance/Recharge/Hold
  • (34) Basilisk's Gaze - Accuracy/Recharge
  • (46) Basilisk's Gaze - Accuracy/Hold
Level 26: Boxing
  • (A) Kinetic Combat - Knockdown Bonus
  • (27) Kinetic Combat - Accuracy/Damage
  • (27) Kinetic Combat - Damage/Endurance/Recharge
  • (45) Kinetic Combat - Damage/Endurance
Level 28: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (29) Steadfast Protection - Knockback Protection
Level 30: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (31) Luck of the Gambler - Defense/Endurance
  • (31) Red Fortune - Defense/Endurance
Level 32: Fire Imps
  • (A) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (34) Soulbound Allegiance - Damage/Endurance
  • (34) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (37) Expedient Reinforcement - Endurance/Damage/Recharge
  • (40) Expedient Reinforcement - Accuracy/Recharge
  • (40) Expedient Reinforcement - Resist Bonus Aura for Pets
Level 35: Transference
  • (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (36) Efficacy Adaptor - Accuracy/Recharge
  • (36) Efficacy Adaptor - EndMod/Recharge
  • (36) Efficacy Adaptor - EndMod
  • (37) Efficacy Adaptor - EndMod/Accuracy
  • (37) Efficacy Adaptor - EndMod/Endurance
Level 38: Fulcrum Shift
  • (A) Recharge Reduction IO
  • (39) Recharge Reduction IO
  • (39) Accuracy IO
  • (39) Accuracy IO
Level 41: Fissure
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (42) Positron's Blast - Damage/Recharge
  • (42) Positron's Blast - Damage/Endurance
  • (42) Positron's Blast - Accuracy/Damage
  • (43) Positron's Blast - Accuracy/Damage/Endurance
Level 44: Super Speed
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (45) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 47: Rock Armor
  • (A) Luck of the Gambler - Recharge Speed
  • (48) Luck of the Gambler - Defense/Endurance
  • (48) Luck of the Gambler - Defense/Endurance/Recharge
  • (48) Luck of the Gambler - Defense
Level 49: Earth's Embrace
  • (A) Recharge Reduction IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Unbounded Leap - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Containment


 

Posted

I agree with War Adrimal on his build, my current farm build is very similar. I do have one question for him tho. An extreme farm build will be capped at damage which is the solid reasoning for the abs amaz slots on fissure. Have you tried proc slotting on hot feet?


 

Posted

Quote:
Originally Posted by milehigh77 View Post
Inf. no object after just 5 months playing the game......
In this game salvage rains from the sky and recipes grow on trees. Nothing surprising there.


 

Posted

Oh Christ, where to begin.

You have too much global recharge. Way, way, way, way, way too much. You need recharge, essentially, for one thing. FS. Six slotting FS will give you plenty of opportunity to do that.

You've got way over the ED numbers for a number of things. To the point that you get no benefit from them. Why is there an accuracy/immob single frankenslot in a power that's already got plenty of both? You should have dropped in the chance for hold to finish the set, a damage IO, recharge IO, almost anything would have been better than what you chose. Especially with the global accuracy from your purples. What the hell are you running that you think you need 250% or more accuracy on some powers?

You focused too much on purples and spent too little time in Mids before you started investing, because honestly you're probably going to have to replace a number of them with non purple IOs. You wasted slots on double travel powers, you skipped speed boost... I could go on.

Let me post mine

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Char -- (A)(3)(3)(5)(5)(36)
Level 1: Transfusion -- (A)(7)(7)(9)(9)
Level 2: Fire Cages -- (A)(11)(11)(13)(13)(37)
Level 4: Siphon Power -- (A)
Level 6: Combat Jumping -- (A)(17)(37)(40)(40)
Level 8: Hurdle -- (A)
Level 10: Siphon Speed -- (A)
Level 12: Kick -- (A)
Level 14: Super Jump -- (A)(15)(15)
Level 16: Flashfire -- (A)(17)(19)(19)(21)(43)
Level 18: Health -- (A)(21)(23)
Level 20: Stamina -- (A)(23)(25)
Level 22: Speed Boost -- (A)(40)
Level 24: Hot Feet -- (A)(25)(27)(27)(29)(29)
Level 26: Cinders -- (A)(31)(31)(31)(34)(37)
Level 28: Tough -- (A)
Level 30: Increase Density -- (A)
Level 32: Fire Imps -- (A)(33)(33)(33)(34)(34)
Level 35: Transference -- (A)(36)(36)
Level 38: Fulcrum Shift -- (A)(39)(39)(39)(43)
Level 41: Fissure -- (A)(42)(42)(42)(43)(46)
Level 44: Rock Armor -- (A)(45)(45)(45)(46)(46)
Level 47: Weave -- (A)(48)(48)(48)(50)(50)
Level 49: Stealth -- (A)(50)
------------
Level 1: Brawl -- (A)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 1: Containment
------------
Set Bonus Totals:

  • 10% DamageBuff(Smashing)
  • 10% DamageBuff(Lethal)
  • 10% DamageBuff(Fire)
  • 10% DamageBuff(Cold)
  • 10% DamageBuff(Energy)
  • 10% DamageBuff(Negative)
  • 10% DamageBuff(Toxic)
  • 10% DamageBuff(Psionic)
  • 5.94% Defense(Smashing)
  • 5.94% Defense(Lethal)
  • 8.13% Defense(Fire)
  • 8.13% Defense(Cold)
  • 6.88% Defense(Energy)
  • 6.88% Defense(Negative)
  • 8.13% Defense(Melee)
  • 13.8% Defense(Ranged)
  • 13.4% Defense(AoE)
  • 4% Enhancement(Heal)
  • 83.8% Enhancement(RechargeTime)
  • 54% Enhancement(Accuracy)
  • 2.5% Enhancement(Held)
  • 3% Enhancement(Immobilize)
  • 5% FlySpeed
  • 11.4 HP (1.13%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 2.2%
  • MezResist(Immobilize) 4.4%
  • MezResist(Stun) 3.85%
  • MezResist(Terrorized) 2.2%
  • 15% (0.25 End/sec) Recovery
  • 11.3% Resistance(Fire)
  • 11.3% Resistance(Cold)
  • 1.88% Resistance(Negative)
  • 5% RunSpeed
------------
Set Bonuses:
Unbreakable Constraint
(Char)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Doctored Wounds
(Transfusion)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Enfeebled Operation
(Fire Cages)
  • 3% Enhancement(Immobilize)
  • 1.88% Resistance(Negative)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.75% Enhancement(RechargeTime)
  • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)
Blessing of the Zephyr
(Combat Jumping)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • Knockback Protection (Mag -4)
Blessing of the Zephyr
(Super Jump)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • Knockback Protection (Mag -4)
Absolute Amazement
(Flashfire)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
Obliteration
(Hot Feet)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Lockdown
(Cinders)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
  • MezResist(Held) 2.2%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Blood Mandate
(Fire Imps)
  • 1.5% (0.03 End/sec) Recovery
  • 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Efficacy Adaptor
(Transference)
  • 11.4 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
Ragnarok
(Fissure)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Luck of the Gambler
(Rock Armor)
  • 7.5% Enhancement(RechargeTime)
Red Fortune
(Rock Armor)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
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)
Luck of the Gambler
(Stealth)
  • 7.5% Enhancement(RechargeTime)

My fulcrum recharges faster than yours. I've got respectable positional defenses and am two points off of S/L softcap, which I could have hit if I sacrificed a little global recharge (and may do, as I haven't purpled mine out fully yet). My fire imps are more accurate than yours, and between combat jumping's stealth IO and actual stealth enemies will focus more on my imps and less on me (when they can hit me).

This build is a good balance between farming and team oriented play. Earth is better than fire for a fire/kin, you're going to be in melee anyway, there's no reason not to take seismic smash, and Fissure is actually a wonderful attack when you get used to it.

::Edit::
I forgot an update to that build (I've got too many save files in Mids) but take a slot out of speed boost and put it into transfusion with an Accuracy IO and its correct.


 

Posted

Quote:
Originally Posted by spiritfox View Post
...I've got respectable positional defenses and am two points off of S/L softcap, which I could have hit if I sacrificed a little global recharge (and may do, as I haven't purpled mine out fully yet)...
While looking over your build I noticed that you have room for a Steadfast Protection +Def IO if you want one, Spiritfox. You could slot it into Tough or Increase Density and add an addition 3% global defense. Just a thought, if you wanted to hit the softcap and didn't want to make any major changes to your build yet. Sorry if I pointed this out and you had already thought of it but decided to skip it.


 

Posted

Quote:
Originally Posted by Novawulfe View Post
Seems there's no point in trying to help this guy, he seems not to have seen anything his liked, if he has, he sure has a weird way of showing it.
Maybe you should think about taking a deep breath and relaxing a bit? I was out of town for a while so I couldn't post...
Quote:
You have too much global recharge. Way, way, way, way, way too much. You need recharge, essentially, for one thing. FS. Six slotting FS will give you plenty of opportunity to do that.
Yes, my first build had FS 6 slotted with 3 Accuracy and 3 Recharge but someone told me it was way too much.
Quote:
You've got way over the ED numbers for a number of things. To the point that you get no benefit from them. Why is there an accuracy/immob single frankenslot in a power that's already got plenty of both? You should have dropped in the chance for hold to finish the set, a damage IO, recharge IO, almost anything would have been better than what you chose. Especially with the global accuracy from your purples. What the hell are you running that you think you need 250% or more accuracy on some powers?
Huh, you do realise I am here to ask for help? That might explain why my build isn't as good as it could be?!
Quote:
In this game salvage rains from the sky and recipes grow on trees. Nothing surprising there.
Lucky drops and having friends helps a lot too...
Quote:
Softcapped, around 90% global rech and with EE....max HP.

Nothing else matters....

Fireball sucks....Fissure is pure win.
I can't seem to get it to work in Mid's Designer...
Quote:
Then I see your slotting and I see you aren't as knowledgeable as I thought, or you've been given some very bad advice along the way.
I'll choose A & B.
Quote:
Next up I see 4 slots in Combat Jumping. Not worth it to slot that past the starting slot as it only gives a small bonus and those slots can probably be used elsewhere. Now, if those ARE extra slots and you want those bonuses, then fine, just don't gimp yourself to eek out an extra 1.5% defense.
It seems everyone is 5-6 slotting it in this thread so far. How is it a bad thing then?
Quote:
Your Imps are poorly slotted as well, with less accuracy than a single on-level SO in them, they won't be hitting that much, especially considering that they spawn at -1 to you. Accuracy bonuses you have DO NOT carry over to the Imps. And they need the extra acc to hit anything, especially if you're fighting anything more than +1 to yourself. This is where some of those extra slots in CJ could be put to better use and ESPECIALLY the wasted one (at the very least) in Acro. 6 slot Imps with Blood Mandate and you get some decent AoE and ranged defense out of it.

Fulcrum Shift you want to be up as often as possible, so most fire/kins will slot it with at least 2-3 acc and then 2-3 recharge.

Also, you want Hasten up as much as possible, so you'll want to 3 slot that with Recharge as well.
I'll take those tips in consideration when I'll respec my Fire/Kin. Thanks
Quote:
On Char you have too much damage slotted. Swap out the Dam/End for the chance to hold proc and you will only be losing a little bit of end red and will get lucky once in a while to land a critical hold PLUS the proc hold, making holding tough bosses/EB's that much easier.

Most fire/kins I know (not many, truthfully) slot fire cages for acc and damage since slotting for immob is mostly a waste. The cages already last longer than the mobs will/should be alive without slotting. Any fire/kin who can't take out a normal +2 spawn in under 20 seconds is doing something wrong, and you have yours up to almost a minute worth of immob! More damage is what kills the mobs, not holding them in place.
It takes me usually 1-2 hits to hold bosses.Also, I had Fire Cages slotted for damage on another build and the damage gain is ridiculous. I don't think slotting it for damage is really worth it.
Quote:
Fire Ball is extremely over the cap as far as damage goes, as nearly half of what you have slotted is not even making it to the mobs. Take out the Ragnarok: Damage and put in the Acc/Rech. That way you keep your bonuses lose next to nothing on your damage (since you are SO far over the cap) and get some more recharge in a long recharge power.
It is way over the cap because I didn't know what to put in there at this very moment and had 2 spare Hami.Poor choice of slotting but I'm respeccing soon.

This is all I can think of at the moment. Thanks to everyone for the information. Keep on posting, I'm always glad to learn new stuff.


 

Posted

Quote:
Originally Posted by DRAIDE View Post
I agree with War Adrimal on his build, my current farm build is very similar. I do have one question for him tho. An extreme farm build will be capped at damage which is the solid reasoning for the abs amaz slots on fissure. Have you tried proc slotting on hot feet?
Havent tried it, but its a solid concept and I have every intention on removing the purp set and using the procs instead.

Hero Plan by Mids' Hero Designer 1.601
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) Touch of the Nictus - Healing: Level 50
(5) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 50
(7) Touch of the Nictus - Accuracy/Healing: Level 50
(17) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 50
(23) Touch of the Nictus - Accuracy/Endurance/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) Eradication - Chance for Energy Damage: Level 30
(9) Impeded Swiftness - Chance of Damage(Smashing): Level 30
(9) Obliteration - Chance for Smashing Damage: Level 50
(11) Armageddon - Chance for Fire Damage: Level 50
(11) Scirocco's Dervish - Chance of Damage(Lethal): 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)
2.25% Max End
3% Enhancement(Stun)
77.5% Enhancement(RechargeTime)
48% Enhancement(Accuracy)
3% Enhancement(Immobilize)
5% Enhancement(Heal)
106.8 HP (10.5%) HitPoints
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Immobilize) 11%
22% (0.37 End/sec) Recovery
20% (0.85 HP/sec) Regeneration
1.89% Resistance(Smashing)
1.89% Resistance(Lethal)
7.56% Resistance(Fire)
7.56% 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)


Touch of the Nictus
(Transfusion)
19.1 HP (1.88%) HitPoints
9% Enhancement(Accuracy)
5% Enhancement(Heal)
2.25% Max End


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)


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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Posted

Quote:
Originally Posted by AWishForWings View Post
Maybe you should think about taking a deep breath and relaxing a bit? I was out of town for a while so I couldn't post...

Yes, my first build had FS 6 slotted with 3 Accuracy and 3 Recharge but someone told me it was way too much.

Huh, you do realise I am here to ask for help? That might explain why my build isn't as good as it could be?!

Lucky drops and having friends helps a lot too...

I can't seem to get it to work in Mid's Designer...

I'll choose A & B.

It seems everyone is 5-6 slotting it in this thread so far. How is it a bad thing then?

I'll take those tips in consideration when I'll respec my Fire/Kin. Thanks

It takes me usually 1-2 hits to hold bosses.Also, I had Fire Cages slotted for damage on another build and the damage gain is ridiculous. I don't think slotting it for damage is really worth it.

It is way over the cap because I didn't know what to put in there at this very moment and had 2 spare Hami.Poor choice of slotting but I'm respeccing soon.

This is all I can think of at the moment. Thanks to everyone for the information. Keep on posting, I'm always glad to learn new stuff.
Patience has been something I've been without for a long time. XD


 

Posted

After going thru your build, I have a couple questions :

Why Stupefy in FlashFires? Is there any hidden bonus I don't see or is it just cheap and very effective? I was wondering if there was something better you could put in there instead since it doesn't seem(to me) that it would add anything spectacular.

Also, how does the slotting work in Hot Feet? Does it haves 20% chance of doing each of the damage everytime Hot Feet would hit? If so, how does it compare to a typical Dmg+End slotting? Is it way faster?

About Stamina : Do I get any benefit when slotting it 2-3 times or is 1 enough? I currently have it 3 slotted as you can see above.I thought that EndMod IO's would change anything...Guess I was wrong