Fire/Kinetic - Help on IO?


AWishForWings

 

Posted

My guess is that Stupefy is in Flashfire because it is indeed cheap and gives out decent recharge and HP bonus. Procs do not work the same in toggle powers compared to attacks, only every 10 seconds the proc checks and it has a 20% chance to go off, or whatever the specific proc is. And as for Stamina, 3 slotting does add to the recovery, I'm assuming War Admiral left only the base slot because of the amount of global recharge the build has, Transference will be up a lot.


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Posted

Quote:
Originally Posted by AWishForWings View Post
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?
My understanding of it is this. A controller's damage can only be buffed 300% from the base damage. So say I enhance the Hot Feet's damage with IO's an additional 98%, I can only accept a damage buff of 202% before hitting the cap. A Fulcrum Shift that hits 9 enemies provides a 220% damage buff, obviously over the cap. Even without enhancing the damage in Hot Feet it's possible to hit the damage cap with stacking FS.

The damage proc's allow you to effectively go over the cap when they go off. Every 10 secs each proc will roll its chance to hit on every enemy in range. With War's slotting there is about a 70% chance that at least one of the procs will land (assuming they all tick at the same time) on an individual enemy.

Unfortunately, I couldn't tell you how it compares DPS-wise. That's a bit over my head. If you have good global accuracy bonuses and can manage your FS and endurance recovery well then slotting the procs will net you more damage in the end. That's generally the preferred slotting for farm builds. In general game play, I like to throw a bit of acc/end in there though.


 

Posted

Quote:
Originally Posted by Fiery-Enforcer View Post
My guess is that Stupefy is in Flashfire because it is indeed cheap and gives out decent recharge and HP bonus. Procs do not work the same in toggle powers compared to attacks, only every 10 seconds the proc checks and it has a 20% chance to go off, or whatever the specific proc is. And as for Stamina, 3 slotting does add to the recovery, I'm assuming War Admiral left only the base slot because of the amount of global recharge the build has, Transference will be up a lot.
Correct.

I don't see the need in slotting up stamina when you have maybe the best end recovery power in the game at your disposal.

Just slot for def, +rech and enough HP that Earths Embrace caps your HP.


 

Posted

War Admiral, would it workout the same to swap combat-jump and SJ with Hover and fly? Or close enough to make no difference?


"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
War Admiral, would it workout the same to swap combat-jump and SJ with Hover and fly? Or close enough to make no difference?
The slotting would be exactly the same.

You could put the LoTG Proc + the Red Fortune set in hover and the BotZ KB proc in fly. However, I'm not sure how that would play in a farm.....flying that is.

I've always used CJ/SJ.


 

Posted

Here is what I came up with so far :

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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Char -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(3), NrncSD-Acc/EndRdx(3), NrncSD-Hold/Rng(5), NrncSD-Acc/Hold/Rchg(5), NrncSD-Dam%(50)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(9), Nictus-Acc/Heal(11), Nictus-Acc/EndRdx/Heal/HP/Regen(11), Nictus-Acc/EndRdx/Rchg(13)
Level 2: Siphon Power -- Acc-I(A)
Level 4: Fire Cages -- GravAnch-Immob(A), GravAnch-Immob/Rchg(13), GravAnch-Acc/Rchg(15), GravAnch-Immob/EndRdx(15), GravAnch-Acc/Immob/Rchg(17), EndRdx-I(46)
Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 8: Hurdle -- Jump-I(A)
Level 10: Hot Feet -- Erad-%Dam(A), Sciroc-Dam%(17), Oblit-%Dam(19), Armgdn-Dam%(19), ImpSwft-Dam%(21)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(21), Amaze-Acc/Stun/Rchg(23), Amaze-Acc/Rchg(23), Amaze-EndRdx/Stun(25), EndRdx-I(29)
Level 14: Siphon Speed -- RechRdx-I(A)
Level 16: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(25), S'fstPrt-ResKB(50)
Level 18: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(33), Numna-Regen/Rcvry+(34)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(33), Efficacy-EndMod(33)
Level 22: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def/Rchg(39)
Level 24: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(27), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def(31)
Level 26: Super Speed -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(39)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 30: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(34), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-Acc/Rchg(43), UbrkCons-EndRdx/Hold(46), BasGaze-Acc/Hold(46)
Level 32: Fire Imps -- S'bndAl-Dmg(A), S'bndAl-Build%(37), BldM'dt-Acc/Dmg(40), BldM'dt-Acc(40), HO:Nucle(40), HO:Nucle(50)
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), RechRdx-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), FrcFbk-Rechg%(43)
Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 47: Rock Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Rchg+(48)
Level 49: Earth's Embrace -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment

If I look at the numbers on the program, I've got a 15s recharge FS which is enough for me.I also hit the softcap for S/L along with a decent Endurance Recovery Bonus. I ''KNOW'' there is room for more improvement but I can't seem to figure out WHERE I could improve?! Different slotting in Fire Imps? Add +Heal to Earth's Embrace? Also, do Hasten stack? It has a 110s recharge but a 120s effect :-P

If you have any advices, please let me know :-)

P.S : Do the numbers in the program reflect the real thing?


 

Posted

Quote:
Originally Posted by AWishForWings View Post
Here is what I came up with so far :

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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Char -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(3), NrncSD-Acc/EndRdx(3), NrncSD-Hold/Rng(5), NrncSD-Acc/Hold/Rchg(5), NrncSD-Dam%(50)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(9), Nictus-Acc/Heal(11), Nictus-Acc/EndRdx/Heal/HP/Regen(11), Nictus-Acc/EndRdx/Rchg(13)
Level 2: Siphon Power -- Acc-I(A)
Level 4: Fire Cages -- GravAnch-Immob(A), GravAnch-Immob/Rchg(13), GravAnch-Acc/Rchg(15), GravAnch-Immob/EndRdx(15), GravAnch-Acc/Immob/Rchg(17), EndRdx-I(46)
Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 8: Hurdle -- Jump-I(A)
Level 10: Hot Feet -- Erad-%Dam(A), Sciroc-Dam%(17), Oblit-%Dam(19), Armgdn-Dam%(19), ImpSwft-Dam%(21)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(21), Amaze-Acc/Stun/Rchg(23), Amaze-Acc/Rchg(23), Amaze-EndRdx/Stun(25), EndRdx-I(29)
Level 14: Siphon Speed -- RechRdx-I(A)
Level 16: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(25), S'fstPrt-ResKB(50)
Level 18: Health -- RgnTis-Regen+(A), Mrcl-Rcvry+(33), Numna-Regen/Rcvry+(34)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(33), Efficacy-EndMod(33)
Level 22: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def/Rchg(39)
Level 24: Combat Jumping -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(27), LkGmblr-Def/EndRdx/Rchg(27), LkGmblr-Def(31)
Level 26: Super Speed -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(39)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 30: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(34), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-Acc/Rchg(43), UbrkCons-EndRdx/Hold(46), BasGaze-Acc/Hold(46)
Level 32: Fire Imps -- S'bndAl-Dmg(A), S'bndAl-Build%(37), BldM'dt-Acc/Dmg(40), BldM'dt-Acc(40), HO:Nucle(40), HO:Nucle(50)
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), RechRdx-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), FrcFbk-Rechg%(43)
Level 44: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 47: Rock Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Rchg+(48)
Level 49: Earth's Embrace -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment

If I look at the numbers on the program, I've got a 15s recharge FS which is enough for me.I also hit the softcap for S/L along with a decent Endurance Recovery Bonus. I ''KNOW'' there is room for more improvement but I can't seem to figure out WHERE I could improve?! Different slotting in Fire Imps? Add +Heal to Earth's Embrace? Also, do Hasten stack? It has a 110s recharge but a 120s effect :-P

If you have any advices, please let me know :-)

P.S : Do the numbers in the program reflect the real thing?
15 second on FS is good, have you been about to test it yet? I've got mine at like 19, and by the time I can use it again, most of the group is gone. So is the recharge enough on it, to use it twice in one group? I've been wondering if it is possible.

Edit: Oh and on the imps I got the Call to arms set on it, all except the def IO.

And on hasten, back in like when dr first came out, they changed it so that hasten couldn't stack, and you couldn't perma it....( until IOs came out).


 

Posted

Quote:
Originally Posted by War_Admiral View Post
The slotting would be exactly the same.

You could put the LoTG Proc + the Red Fortune set in hover and the BotZ KB proc in fly. However, I'm not sure how that would play in a farm.....flying that is.

I've always used CJ/SJ.
I'm one of those poor slobs who has trouble moving too fast and hover slows me down. Plus, from slightly above I have a better view of the area. And on the winter event, it came in very handy on the ice in BNY missions since I was able to hold position. But really, it comes down to hover is slower after the steal speed kicks in and I don't accidentally agro two or three groups by zooming too far.


"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

Still looking for suggestions :-P