Fire/Kin non set/SO/DO slotting help?
Hey,
I was wondering much the same myself, how should one slot Flashfire? or Cinders?
Hey everyone!
Ok, so before I can afford all those great sets, or Purples or anything else for that matter and I am using only DO/SO/IO ect. ect. how would you slot your powers? I have posted a sample build up to 32 (imps), could anyone give me some pointers? Note: Did not take Siphon Speed as my Rad will handle the debuff's Note: Before anyone posts about not having Stamina I don't need it with my builds because I used 3 characters at once, 2 of them Are Kins (so Perma SB on every toon) and the other is a Rad who will have perma 2X SB and with the recharge from that (100%) and the recharge from her own AM, AM will also be perma so hence, I do not require Stamina. So, how should I slot my attacks (char,Ring of fire, ect. ect. ect.)? Note: I'm using Teleport as my power so I only have to run 1 person to a spot and get the rest of the team there quickly Thanks guys Hero Plan by Mids' Hero Designer 1.621 http://www.cohplanner.com/ Click this DataLink to open the build! Level 33 Science Controller Primary Power Set: Fire Control Secondary Power Set: Kinetics Power Pool: Speed Power Pool: Fighting Power Pool: Teleportation Power Pool: Leadership Hero Profile: Level 1: Char -- Empty(A), Empty(7), Empty(17), Empty(17) Level 1: Transfusion -- Empty(A), Empty(7) Level 2: Fire Cages -- Empty(A), Empty(3), Empty(3), Empty(5), Empty(11), Empty(11) Level 4: Siphon Power -- Empty(A), Empty(5) Level 6: Hasten -- Empty(A), Empty(9), Empty(9) Level 8: Hot Feet -- Empty(A), Empty(31) Level 10: Boxing -- Empty(A) Level 12: Flashfire -- Empty(A), Empty(13), Empty(13) Level 14: Tough -- Empty(A), Empty(15), Empty(15) Level 16: Recall Friend -- Empty(A) Level 18: Cinders -- Empty(A), Empty(19), Empty(19) Level 20: Speed Boost -- Empty(A), Empty(21), Empty(21) Level 22: Weave -- Empty(A), Empty(23), Empty(23) Level 24: Maneuvers -- Empty(A), Empty(25), Empty(25) Level 26: Assault -- Empty(A), Empty(27), Empty(27) Level 28: Inertial Reduction -- Empty(A), Empty(29), Empty(29) Level 30: Teleport Foe -- Empty(A), Empty(31), Empty(31) Level 32: Fire Imps -- Empty(A), Empty(33), Empty(33) Level 35: [Empty] Level 38: [Empty] Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] ------------ Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 1: Containment Level 2: Ninja Run |
Char is a single target hold with some damage. Default slotting for mez powers including Flashfire, Cinders and single target holds is 2 Acc, 2 Rech, 2 Hold. However, if you need to use Char as a damage power, then you can replace 1 or 2 Hold with Damage. Or you could go with other variations like 1 Acc, 1 Rech, 1 Hold, 3 Damage.
Transfusion: I like 2 Acc, 2 Heal, 2 Rech, with 2 Acc most important.
Fire Cages: Basic slotting is 2 Acc, 1-2 EndRdx. The damage in Fire Cages isn't very high, so those slots can do more elsewhere. I suggest damage procs over slotting for Damage.
Ring of Fire: (you don't have it in your build, but you mentioned it.) Slot is as a basic damage power - 1 Acc, 3 Damage. Its best use in low levels is as a single target damage power.
Siphon Power: 2 Acc, 2 Rech. Accuracy is higher importance.
Siphon Speed: I wouldn't skip this, as the Recharge buff will help Flashfire and other long recharge powers come back faster. I would take Siphon Speed over Siphon Power. 2 Acc, 3 Rech with Acc having higher importance.
Hot Feet: Maximize EndRdx and Damage, with a little accuracy. This power really benefits from "frankenslotting" with IOs. 2-3 EndRdx, 2-3 Damage and 1 Accuracy depending upon your endurance needs. You might be able to get away with 2 EndRdx, 1 Acc, 3 damage.
Flashfire and Cinders each have a 20% Accuracy penalty, so you need 2 Accuracy first. Then 2 Recharge and 2 Hold (for Cinders) or 2 Stun (for Flashfire).
Speed Boost: 1 EndMod should be sufficient.
IR: 2 Jump should be enough.
Assault: 2 EndRedx is enough.
Fire Imps: Minimum slotting should be 1 Acc, 3 Damage, but more Accuracy and some Recharge (for when they die) is nice.
Teleport foe? I'm not a big fan of this . . . certainly not over Siphon Speed.
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
Just fyi, while siphon speen has a debuff component, its the buff component that is so important.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Note: Before anyone posts about not having Stamina I don't need it with my builds because I used 3 characters at once, 2 of them Are Kins (so Perma SB on every toon) and the other is a Rad who will have perma 2X SB and with the recharge from that (100%) and the recharge from her own AM, AM will also be perma so hence, I do not require Stamina. |
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
You have a kind of specialized build for a team like that. You didn't explain the make up of the rest of the team other than their secondaries.
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Char is a single target hold with some damage. Default slotting for mez powers including Flashfire, Cinders and single target holds is 2 Acc, 2 Rech, 2 Hold. However, if you need to use Char as a damage power, then you can replace 1 or 2 Hold with Damage. Or you could go with other variations like 1 Acc, 1 Rech, 1 Hold, 3 Damage.
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Transfusion: I like 2 Acc, 2 Heal, 2 Rech, with 2 Acc most important.
Fire Cages: Basic slotting is 2 Acc, 1-2 EndRdx. The damage in Fire Cages isn't very high, so those slots can do more elsewhere. I suggest damage procs over slotting for Damage. |
Ring of Fire: (you don't have it in your build, but you mentioned it.) Slot is as a basic damage power - 1 Acc, 3 Damage. Its best use in low levels is as a single target damage power.
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All execellent suggestions Local, thanks!
Siphon Speed: I wouldn't skip this, as the Recharge buff will help Flashfire and other long recharge powers come back faster. I would take Siphon Speed over Siphon Power. 2 Acc, 3 Rech with Acc having higher importance.
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Hot Feet: Maximize EndRdx and Damage, with a little accuracy. This power really benefits from "frankenslotting" with IOs. 2-3 EndRdx, 2-3 Damage and 1 Accuracy depending upon your endurance needs. You might be able to get away with 2 EndRdx, 1 Acc, 3 damage.
Flashfire and Cinders each have a 20% Accuracy penalty, so you need 2 Accuracy first. Then 2 Recharge and 2 Hold (for Cinders) or 2 Stun (for Flashfire). Speed Boost: 1 EndMod should be sufficient. IR: 2 Jump should be enough. Assault: 2 EndRedx is enough. Fire Imps: Minimum slotting should be 1 Acc, 3 Damage, but more Accuracy and some Recharge (for when they die) is nice. |
My fault for not explaining this, I will have recall friend so that I run One toon to the mish and then teleport the others in, sorry I wasn't clear.
I'm willing to delay Stamina to 22 on a few builds, but not many. But I actually have a small number of characters without the fitness pool, like my Warshade and my Kin/Elec Defender. So I'm not quite a "true believer." There are some people who think that Stamina is optional on any build -- those people are complete heathens.
On Ring of Fire: If you were going to mostly solo, then I would say definitely take it for single target damage. On a small team of Fire Controllers, you might want it in low levels, but by the time you hit the upper levels, you won't need it for damage. Late in the game, it can be somewhat useful for immobilizing AVs, but whether it is worth a power pick for that is questionable.
You said your team is 2 Fire/Kins and 1 Fire/Rad. You were thinking about changing over the Fire/Rad to a third Fire/Kin. I would stay with the Fire/Rad -- in your upper levels, you will easily be capping out your damage with 2 Fulcrum Shifts. 2 */Kins are about all you really need, as more than that puts you over most caps. The Rad provides other great benefits: an AoE heal that does not need to siphon off of foes, a team buff that does not need to siphon off of foes, foe debuffs (which Kinetics lacks), a great ally rez and Choking Cloud -- an AoE toggle hold that works great with Hot Feet. Plus you get a 4th AoE Hold in EM Pulse (one of the best in the game).
With three Fire/* controllers, you can spread around some of the situational utility powers -- one of you could take Smoke, another take Bonfire, and let the Rad have Mutation.
Oh, I certainly see the benefits of Recall Friend, but I question whether Teleport Foe is needed for your build. The only character I use that power on is my Warshade . . . to grab Voids and Quants and dispose of them before fighting the rest. The team you are putting together should be mostly steamrolling through most missions, and you really won't need Teleport Foe. I think other powers will provide more benefit.
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
It is kind of a running joke on these Controller boards. MM is the Chief Priestess of the Church of the Blue Bar because she believes that every character MUST have Stamina at level 20 -- no exceptions.
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I'm willing to delay Stamina to 22 on a few builds, but not many. But I actually have a small number of characters without the fitness pool, like my Warshade and my Kin/Elec Defender. So I'm not quite a "true believer." There are some people who think that Stamina is optional on any build -- those people are complete heathens.
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On Ring of Fire: If you were going to mostly solo, then I would say definitely take it for single target damage. On a small team of Fire Controllers, you might want it in low levels, but by the time you hit the upper levels, you won't need it for damage. Late in the game, it can be somewhat useful for immobilizing AVs, but whether it is worth a power pick for that is questionable.
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With three Fire/* controllers, you can spread around some of the situational utility powers -- one of you could take Smoke, another take Bonfire, and let the Rad have Mutation.
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Oh, I certainly see the benefits of Recall Friend, but I question whether Teleport Foe is needed for your build. The only character I use that power on is my Warshade . . . to grab Voids and Quants and dispose of them before fighting the rest. The team you are putting together should be mostly steamrolling through most missions, and you really won't need Teleport Foe. I think other powers will provide more benefit.
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Sorry MM, it's not going to happen, I'll have perma SB x2 on every toon with my new setup, so I don't need it, even with Manouvers/assasut/tough/weave/APP shield going, hello Transference. |
Here, have an instructional pamphlet.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
As for Smoke . . . I'm not a big fan of the power. I had it on my Fire/Rad leveling up, but never used it because the team (this was a designed team) moved so fast there was never time. Besides, we had a great tank who took the alphas, so Smoke really wasn't needed. I had a better option for ToHit Debuff (RI). I respec'ed out of Smoke when I hit 50 and have never regretted it.
I have it on my Fire/Kin because she mainly solos. I'm still not all that thrilled with Smoke and will probably replace it with Super Speed + Stealth IO. On a small team that moves a bit cautiously, I can see it being useful. It could allow you to pause to buff the team before a battle without drawing aggro. It really depends on your playstyle.
One interesting aspect of Smoke is that I believe that the ToHitDebuff is unresistable, so even AVs get its full effect without the debuff modifier that most debuffs get. If three of you used it, it would add up to a decent amount of ToHit Debuff.
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
With three Fire/X controllers, I'd go with 1 Fire/Kin, 1 Fire/Rad and 1 Fire/FF. Everyone runs maneuvers and you'll get some good defense plus some mez protection. One speed boost plus one fulcrum shift is really enough...
@SBeaudway on Pinnacle, TaskForce Titans Supergroup.
With three Fire/X controllers, I'd go with 1 Fire/Kin, 1 Fire/Rad and 1 Fire/FF. Everyone runs maneuvers and you'll get some good defense plus some mez protection. One speed boost plus one fulcrum shift is really enough...
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I know I should DIVERSIFY, but I can't.
I have it on my Fire/Kin because she mainly solos. I'm still not all that thrilled with Smoke and will probably replace it with Super Speed + Stealth IO. On a small team that moves a bit cautiously, I can see it being useful. It could allow you to pause to buff the team before a battle without drawing aggro. It really depends on your playstyle. One interesting aspect of Smoke is that I believe that the ToHitDebuff is unresistable, so even AVs get its full effect without the debuff modifier that most debuffs get. If three of you used it, it would add up to a decent amount of ToHit Debuff. |
/ducks!
Hey everyone!
Ok, so before I can afford all those great sets, or Purples or anything else for that matter and I am using only DO/SO/IO ect. ect. how would you slot your powers?
I have posted a sample build up to 32 (imps), could anyone give me some pointers?
Note: Did not take Siphon Speed as my Rad will handle the debuff's
Note: Before anyone posts about not having Stamina I don't need it with my builds because I used 3 characters at once, 2 of them Are Kins (so Perma SB on every toon) and the other is a Rad who will have perma 2X SB and with the recharge from that (100%) and the recharge from her own AM, AM will also be perma so hence, I do not require Stamina.
So, how should I slot my attacks (char,Ring of fire, ect. ect. ect.)?
Note: I'm using Teleport as my power so I only have to run 1 person to a spot and get the rest of the team there quickly
Thanks guys
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 33 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fighting
Power Pool: Teleportation
Power Pool: Leadership
Hero Profile:
Level 1: Char -- Empty(A), Empty(7), Empty(17), Empty(17)
Level 1: Transfusion -- Empty(A), Empty(7)
Level 2: Fire Cages -- Empty(A), Empty(3), Empty(3), Empty(5), Empty(11), Empty(11)
Level 4: Siphon Power -- Empty(A), Empty(5)
Level 6: Hasten -- Empty(A), Empty(9), Empty(9)
Level 8: Hot Feet -- Empty(A), Empty(31)
Level 10: Boxing -- Empty(A)
Level 12: Flashfire -- Empty(A), Empty(13), Empty(13)
Level 14: Tough -- Empty(A), Empty(15), Empty(15)
Level 16: Recall Friend -- Empty(A)
Level 18: Cinders -- Empty(A), Empty(19), Empty(19)
Level 20: Speed Boost -- Empty(A), Empty(21), Empty(21)
Level 22: Weave -- Empty(A), Empty(23), Empty(23)
Level 24: Maneuvers -- Empty(A), Empty(25), Empty(25)
Level 26: Assault -- Empty(A), Empty(27), Empty(27)
Level 28: Inertial Reduction -- Empty(A), Empty(29), Empty(29)
Level 30: Teleport Foe -- Empty(A), Empty(31), Empty(31)
Level 32: Fire Imps -- Empty(A), Empty(33), Empty(33)
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 2: Ninja Run