Can i get a little help please?
anything?
Don't expect much. As you could tell from a brief scan of this forum, fire/kin threads are a dime a dozen. Click the tag for fire/kin and you'll get three pages of results. It's nothing against you, but it seems lazy when people post a build that ignores the same basic information given time and time again. That said, I'll give you a few tips anyway.
Hotfeet is your source for damage and it needs more than 3 slots. Damage procs, and a moderate amount of dam/end will greatly increase your kill speed. You'll also want to slot Fire Cages for Dam/end with a side of accuracy and recharge. Immobilize and move in with Hotfeet. Keep spamming Fire Cages. With that in mind, repel will be very counter-productive.
You've wasted a lot of slots in Siphon Speed. It needs accuracy and recharge. Most slow sets don't provide what you'll want in slow powers.
You've underslotted Fulcrum Shift. Another accuracy and a recharge are needed.
You have a less than significant amount of defense. You'll find it much easier to build for smashing/lethal which will deal with most melee attacks (which is where a fire/kin will be). You have poor endurance recovery for the number of toggles you will be running. You've underslotted a number of key powers and over slotted others.
Really, the build is a mess. A few minutes looking at other's builds and reading the advice given would have avoided many of the problems present.
Don't expect much. As you could tell from a brief scan of this forum, fire/kin threads are a dime a dozen. Click the tag for fire/kin and you'll get three pages of results. It's nothing against you, but it seems lazy when people post a build that ignores the same basic information given time and time again. That said, I'll give you a few tips anyway.
Hotfeet is your source for damage and it needs more than 3 slots. Damage procs, and a moderate amount of dam/end will greatly increase your kill speed. You'll also want to slot Fire Cages for Dam/end with a side of accuracy and recharge. Immobilize and move in with Hotfeet. Keep spamming Fire Cages. With that in mind, repel will be very counter-productive. You've wasted a lot of slots in Siphon Speed. It needs accuracy and recharge. Most slow sets don't provide what you'll want in slow powers. You've underslotted Fulcrum Shift. Another accuracy and a recharge are needed. You have a less than significant amount of defense. You'll find it much easier to build for smashing/lethal which will deal with most melee attacks (which is where a fire/kin will be). You have poor endurance recovery for the number of toggles you will be running. You've underslotted a number of key powers and over slotted others. Really, the build is a mess. A few minutes looking at other's builds and reading the advice given would have avoided many of the problems present. |
I was buildin for a bit of ranged def (25% makin me twice as hard to hit from a range) since as I mentioned I will be doing the demon farm with his toon where the demons do mostly ranged Atks..and i won't be using bonfire and repel they are there for the 7.5% recharge bonus that is nice and cheap...the reason I posted this is because my build is a little exotic and different from the other builds on the forum that I was gandering at...
Even when trying something different, it's still a good idea to look at what is already there. One cannot work outside the box without first understanding where the box is.
I find the decision to include bonfire and repel if you don't plan on using them, there are plenty of invention sets, to the point where it's really not worth grabbing a power you don't intend to use because of some minor bonuses.
I would agree with ketch, two of the most important powers in this build are hot feet and fulcrum shift, and both should be well slotted, hotfeet(along with fire imps and fire cages) are the key to fire controls damage potential, and fulcrum shift is critical to kinetics, not to mention one of the best powers in the game bar none. Remember that killing enemies faster is one of the best defenses one can have.
I would also question the non-inclusion of speed boost. Unless you never plan on teaming ever you should consider having it, it is an excellent power, and many teams will be put out if a high level kinetics toon doesn't have it. It's like recruiting an empath who doesn't have heal other or absorb pain.
Even when trying something different, it's still a good idea to look at what is already there. One cannot work outside the box without first understanding where the box is.
I find the decision to include bonfire and repel if you don't plan on using them, there are plenty of invention sets, to the point where it's really not worth grabbing a power you don't intend to use because of some minor bonuses. I would agree with ketch, two of the most important powers in this build are hot feet and fulcrum shift, and both should be well slotted, hotfeet(along with fire imps and fire cages) are the key to fire controls damage potential, and fulcrum shift is critical to kinetics, not to mention one of the best powers in the game bar none. Remember that killing enemies faster is one of the best defenses one can have. I would also question the non-inclusion of speed boost. Unless you never plan on teaming ever you should consider having it, it is an excellent power, and many teams will be put out if a high level kinetics toon doesn't have it. It's like recruiting an empath who doesn't have heal other or absorb pain. |
just looking at the numbers I have more than enough recharge to keep 2 layers of fulcrum shift up so I will be perma dmg cap..and I think I have enough global acc to hit +2 effectively? and eventually I will spec to a more expensive build but as I said I'm poor ATM
isn't it true that with perma Dmg cap slotting for dmg is pointless?
I was buildin for a bit of ranged def (25% makin me twice as hard to hit from a range) since as I mentioned I will be doing the demon farm with his toon where the demons do mostly ranged Atks..and i won't be using bonfire and repel they are there for the 7.5% recharge bonus that is nice and cheap...the reason I posted this is because my build is a little exotic and different from the other builds on the forum that I was gandering at... |
Consider this as well. Demon's resist your fire damage. If you run the BM map, you can deal more damage and will have an easier time capping for smashing/lethal. If you plan to remain on the demons, then consider smoke. Out of the box it will essentially be an extra 5% defense. Slot it with 4 from the Darker Watcher's set and it'll give an extra 5% recharge too.
Basically, you've picked a very odd way to farm.
I would also question the non-inclusion of speed boost. Unless you never plan on teaming ever you should consider having it, it is an excellent power, and many teams will be put out if a high level kinetics toon doesn't have it. It's like recruiting an empath who doesn't have heal other or absorb pain.
|
Also, if he's not going to team why bother with it, it does NOTHING for you solo.
Unless, like every other kin he's trying to avoid the "SB Please, SB please" problem that you can have.
Also, if he's not going to team why bother with it, it does NOTHING for you solo. |
OP, when I played my f/k I used a leadership build I posted on the other thread ('I like to get held' something like that)... But I have a tough/weave build planned, it has some expensive IOs (Absolute Amazements weren't expensive when I bought then), but it can be modified for your needs, this one is softcapped to s/l but I found that whan I had 30% s/l def, no LOTGs, no uniques (except for the steadfast I bought ASAP and put it in Increase Density in my leadership build) and Stupefy instead of the purp set it was already more than enough to farm BM and do all TFs:
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Here is a fire/kin build i threw together for general use..i mainly farm demons but i like TFin with this toon as well...im poor blueside atm so im trying to keep this build cheap, and i didnt 6slot flashfire because that kb proc annnoys the hell outta me
any tips would be appreciated
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(9), Lock-Rchg/Hold(17), Lock-EndRdx/Rchg/Hold(23), Lock-%Hold(23), Lock-Acc/EndRdx/Rchg/Hold(43)
Level 1: Transfusion -- Nictus-Acc/Heal(A), Nictus-Heal(43), Nictus-Acc/EndRdx/Heal/HP/Regen(46), Nictus-Acc/EndRdx/Rchg(46)
Level 2: Fire Cages -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(3), TotHntr-Acc/EndRdx(3), TotHntr-Immob/Acc(5), TotHntr-Dam%(5), TotHntr-Acc/Immob/Rchg(9)
Level 4: Repel -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(39), KinCrsh-Rchg/KB(39), KinCrsh-Rechg/EndRdx(40), KinCrsh-Acc/Dmg/KB(40), KinCrsh-Dmg/EndRdx/KB(40)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Hot Feet -- EndRdx-I(A), Erad-%Dam(21), Sciroc-Dam%(50)
Level 10: Siphon Speed -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(11), P'ngTtl-Rng/Slow(11), P'ngTtl-Acc/EndRdx(17), P'ngTtl--Rchg%(19), P'ngTtl-EndRdx/Rchg/Slow(19)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-KB%(15)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Boxing -- Acc-I(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), ImpSkn-ResDam/EndRdx(25), ImpSkn-ResDam/Rchg(25), ImpSkn-EndRdx/Rchg(27), ImpSkn-ResDam/EndRdx/Rchg(27), ImpSkn-Status(29)
Level 26: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34), RedFtn-EndRdx(37)
Level 28: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31)
Level 30: Combat Jumping -- Krma-ResKB(A)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/EndRdx(37), Efficacy-EndMod/Acc(37)
Level 38: Fulcrum Shift -- Acc-I(A)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Fire Shield -- ImpSkn-Status(A), ImpSkn-ResDam/EndRdx(45), ImpSkn-ResDam/Rchg(45), ImpSkn-EndRdx/Rchg(45), ImpSkn-ResDam/EndRdx/Rchg(46)
Level 47: Bonfire -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(48), KinCrsh-Rchg/KB(48), KinCrsh-Rechg/EndRdx(48), KinCrsh-Acc/Dmg/KB(50), KinCrsh-Dmg/EndRdx/KB(50)
Level 49: Fire Blast -- Acc-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment