I like being held as much as the next girl, but this is ridiculous.
... okay... I'm honestly not sure where to begin.
The game is deliberately designed so that some archtypes are intentionally weak to mez affects, and mez protection is almost next to non-existent in the available IO sets. IO sets, as a general rule, allow you to only decrease the duration of the amount of time a status effect is accurate. Outside of the Aegis and Impervious Skin enhancement procs, most of the IO set bonus's are in single digit small percentages.
There is, in effect, no way to use IO's to build up a meaningful amount of protection against effects other than Knockback.
The controllers Indomitable Will in the Psionic Mastery Set is essentially the only Mez protection Controllers can get. For reasons of balance the developers have also indicated that they are against changing Indomitable Will to act like a breakfree...
So, A, well, sorry, isn't really happening.
***
B: can happen if you work some procs. There are procs within the pet damage set that allow you to increase your pets resistances.
Sovereign Right from the Pet Damage set offers a 10% resist to all damage but Psionics in a 40' radius.
Expedient Reinforcements from the Recharge Intensive Pet set offers a 10% resist to all damage but Psionics in a 20' radius.
Call to Arms from the Recharge intensive Pet set offers a 5% bonus to defense in a 20' radius.
However, once again, you'll run into game design issues.
Controller pets, such as Animate Stone from Stone Control and Singularity from gravity control have generally higher resistance levels to a wide range of attacks. Jack Frost from Ice Control lacks typical resistances, but instead offers a significant amount of mez protection against sleep, stuns, and slows. Phantasm from Illusion also lacks typical resistances, and even suffers from a weakness to negative energy, but can summon the Decoy Phantasm which can't be hurt. All of these pets also have multiple attacks.
Fire Imps really don't offer any of these advantages. They have a 40% base resist to fire which ignores buffs and enhancements, lack any mez protection, and have one attack each.
***
This is where we get into the big problem with your chosen powers.
You do not have Increase Density.
ID is a Class Defining Power. Respec, and take it.
ID will allow you to give your pets around 27% resistance to smashing / energy damage when slotted for resistance. ID will also give your pets protection from stun, immobilize, hold, and knockback. Not much you can do about sleeps, but oh well.
If you want to increase your pets toughness, this is the way to go about it.
****
Second, now for your overall build.
Speedboost? One Slot? Run?
... ... respec. put 6 slots in it. Efficacy Adapter, full set.
Also, drop the fighting pool. Here's a key fact about Kinetics that isn't really taught much these days.
it's not for you. It's for your team. One of my biggest problems with the fire control / kinetics combination is that they are both really busy sets. In order to be effective as a kin, you need to lay on the SB, ID, Transfusion, transference, Siphon Power, and Fulcrum Shift on a near constant basis. In order to be effective as a controller, you have to keep an eye on where enemies are, locking those enemies down (with holds or immobilizes), and watch your endurance. Throwing Fire Cages on Auto is just asking for your endurance to go bai bai.
One of the big misunderstandings about Fulcrum Shift is that the Caster does not actually have to be inside a mob for Fulcrum Shift to count. Fulcrum Shift is designed so that a kinetics can sit outside a mob while the tanks / scrappers / brutes run in, and then boost the melee('s) damage rates to maximum percentage.
The design is supposed to be such that if you, as a controller, defender, or corruptor, get into melee range to take advantage of your own fulcrum shift, you are supposed to go splat.
***
This does raise the question then: why on earth do players use controllers to farm? Well, fire / kins, while they are lousy for teams, do have a couple of strong advantages. Fire has a strong -to-hit debuff in smoke, and a strong stun in Flashfire. Enough recharge, and flashfire can be up for pretty much everymob... giving a fire controller's imps enough time to get into melee range and go to town.
***
Now, whether or not this helps how you play, I really can't answer. If you like to team, you just... well, no way around it, don't have a good teaming controller combination. I don't know what your overall intended IO goal is, be it recharge, defense, accuracy, or whatever...
I can tell you that you are going to have to get used to re-summoning your imps on a regular basis, and get used to the idea of earning the I've been mezzed badges very quickly.
just skimmed thru the post above me but the thin i noticed is SN definetly doesn't need anymore than one slot. one slot of a generic endmd IO is really all you need unless ur lookin for some set bonuses
Second, now for your overall build.
Speedboost? One Slot? Run? ... ... respec. put 6 slots in it. Efficacy Adapter, full set. Also, drop the fighting pool. Here's a key fact about Kinetics that isn't really taught much these days. |
Also, the Fighting pool is used here to soft-cap against lethal/smashing. Loosing that makes the OP more prone to squishiness and being struck with a mez.
Edit: I noticed that you are actually over the soft-cap. You could easily drop two slots from Tough and relocate them to the Imps. Then use the two defense aura IO's to give them a bit more survivability.
Addressing the OP's original question of how to avoid mez, there's little you can do build-wise. However, you can do two things. Combine inspirations and carry break frees. Since a mez can mean the difference between life and death, I find it worthwhile to always have one on hand. The second thing is to mez the mezzers. Be selective with who you initially target. Target mezzers even when you use your AoE controls to reduce the risk of them remaining free.
Also, drop the fighting pool. Here's a key fact about Kinetics that isn't really taught much these days.
it's not for you. It's for your team. One of my biggest problems with the fire control / kinetics combination is that they are both really busy sets. In order to be effective as a kin, you need to lay on the SB, ID, Transfusion, transference, Siphon Power, and Fulcrum Shift on a near constant basis. In order to be effective as a controller, you have to keep an eye on where enemies are, locking those enemies down (with holds or immobilizes), and watch your endurance. Throwing Fire Cages on Auto is just asking for your endurance to go bai bai. One of the big misunderstandings about Fulcrum Shift is that the Caster does not actually have to be inside a mob for Fulcrum Shift to count. Fulcrum Shift is designed so that a kinetics can sit outside a mob while the tanks / scrappers / brutes run in, and then boost the melee('s) damage rates to maximum percentage. The design is supposed to be such that if you, as a controller, defender, or corruptor, get into melee range to take advantage of your own fulcrum shift, you are supposed to go splat. *** This does raise the question then: why on earth do players use controllers to farm? |
On topic, there are macros/binds/slash commands you can use to combine inspirations...
try /macro BF inspcombine enrage break_free$$inspcomine insight break_free$$inspcombine respite break_free$$inspcombine catch_a_breath break_free
etc.
*EDIT* Macros like that allow a Kinetics to survive ludicrous situations as long as they keep eating candy. Video of a Kin in action. Just imagine doing all those combining for Break Frees instead of Purples/Oranges.
Thank you for all the feedback. I actually had SB slotted with a generic EndMod recharge. Most of the teams I run on move fast enough without the need for SB and it's more of a 'nice to have' than an 'OMG we must be SB'd *all* the time'. So based on all your feedback, I've updated by Mids build as follows:
I dropped SB for ID and single slotted it with +Resistance. Two slots have been dropped from Tough and added to imps. I added Sovereign Rights: Resistance Bonus and Expedient Reinforcement Unique (Resistance Aura) to the imps. I'm guessing this should make my pets not only toasty warm, but tough as well.
As far as the mez protection goes, I guess I'll have to suck it up and change my play style a little. I was somewhat irritated today - died 3 times during a Malta mission when I got held and couldn't react (no purples). So I guess that's the lesson there: Attitude? Check. Imps? Check. Fist full of Purple Eggs? Check.
Thanks again
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Smokin Jane Wildfire (2.0): Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(5), UbrkCons-EndRdx/Hold(5)
Level 1: Transfusion -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Rchg(9), Dct'dW-Heal(9)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(11), Enf'dOp-Acc/EndRdx(13), Enf'dOp-Immob/Rng(13), Enf'dOp-Acc/Immob/Rchg(15), Enf'dOp-Acc/Immob(15)
Level 4: Siphon Power -- Acc-I(A), Acc-I(17)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 8: Hurdle -- Jump-I(A)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(11), RechRdx-I(17), RechRdx-I(21), RechRdx-I(37)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(21), Amaze-Acc/Stun/Rchg(23), Amaze-Acc/Rchg(23), Amaze-EndRdx/Stun(25)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Hot Feet -- Armgdn-Acc/Rchg(A), Armgdn-Dmg/Rchg(27), Armgdn-Dam%(27), Armgdn-Dmg/EndRdx(29), Armgdn-Acc/Dmg/Rchg(29), EndRdx-I(37)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(25), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(36)
Level 22: Increase Density -- TtmC'tng-ResDam(A)
Level 24: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(31)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(36), S'fstPrt-ResDam/Def+(36)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(34)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), SvgnRt-PetResDam(34), ExRmnt-+Res(Pets)(34), ExRmnt-Dmg/EndRdx(46), ExRmnt-Acc/Dmg/Rchg(46), ExRmnt-EndRdx/Dmg/Rchg(46)
Level 35: Transference -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(40), Efficacy-EndMod/Acc(40), Efficacy-EndMod/Acc/Rchg(43)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39), RechRdx-I(40)
Level 41: Fissure -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43), Posi-Dam%(43)
Level 44: Rock Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Rchg+(45)
Level 47: Earth's Embrace -- Numna-Heal(A), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48), RechRdx-I(48)
Level 49: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 0: Ninja Run
Level 1: Single Shot
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@Smurphy - nice macro! I'll be adding that to my tray.
Obviously, you probably want to tailor make it for yourself. The macros can get quite long. I suggest making different buttons for different inspirations and different tiers.
Thank you for all the feedback. I actually had SB slotted with a generic EndMod recharge. Most of the teams I run on move fast enough without the need for SB and it's more of a 'nice to have' than an 'OMG we must be SB'd *all* the time'. So based on all your feedback, I've updated by Mids build as follows:
I dropped SB for ID and single slotted it with +Resistance. Two slots have been dropped from Tough and added to imps. I added Sovereign Rights: Resistance Bonus and Expedient Reinforcement Unique (Resistance Aura) to the imps. I'm guessing this should make my pets not only toasty warm, but tough as well. |
Adding Recharge and Recovery to teammates? How can that be bad? The Run Speed helps everyone get around faster, too, but that is the least important aspect of the power. 1-2 EndMod is my preferred slotting. Yeah, ID is nice to have -- not essential, but I find a way to fit it into my build on all of my Kin/* and */Kin characters.
I would drop a lot of other things, like Combat Jumping or Siphon Power, before dropping Speed Boost. I would take ID over those, as well. (Remember that a Steadfast Protection -Knockback IO can go in ID.)
As for the Resistance procs -- how often do the Imps stay close enough to get the 20% resistance benefit? And is 20% resistance going to make that big a difference? It does on Animate Stone or Singularity, who already have very high resistance numbers, but not so much on Imps. I prefer to slot the Imps for Recharge, so I can re-cast them whenever one or two die. Consider slotting the Expediant Reinforcement set, leaving out the Dam/End and the Resistance proc, and replacing those with the Soulbound Alleagence Dam/Rech and Chance for Build Up.
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
1) A baddie just has to yell 'peekaboo' at me, and I stand still, mezzed for the next 30 second. Seriously, my battle cry is now 'Anyone got any purples?'
|
I haven't farmed with a Fire/Kin, so it may be that you're going so fast you don't bother to lay out controls and lock everything down...but generally that's how Controllers deal with mezz in the rest of the game (the non-high-speed-farming part). If you're not using controls (or you're overrunning them or moving on while they're recharging) your options are three: lotsa breakfrees, Indomitable Will and lots of recharge, or a buddy (either to tank for you or buff you with mezz protection like Clear Mind.)
If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------
The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
I was somewhat irritated today - died 3 times during a Malta mission when I got held and couldn't react (no purples). So I guess that's the lesson there: Attitude? Check. Imps? Check. Fist full of Purple Eggs? Check.
|
So, you might want to consider skipping Malta when possible.
Lewis
Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan
To je saist- I'm not so sure I'd call ID a "class defining power".
To the OP- your mezz protection as a controller is to mezz them before they get to you. Solo requires certain tactics that you likely won't need on a team, especially on one with someone that can soak the alpha.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Adding Recharge and Recovery to teammates? How can that be bad?
|
Also, some characters just don't need to be speed boosted (especially high-level melee characters of the WP and Regen persuasion). They have tight attack chains that aren't improved by additional recharge, they have IO bonuses or powers that give them crazy levels of Recovery (Quick Recovery or Power Sink), and they already have Swift and/or Quickness/Lightning Reflexes and don't need (or want) additional movement speed.
I've been on teams where literally no one wants to be speed boosted. And I've been on teams where everyone wants it. And I've been on teams where half the people want it, and complain bitterly if they do/don't get it when they don't/do want it. And I'm supposed to remember which four want it.
While (almost) no one complains when a bubbler gives you an unasked-for bubble, a /Kin will get guff for using (or not using) Speed Boost at some point. For these reasons, it's one of the more annoying buff sets to play, and I can certainly sympathize with someone for omitting Speed Boost from their solo-oriented build. I omitted it from my soft-capped S/L solo corruptor build, but have it on my team-oriented build.
Most of my melee characters aren't helped by Speed Boost (they don't have many long-recharge powers), and the increased run speed can be annoying on cave maps and in small areas.
But ranged characters are another story: they have a fair number of long-recharge powers (area holds and AoE blasts) and often have Hover -- and speed-boosted Hover is sweet!
Just wanted to comment on the /kin side:
I would absolutely take SB if you are even thinking about teaming. My personal slotting is 2 range IOs which saves me a bit of leg work reapplying the buff to the entire team. Slotting for end mod is more situational: generally speaking your teammates should have ironed out their end issues once they get stam, and they should be having zero issue by the time they are in their 40s. That said some sets like shield defense eat end like crazy no matter what, so it's up to you if you want to accommodate for outlier sets or not.
Edit: or just use Transference.
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McVoodoo,
I look at your build and I think it's almost a straight farming build (with the exception of the fact that you have sb) than a team oriented fire/kin build. Smash/lethal defense works great on farms, but it's not so hot when you put it up against exotic damage types you find on non-farms. Mobs like Arachnos, Nemesis, Malta and even Carnies will eat you up alive.
I don't run my farming build when I'm playing regular content. I have a fire/kin/fire that has a modest amount of ranged defense (around 25%), a little recharge and resists (which help a lot more than defense if you need time to click a breakfree and heal). That's what I run when I don't farm. I've seen a lot of farmers take their uber-purpled builds on TFs and just get owned.
This isn't to say that I disapprove of farming. I have a purpled out farming build as my second build, but it never leaves the specific farms on which I run it. However, I find it less than optimal on normal content and below par on challenging content. My team oriented fire/kin/fire with leadership, all of the key kin and fire control powers works much better.
So my advice is to make up a second build and use that for normal content and leave your posted build strictly for farming.
When I played my fire/kin, my concern was to make a build that was suitable both for farming and general teaming. With my live build, I managed to do both, including STFs and ITFs without dying, just don't use the same approach you would have on a BM farm when the mobs are arachnos or Rikti, on ITFs you can even go a bit crazy and take alphas until you get debuffed if you have decent s/l def. My live build is at 38% s/l def and uses leadership to help teams, imps, plus it still manages to have perma capped HP thanks to EE+Hasten and the /kin powers I find necessary (Tranfs, SB, ID - although I don't find ID as fundamental as SB and the rest). And totally capable of BM farming.
And as Local Man wrote, I don't think 20% resists will help your imps much. And I'd never, ever skip SB on a teaming build, the recharge bonus is great for Tankers (especially Stoners) and toons with debuffs/buffs on long timers even when IO'ed out like emps, therms, colds, plus the recovery+recharge allows blasters and corrs to go crazy on their AoEs, that usually have high end costs and cannot be abused so much even if the build is somewhat decently IOed.
If I hadn't gotten tired of my fire/kin, I'd have improved his build to softcap s/l and get decent-ish melee def, while keeping the powers I like (my live build is almost like the one below, but I miss some KCombats to cap s/l def and I have Posi Blast in Fissure instead of Ragnarok because I don't care about the toon anymore, I just returned and have been playing lowbies and leveling a fm/sd for less click-intensive farming). I have a tough/weave version planned too but I prefer leadership:
Hero Plan by Mids' Hero Designer 1,621
http://www.cohplanner.com/
Click this DataLink to open the build!
Yet Another Fire Kin 4 (leadership): Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), Lock-Rchg/Hold(5), Lock-%Hold(46)
Level 1: Transfusion -- Acc-I(A), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(9), Dct'dW-Rchg(11)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(11), Enf'dOp-Acc/EndRdx(13), Enf'dOp-Immob/Rng(13), Enf'dOp-Acc/Immob/Rchg(15), Enf'dOp-Acc/Immob(15)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(17), RechRdx-I(17)
Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(19), Amaze-Acc/Rchg(19), Amaze-EndRdx/Stun(21), Amaze-ToHitDeb%(21)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-End%(27)
Level 22: Speed Boost -- EndMod-I(A)
Level 24: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(29), M'Strk-Acc/EndRdx(29), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(31)
Level 26: Increase Density -- S'fstPrt-ResDam/Def+(A)
Level 28: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(33), LkGmblr-Rchg+(33)
Level 30: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(36)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Rchg(37), BldM'dt-Acc/Dmg(37)
Level 35: Transference -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(39), P'Shift-EndMod(39)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(40)
Level 41: Fissure -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(42), Ragnrk-Knock%(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), Mako-Acc/EndRdx/Rchg(46), C'ngImp-Acc/Dmg/Rchg(46)
Level 47: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(48), LkGmblr-Def(48), LkGmblr-Rchg+(48)
Level 49: Earth's Embrace -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(50), Dct'dW-Heal/Rchg(50), Dct'dW-Rchg(50)
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Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
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Set Bonus Totals:
- 8,5% DamageBuff(Smashing)
- 8,5% DamageBuff(Lethal)
- 8,5% DamageBuff(Fire)
- 8,5% DamageBuff(Cold)
- 8,5% DamageBuff(Energy)
- 8,5% DamageBuff(Negative)
- 8,5% DamageBuff(Toxic)
- 8,5% DamageBuff(Psionic)
- 16,8% Defense(Smashing)
- 16,8% Defense(Lethal)
- 5,19% Defense(Fire)
- 5,19% Defense(Cold)
- 6,75% Defense(Energy)
- 6,75% Defense(Negative)
- 3% Defense(Psionic)
- 15,5% Defense(Melee)
- 6,75% Defense(Ranged)
- 7,38% Defense(AoE)
- 48% Enhancement(Accuracy)
- 4% Enhancement(Heal)
- 3% Enhancement(Immobilize)
- 65% Enhancement(RechargeTime)
- 15% FlySpeed
- 110,6 HP (10,9%) HitPoints
- 15% JumpHeight
- 15% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2,5%
- MezResist(Held) 2,5%
- MezResist(Immobilize) 8%
- MezResist(Sleep) 4,15%
- MezResist(Stun) 4,15%
- MezResist(Terrorized) 6,9%
- 17,5% (0,29 End/sec) Recovery
- 20% (0,85 HP/sec) Regeneration
- 7,25% Resistance(Fire)
- 7,25% Resistance(Cold)
- 1,88% Resistance(Negative)
- 15% RunSpeed
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It can be bad because some players just HATE being speed boosted, especially on maps like the purple caves. Speed Boost is very helpful at lower levels, but at level 50 it's generally not as critical, especially for teams that have experienced players with IOed characters.
Also, some characters just don't need to be speed boosted (especially high-level melee characters of the WP and Regen persuasion). They have tight attack chains that aren't improved by additional recharge, they have IO bonuses or powers that give them crazy levels of Recovery (Quick Recovery or Power Sink), and they already have Swift and/or Quickness/Lightning Reflexes and don't need (or want) additional movement speed. I've been on teams where literally no one wants to be speed boosted. And I've been on teams where everyone wants it. And I've been on teams where half the people want it, and complain bitterly if they do/don't get it when they don't/do want it. And I'm supposed to remember which four want it. While (almost) no one complains when a bubbler gives you an unasked-for bubble, a /Kin will get guff for using (or not using) Speed Boost at some point. For these reasons, it's one of the more annoying buff sets to play, and I can certainly sympathize with someone for omitting Speed Boost from their solo-oriented build. I omitted it from my soft-capped S/L solo corruptor build, but have it on my team-oriented build. Most of my melee characters aren't helped by Speed Boost (they don't have many long-recharge powers), and the increased run speed can be annoying on cave maps and in small areas. But ranged characters are another story: they have a fair number of long-recharge powers (area holds and AoE blasts) and often have Hover -- and speed-boosted Hover is sweet! |
And I'm sure that there are some situations where even those uber-melee characters could use a Speed Boost . . . like if the endurance has been drained by a Sapper or Carnies.
Personally, I think a lot of the folks who dislike Speed Boost haven't had enough practice with fast running. I suspect (but don't know) that most of those people have either no or very few characters with Super Speed. I have few problems running around in caves with Speed Boost or Super Speed -- but I have a lot of characters with Super Speed. Very few people would complain about SB if it did not have the run speed boost.
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
Sure fast run speed can be a pain on some cave maps (I find Council bases especially annoying) But its +RECOVERY!
+RECOVERY!!!!
I get over any annoyance I have just for that fact.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Personally, I think a lot of the folks who dislike Speed Boost haven't had enough practice with fast running. I suspect (but don't know) that most of those people have either no or very few characters with Super Speed.
|
I have few problems running around in caves with Speed Boost or Super Speed -- but I have a lot of characters with Super Speed. Very few people would complain about SB if it did not have the run speed boost. |
Would slotting Aegis Psi / Status resistance unique do much for ones mez protection? (Thinking it would be slotted in ID)
Defiant EU
Quaver: Kinetics/Sonic Defender
Semiquaver: Sonic/Kinetics Corruptor
Sure fast run speed can be a pain on some cave maps (I find Council bases especially annoying) But its +RECOVERY!
+RECOVERY!!!! I get over any annoyance I have just for that fact. |
If you dont want SB lmk and you wont get it
People can currently grief people with ID if they choose too. Surprisingly, you just don't see it happen.
I've just respec'd my fire kin from Psi into Stone mastery hoping to gain a little more defense and actually start slotting some IO sets. (This is second character I ever made and for the most part only had a couple of IO sets). Not knowing much about the intricacies of IO slotting, I found a build that had the powers I like and went ahead and built it. For the most part, I'm quiet enjoying the new build, except for two things:
1) A baddie just has to yell 'peekaboo' at me, and I stand still, mezzed for the next 30 second. Seriously, my battle cry is now 'Anyone got any purples?'
2) My imps seem to be dying a whole more than they used to.
Can anyone suggest how to (a) get more mez protection into my build? and (b, but not as important) make my imps a little tougher?
Notes
1) I'm running Positon's blast instead of Ragnorak in Fissure and Stupify instead of Absolute Amazement in Flashfire, until my WW bids come in.
2) I'm a team orientated fire kin, I like being less squishy than I was and I like hitting Fulcrum Shift *alot*. My current recharge rates, defense, end recovery and hp recovery and all fine at the moment. I'll occasionally farm a map If I'm looking for some extra inf, but for the most part I run missions and task forces.
3) I quite like my current choice in powers, I'd prefer not to change these unless there's a really good reason why I should.
4) Sorry about posting yet another 'help me with my fire kin!!!' thread, I'm hoping the catchy title and fact I'm not a power leveled noob might earn me some intelligent feedback
Current Build:
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Smokin Jane Wildfire (2.0): Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(3), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(5), UbrkCons-EndRdx/Hold(5)
Level 1: Transfusion -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Rchg(9), Dct'dW-Heal(9)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(11), Enf'dOp-Acc/EndRdx(13), Enf'dOp-Immob/Rng(13), Enf'dOp-Acc/Immob/Rchg(15), Enf'dOp-Acc/Immob(15)
Level 4: Siphon Power -- Acc-I(A), Acc-I(17)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 8: Hurdle -- Jump-I(A)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(11), RechRdx-I(17), RechRdx-I(21), RechRdx-I(37)
Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(21), Amaze-Acc/Stun/Rchg(23), Amaze-Acc/Rchg(23), Amaze-EndRdx/Stun(25)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Health -- Mrcl-Rcvry+(A)
Level 18: Hot Feet -- Armgdn-Acc/Rchg(A), Armgdn-Dmg/Rchg(27), Armgdn-Dam%(27), Armgdn-Dmg/EndRdx(29), Armgdn-Acc/Dmg/Rchg(29), EndRdx-I(37)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(25), P'Shift-EndMod(31), P'Shift-EndMod/Rchg(36)
Level 22: Speed Boost -- Run-I(A)
Level 24: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 26: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(31)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(34), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(36), S'fstPrt-ResDam/Def+(36)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(34)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(46), ExRmnt-Acc/Dmg/Rchg(46), ExRmnt-EndRdx/Dmg/Rchg(46)
Level 35: Transference -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(40), Efficacy-EndMod/Acc(40), Efficacy-EndMod/Acc/Rchg(43)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39), RechRdx-I(40)
Level 41: Fissure -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43), Posi-Dam%(43)
Level 44: Rock Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Rchg+(45)
Level 47: Earth's Embrace -- Numna-Heal(A), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48), RechRdx-I(48)
Level 49: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 0: Ninja Run
Level 1: Single Shot