Fire/Kin Opinions please


Fury Flechette

 

Posted

Hero Plan by Mids' Hero Designer 1.621
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Incendia: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Ring of Fire

  • (A) Gravitational Anchor - Chance for Hold
  • (3) Gravitational Anchor - Immobilize
  • (3) Gravitational Anchor - Immobilize/Recharge
  • (43) Gravitational Anchor - Immobilize/Endurance
Level 1: Transfusion
  • (A) Numina's Convalescence - Heal
  • (5) Numina's Convalescence - +Regeneration/+Recovery
  • (5) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
  • (25) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
  • (29) Touch of the Nictus - Accuracy/Endurance/Recharge
Level 2: Siphon Power
  • (A) Accuracy IO
  • (43) Endurance Reduction IO
Level 4: Fire Cages
  • (A) Ragnarok - Chance for Knockdown
  • (7) Ragnarok - Damage
  • (9) Ragnarok - Damage/Recharge
  • (11) Ragnarok - Accuracy/Recharge
  • (25) Ragnarok - Damage/Endurance
  • (34) Trap of the Hunter - Chance of Damage(Lethal)
Level 6: Super Jump
  • (A) Unbounded Leap - Endurance
  • (7) Unbounded Leap - Jumping
Level 8: Hot Feet
  • (A) Pacing of the Turtle - Chance of -Recharge
  • (9) Pacing of the Turtle - Accuracy/Slow
  • (11) Pacing of the Turtle - Damage/Slow
  • (40) Pacing of the Turtle - Accuracy/Endurance
  • (40) Pacing of the Turtle - Range/Slow
Level 10: Siphon Speed
  • (A) Pacing of the Turtle - Endurance/Recharge/Slow
Level 12: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
  • (13) Luck of the Gambler - Defense
  • (13) Luck of the Gambler - Defense/Recharge
Level 14: Tactics
  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (15) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (15) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
Level 16: Increase Density
  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (17) Aegis - Psionic/Status Resistance
  • (17) Aegis - Resistance
  • (45) Aegis - Resistance/Endurance
Level 18: Cinders
  • (A) Lockdown - Chance for +2 Mag Hold
  • (19) Lockdown - Accuracy/Hold
  • (19) Lockdown - Recharge/Hold
  • (29) Lockdown - Accuracy/Recharge
  • (37) Lockdown - Endurance/Recharge/Hold
Level 20: Speed Boost
  • (A) Performance Shifter - Chance for +End
  • (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (37) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 22: Char
  • (A) Lockdown - Chance for +2 Mag Hold
  • (23) Lockdown - Accuracy/Hold
  • (23) Lockdown - Accuracy/Recharge
  • (39) Lockdown - Recharge/Hold
  • (40) Lockdown - Endurance/Recharge/Hold
Level 24: Grant Invisibility
  • (A) Luck of the Gambler - Recharge Speed
Level 26: Bonfire
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (27) Positron's Blast - Accuracy/Damage
  • (27) Positron's Blast - Damage/Endurance
Level 28: Assault
  • (A) Endurance Reduction IO
Level 30: Smoke
  • (A) Dark Watcher's Despair - Chance for Recharge Slow
  • (31) Dark Watcher's Despair - To Hit Debuff
  • (31) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (31) Dark Watcher's Despair - Recharge/Endurance
  • (46) Dark Watcher's Despair - To Hit Debuff/Endurance
Level 32: Fire Imps
  • (A) Expedient Reinforcement - Resist Bonus Aura for Pets
  • (33) Expedient Reinforcement - Endurance/Damage/Recharge
  • (33) Expedient Reinforcement - Accuracy/Recharge
  • (33) Expedient Reinforcement - Accuracy/Damage
  • (34) Expedient Reinforcement - Damage/Endurance
  • (34) Expedient Reinforcement - Accuracy/Damage/Recharge
Level 35: Transference
  • (A) Performance Shifter - Chance for +End
  • (36) Performance Shifter - EndMod
  • (36) Performance Shifter - EndMod/Recharge
  • (36) Performance Shifter - EndMod/Accuracy
  • (37) Performance Shifter - EndMod/Accuracy/Recharge
Level 38: Fulcrum Shift
  • (A) Accuracy IO
  • (39) Endurance Reduction IO
  • (39) Recharge Reduction IO
Level 41: Fissure
  • (A) Javelin Volley - Accuracy/Endurance/Recharge
  • (42) Javelin Volley - Chance of Damage(Lethal)
  • (42) Javelin Volley - Accuracy/Damage/End/Rech
  • (42) Javelin Volley - Accuracy/Damage
  • (43) Javelin Volley - Damage/Recharge
  • (50) Javelin Volley - Damage/Endurance/Recharge
Level 44: Seismic Smash
  • (A) Hecatomb - Chance of Damage(Negative)
  • (45) Hecatomb - Damage/Endurance
  • (45) Hecatomb - Damage
  • (46) Hecatomb - Damage/Recharge
  • (46) Hecatomb - Accuracy/Recharge
Level 47: Rock Armor
  • (A) Luck of the Gambler - Recharge Speed
  • (48) Shield Wall - +Res (Teleportation), +3% Res (All)
  • (48) Gift of the Ancients - Run Speed +7.5%
  • (48) Shield Wall - Defense
Level 49: Earth's Embrace
  • (A) Panacea - +Hit Points/Endurance
  • (50) Panacea - Heal
  • (50) Panacea - Hea/Recharge
------------
Level 1: Brawl
  • (A) Mako's Bite - Chance of Damage(Lethal)
Level 1: Sprint
  • (A) Unbounded Leap - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Containment
Level 0: Ninja Run
------------
Set Bonus Totals:
  • 16% DamageBuff(Smashing)
  • 16% DamageBuff(Lethal)
  • 16% DamageBuff(Fire)
  • 16% DamageBuff(Cold)
  • 16% DamageBuff(Energy)
  • 16% DamageBuff(Negative)
  • 16% DamageBuff(Toxic)
  • 16% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 10.2% Defense(Fire)
  • 10.2% Defense(Cold)
  • 9.25% Defense(Energy)
  • 9.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 10.8% Defense(Ranged)
  • 12.7% Defense(AoE)
  • 2.5% Enhancement(JumpSpeed)
  • 61.3% Enhancement(RechargeTime)
  • 2.5% Enhancement(JumpHeight)
  • 2.5% Enhancement(RunSpeed)
  • 70% Enhancement(Accuracy)
  • 2.5% Enhancement(FlySpeed)
  • 7.5% Enhancement(Range) (in PvP)
  • 5% Enhancement(Held)
  • 10% FlySpeed
  • 83.9 HP (8.25%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 7.5%
  • MezResist(Held) 14.7%
  • MezResist(Immobilize) 7.5%
  • MezResist(Repel) 1000% (10% chance, in PvP)
  • MezResist(Sleep) 10.3%
  • MezResist(Stun) 7.5%
  • MezResist(Terrorized) 7.5%
  • 26.5% (0.44 End/sec) Recovery
  • 62% (2.63 HP/sec) Regeneration
  • 10% ResEffect(FlySpeed)
  • 10% ResEffect(RechargeTime)
  • 10% ResEffect(RunSpeed)
  • 14.6% Resistance(Smashing)
  • 14.6% Resistance(Lethal)
  • 24% Resistance(Fire)
  • 24% Resistance(Cold)
  • 13% Resistance(Energy)
  • 13% Resistance(Negative)
  • 13% Resistance(Toxic)
  • 16% Resistance(Psionic)
  • 22.5% RunSpeed
------------
Set Bonuses:
Gravitational Anchor
(Ring of Fire)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
Numina's Convalescence
(Transfusion)
  • 12% (0.51 HP/sec) Regeneration
Touch of the Nictus
(Transfusion)
  • 19.1 HP (1.88%) HitPoints
  • 9% Enhancement(Accuracy)
Ragnarok
(Fire Cages)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Unbounded Leap
(Super Jump)
  • 4% JumpSpeed, 4% JumpHeight
Pacing of the Turtle
(Hot Feet)
  • MezResist(Sleep) 2.75%
  • 2.5% Enhancement(Slow)
  • 9% Enhancement(Accuracy)
  • MezResist(Held) 2.75%
Luck of the Gambler
(Maneuvers)
  • 10% (0.42 HP/sec) Regeneration
  • 11.4 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)
Gaussian's Synchronized Fire-Control
(Tactics)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
Gladiator's Armor
(Increase Density)
  • 3% Defense(All)
Aegis
(Increase Density)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 3% Resistance(Psionic)
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)
Blessing of the Zephyr
(Speed Boost)
  • 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)
Lockdown
(Char)
  • 3% DamageBuff(All)
  • 2.5% Enhancement(Held)
  • MezResist(Held) 2.2%
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Luck of the Gambler
(Grant Invisibility)
  • 7.5% Enhancement(RechargeTime)
Positron's Blast
(Bonfire)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
Dark Watcher's Despair
(Smoke)
  • 15.3 HP (1.5%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 5% Enhancement(RechargeTime)
  • 2% DamageBuff(All)
Expedient Reinforcement
(Fire Imps)
  • Status Resistance 2.5%
  • 3% DamageBuff(All)
  • 6.25% Enhancement(RechargeTime)
  • 10% (0.42 HP/sec) Regeneration
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • 10% Resistance(All)
Performance Shifter
(Transference)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
Javelin Volley
(Fissure)
  • 2% (0.03 End/sec) Recovery, 7.5% Enhancement(Range) (in PvP)
  • 10% (0.42 HP/sec) RegenerationStatus Resistance 5% (in PvP)
  • 2.5% DamageBuff(All)3.13% Defense(Energy,Negative) (in PvP), 1.56% Defense(Ranged) (in PvP)
  • 10% ResEffect(RunSpeed), 10% ResEffect(RechargeTime), 10% ResEffect(FlySpeed)1.89% Resistance(Fire,Cold) (in PvP)
  • 7% Enhancement(Accuracy), 7.5% Enhancement(RechargeTime) (in PvP)
Hecatomb
(Seismic Smash)
  • 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)
Shield Wall
(Rock Armor)
  • 10% (0.42 HP/sec) Regeneration, 2.5% (0.04 End/sec) Recovery (in PvP)
  • 3% Resistance(All)
Gift of the Ancients
(Rock Armor)
  • 7.5% RunSpeed
Panacea
(Earth's Embrace)
  • 2.5% (0.04 End/sec) Recovery1.58% Resistance(Smashing,Lethal) (in PvP)
  • 10% (0.42 HP/sec) Regeneration, MezResist(Repel) 1000% (10% chance, in PvP)



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1. Going to church doesn't make you a Christian any more than
standing in a garage makes you a car
2. Artificial intelligence is no match for natural stupidity
3. Someone who thinks logically provides a nice contrast to the
real world

 

Posted

1. Stick with SOs for now. You don't understand IOs. Not trying to be mean, but it's pretty obvious you don't understand them at this point. A good place to start reading about IOs is here: http://paragonwiki.com/wiki/Inventio...n_Enhancements

2. Read up on the various fire/kin powers. This guide is a bit outdated but still largely relevant: http://boards.cityofheroes.com/showthread.php?t=122110. It will give you an idea at least of what the powers do and how to generally slot them.

3. After you digest these a bit. Do a search on this forum for fire/kin. This combination gets discussed a lot, and you'll get a lot of returns for that search. You should decide up front what your goals are as well too. Many people build fire/kins to farm, others to be more of a teaming build (TFs, normal content, etc.)

4. Don't post Mid's builds in that format. Choose Official boards vBulletin, not the older format.


 

Posted

First, you need to post the build in the format compatible with the Boards. It is hard to read like this

Second -- this build needs so much help, it would be better to start over. No Flashfire? It is a cornerstone power. Hotfeet slotted with Pacing of the Turtle? It is your main damage power.

No offense, but you need to read some of the other Fire/Kin Threads and the Fire/Kin guides, and start over. Your build suggests that you don't know enough about how to play the character to properly build one. The IOs you posted will be very expensive, and you need to learn to walk before you can fly.


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

Well any suggestions on where I should start the reformation of her? I mean, what is wrong with the build that needs to come out? I get there are some fundamental issues with the build as is so where do I start the makeover?


1. Going to church doesn't make you a Christian any more than
standing in a garage makes you a car
2. Artificial intelligence is no match for natural stupidity
3. Someone who thinks logically provides a nice contrast to the
real world

 

Posted

Quote:
Originally Posted by Great_White_555 View Post
Well any suggestions on where I should start the reformation of her? I mean, what is wrong with the build that needs to come out? I get there are some fundamental issues with the build as is so where do I start the makeover?
Why not start by simply playing the character to about level 20 or so and then get a feel for the powers? Then after you get a sense of what powers you like and what you dislike, make your build then.

You're really at the beginning point here. And many of the questions you're asking could be answered by just playing the game. What we tell you may or may not make sense and it will also be flavored with our biases, which may or may not match with your play style.


 

Posted

Despite my lack of knowledge with specific sets and IO's and such, I have a keen understanding of the game mechanics. So please feel free to get specific with powers that I do/don't need, when to pick them, how to slot them, which enhancements to put where, what sets are the best for this combination of powers, etc. I do prefer to hear what has/hasn't worked for a certain person despite their/my play style.


1. Going to church doesn't make you a Christian any more than
standing in a garage makes you a car
2. Artificial intelligence is no match for natural stupidity
3. Someone who thinks logically provides a nice contrast to the
real world

 

Posted

Ok... looking over your build, about the only thing it does well is spending influence on a truly crappy build.

I mean, your mistakes on this build are too long to list. Really who would put a Performance Shifter - Chance for + End in Speed Boost or Transference? That's just total waste of influence besides being a bad slot choice. And Fulcrum Shift, just 3 slots... that's plain crazy (most folks I know have 2 crafted acc IO and 3 crafted recharge IO). Yes, its that important!

Oh, those two Blessing of the Zephyrs - Run Speed, would get you kicked from most teams. Only person that does that, either is being a huge jerk to his team
...or just trying to help a buddy win a racing contest.


/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen

Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper

 

Posted

I'll help and get you started.

1. You have bonfire, but no flashfire. Flashfire is a bread and butter power.
2. Siphon speed needs accuracy and recharge.
3. No, no on the slows in hotfeet. You want end and damage. This is a nice place to frankenslot
4. Speed boost is all wrong, just because you can put sets in something doesn't mean you have to. End mods, not speed.


There is nothing wrong with putting sets in, but put ones in and lead to particular bonuses that will be helpful to your character. Typical controller needs are recharge and accuracy and depending on the power set combination end recovery. With /kin, not so much. A farming controller may want to softcap smashing and lethal.

Words to the wise:

If you want some assistance first thing you need to do is give us an idea of what you are trying to accomplish. Just posting a build and having "opinions please" in the header doesn't give anyone any information. It says, "Here, I slapped together something; now tell me how to really do it." It can come across as lazy. An explanation of why you think your build is good, what you want to accomplish and what else you are looking for will go a long way in giving us the information we need to give you the best advice for you. Do you want a team build, a solo build, a hybrid, a farming build, do you want to max defense or recharge or do you just want the most expensive build because you want to blow a couple of billion influence just to say you did? What do you want?

You can start it all off by reading threads and guides to help hone your vision, so you can come to us with the most information so we can help you in the best way possible.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

How about "No slows in Hot Feet until you've got end and damage"? I'm quite pleased with 5 Tempered Readiness + 1 common damage IO. Still impressive damage, plus a useful bit of soft control for the occasional resists-pretty-much-everything enemy.

A couple questions for the OP:

-Why the endred in Super Jump? It's not really the sort of power that needs it, and the set bonus just doesn't seem worth it.
-Is there some source of particular PvP IO recipes that I don't know about? Because most of the ones I've looked at don't even have market histories, they're so rare. (Otherwise, I'd love to get a Gladiator's Armor +3% Def...)
-... Recharge in Maneuvers? Why?

-Morgan.


 

Posted

OK, now that you have reposted the build to make it easier to read, here are a few additional comments in addition to the above.

Ring of Fire: There are two reasons to take this power. In low levels and mostly for people who mostly solo, it works as a damage power for a set with low single target damage so it should be slotted with damage. In higher levels, you really don't need it for damage, so those few who take it usually respec out. In upper levels, you can use Ring of Fire as a Boss and AV immobilize power, but that's only if you don't have something more useful to take.

Instead of Ring of Fire, take Char here. It is a key power early and can be slotted with Acc, Damage, Rech, Hold and even EndRdx. If you solo, you may need damage in this power. If you team, then you may want to slot it for hold. It depends on how you play. A single target hold is far, far superior over a single target Immobilize because the hold keeps them from shooting at you.

Transfusion: This needs to slotted with Accuracy, Heal and Recharge. Personally, I like even amounts of the three. The Numina's Regen/Recovery proc only works for 120 sec after the power has been used, so it will only work if you are using Transfusion pretty constantly -- it is much better to put this proc in Health where it will be constantly on. However, a Fire/Kin doesn't really need that proc since you have a heal and a recovery power. It is expensive and mostly wasted.

Siphon Power: Standard slotting is 2 Acc, 1-3 Rech, with an EndRdx optional. The power is optional once you get Fulcrum Shift, but nice to have against single targets. It really depends on how you intend to use your character.

Fire Cages: This is not a high damage power, and to use the Ragnarok set in it is a waste. 2 Accuracy, 1-2 EndRdx is base SO slotting. Damage procs generally do more damage.

Super Jump: One Jump is plenty. You have other places for your slots. Also, unless you are a 60 month vet, you will have to take Combat Jumping (or Jump Kick, but don't) first. Personally, I like Air Superiority/Fly for travel for my Fire/Kin, but there are lots of options. But you can't take Super Jump until 14 unless you are a 60 month vet, and then only after you have a pre-requisite power.

Hot Feet: Standard SO slotting is 3 EndRdx, 2 Damage, 1 Acc. You want to maximize EndRdx first, then damage and get some accuracy in there. Fit in Slow only if you have maximized Damage and Endrdx.

Siphon Speed: Standard SO slotting is 2 Acc, 2-3 Rech. The slow is a lesser aspect of the power.

At level 12, you take Flashfire. Any build without it is simply wrong. It is a key power. Slot it with 2 Acc, 2 Stun, 2 Rech for SOs. The Stupify set, with a Recharge in place of the knockback proc, is a reasonably priced IO slotting.

Leadership is, if you take it at all, a low priority set of powers. Some people love it, but I'm not a big fan of Leadership for most controllers. In any event, you need to get the core powers before taking this. Plus, Leadership without Fitness/Stamina means you will always be out of endurance.

At 14, you can take your travel power, then Swift or Hurdle at 16, Health at 18 and Stamina at 20. Then you start taking other powers like Speed Boost (one EndMod is enough), Cinders and other optional powers until 32 with Fire Imps, Transference at 35 and Fulcrum Shift at 38.

Running out of time, but pretty much every power choice and/or every slotting choice needs work. There are a lot of choices people make based upon their playstyle, so I suggest actually playing the character, built better than what you have, before trying to put together a final build.


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

Quote:
Originally Posted by Morganite View Post
How about "No slows in Hot Feet until you've got end and damage"?


-Morgan.
That is a good way to put it.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by Pinkpup View Post

And Fulcrum Shift, just 3 slots... that's plain crazy (most folks I know have 2 crafted acc IO and 3 crafted recharge IO). Yes, its that important!
I use just 1 rech IO in mine and it works just fine.


 

Posted

I apologize for seemingly throwing this build together. I'll be the first to admit that I have had very little experience with IO sets. The main purpose of this build is for teams and maybe a little farming. I do appreciate the constructive criticism from all of you. I am going to work on re-tailoring the build and will repost it when I get done. I think I am going to stick with regular IO's for now and I would greatly appreciate any suggestions as to which sets can go into which powers and work well. I think that slotting for recharge is going to go a long way into helping me do what I want to do with her.

I thank you all again for your support and help with this.

Tony

P.S. I have the City Traveler Vet Rewards


1. Going to church doesn't make you a Christian any more than
standing in a garage makes you a car
2. Artificial intelligence is no match for natural stupidity
3. Someone who thinks logically provides a nice contrast to the
real world

 

Posted

Quote:
Originally Posted by Great_White_555 View Post
. I have the City Traveler Vet Rewards
Okay, I can't let this go. I'm shocked. How can you be playing this game for 5 years and put up a build that bad?

I'm okay with the fact that you don't understand IOs. That's not the point. The very selection of and order of the powers don't make any sense at all.

Your build as posted would be running hotfeet and two leadership toggles by level 14. There's no way you'd be leveling that build without getting it PL'ed. Do you have any idea whatsoever on how bad that is from an endurance standpoint? You'll be running out of endurance after every single fight.

The fact that your build skipped fitness altogether is also mind boggling. There are some builds that can forgo fitness; fire/kin is not one of those builds, at least if you're going to run hotfeet or use any of your AoE controls with any regularity.

In these five years, have you ever rolled any type of controller before or even any type of character that uses AoE controls? Have you ever planned a build before? Have you ever bothered to do the Invention tutorial and actually read through the descriptions? Have you ever looked at Wentworth's and got a sense of how much things cost?

These are not the sort of things I'd expect from a 5 year vet.


 

Posted

Ok, here is the updated build:

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Incendia: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Char -- EndRdx-I(A), Acc-I(3), Dmg-I(3), Dmg-I(19), RechRdx-I(34), Hold-I(43)
Level 1: Transfusion -- Acc-I(A), Acc-I(5), Heal-I(5), Heal-I(25), RechRdx-I(25), RechRdx-I(29)
Level 2: Fire Cages -- Acc-I(A), Acc-I(7), EndRdx-I(17), EndRdx-I(43)
Level 4: Siphon Power -- Acc-I(A), Acc-I(7), RechRdx-I(9), EndRdx-I(11)
Level 6: Fly -- Flight-I(A)
Level 8: Hot Feet -- EndRdx-I(A), EndRdx-I(9), EndRdx-I(11), Dmg-I(40), Dmg-I(40), Acc-I(45)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(15), RechRdx-I(15), RechRdx-I(31)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(40), RechRdx-I(42)
Level 14: Swift -- Flight-I(A)
Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(19), Heal-I(45)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(37)
Level 20: Stamina -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(21), Efficacy-EndMod/Acc(21), Efficacy-EndMod/EndRdx(37)
Level 22: Speed Boost -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Increase Density -- ResDam-I(A)
Level 26: Bonfire -- Posi-Dam%(A), Posi-Acc/Dmg(27), Posi-Dmg/EndRdx(27)
Level 28: Hover -- DefBuff-I(A)
Level 30: Smoke -- ToHitDeb-I(A), ToHitDeb-I(31), ToHitDeb-I(31)
Level 32: Fire Imps -- Dmg-I(A), Dmg-I(33), Dmg-I(33), Acc-I(33), Acc-I(34), RechRdx-I(34)
Level 35: Transference -- EndMod-I(A), EndMod-I(36), EndMod-I(36), Acc-I(36), RechRdx-I(37), RechRdx-I(48)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(43), RechRdx-I(46)
Level 41: Fire Ball -- RechRdx-I(A), Acc-I(42), EndRdx-I(42), EndRdx-I(46)
Level 44: Cinders -- EndRdx-I(A), Hold-I(45), Acc-I(46)
Level 47: Fire Shield -- ResDam-I(A), ResDam-I(48), EndRdx-I(48), EndRdx-I(50)
Level 49: Consume -- EndMod-I(A), EndMod-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run
------------
Set Bonus Totals:

  • 6.25% Enhancement(RechargeTime)
  • 3% Enhancement(Stun)
  • 49.6 HP (4.88%) HitPoints
  • 6.5% (0.11 End/sec) Recovery
  • 22% (0.93 HP/sec) Regeneration
  • 1.58% Resistance(Fire)
  • 1.58% Resistance(Cold)
------------
Set Bonuses:
Stupefy
(Flashfire)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
Numina's Convalescence
(Health)
  • 12% (0.51 HP/sec) Regeneration
  • 19.1 HP (1.88%) HitPoints
Efficacy Adaptor
(Stamina)
  • 11.4 HP (1.13%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.42 HP/sec) Regeneration
Positron's Blast
(Bonfire)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)



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1. Going to church doesn't make you a Christian any more than
standing in a garage makes you a car
2. Artificial intelligence is no match for natural stupidity
3. Someone who thinks logically provides a nice contrast to the
real world

 

Posted

Its ALOT better then before.
My first question though is do you plan to farm?

Anyway at first glance you should put numi in health and not the genIO
2nd you dont need anything else in SB
3rd Fire Cages is way underslotted, move the stuff for SB to fire cages and put a rech and dam in it.
4rd put KB portection in ID (at least if you want to farm).
5th i personally dont get travels powers on a kin, i just get IR (its already perma) or use SP if there are critter close by.

Thats just what i can tell without going into sets too much


"I have ridden the mighty moon worm!"
-Al Gore
Fiery Aura is only good for farming, I'm cereal

@Caucasiafro

 

Posted

OK, this build is much better, but still needs some work.

Char: For teaming, you generally want hold duration. For solo, you want some damage. For SO slotting, I start with 1 acc, 1 Hold, 1 Rech, and then the other three slots can be any mix of accuracy, hold, damage or recharge depending upon how I need to use it. I generally don't put EndRdx here because the power is too important with all the other things it does. For IO slotting, you have a bunch of options. Need damage? 5 Decimations + 1 Hold. Need control? 4 Basilisk Gaze plus an Acc/Dam and Damage. And if you don't need the recharge or other bonuses from the sets, then use Hami-Os -- 1 Acc/Dam, 2 Dam/Mez, 1 Acc/Mez, 2 common Recharge IOs.

You used SO slotting in much of the build, but threw in some IOs here and there. When building a final IO build, it often helps to understand how the sets work and what bonuses you are looking for. Individual bonuses are pretty small, but added up, the bonuses can make a huge difference. However, IOs can be used while leveling to "frankenslot" powers and get greater enhancement than you can get with SOs alone. For example, in a damage power, two Acc/Dam enhancements from two different sets will give more enhancement than an Acc and a Dam. You can "mix-n-match" sets for a huge benefit, even if you don't get set bonuses.

For example, in Hot Feet, my Fire/Rad uses Dam/EndRdx and Acc/Dam/EndRdx from Sciroccos, Dam/Slow and EndRdx/Rech/Slow from Tempered Readiness, an Acc/Dam Hami-O and a common EndRdx. That caps EndRdx and Damage, gives me enough accuracy and a little Slow. The Slow is needed less for a Fire/Kin because Fire/Kin kills faster, but that's an example of "Frankenslotting."

However, before you can "Frankenslot" effectively, you need to understand the important enhancements needed in each power. The SO slotting is good to "try things out" before figuring out what the power needs to be slotted for.

In Stamina, I prefer 4 Performance Shifters, including the proc.

Speed Boost only needs 1 EndMod.

I would move Cinders to 24. It is your fill-in control when Flashfire+Fire Cages is recharging. Cinders, like almost all AoE control powers, have an accuracy penalty, so start slotting with 2 Accuracy. Then Hold and Recharge -- I usually 5 or 6 slot it.

ID is a nice place for a Steadfast -knockback proc in the default slot.

Bonfire: I like this power, but it is situational. Because it is a knockback field, it only works for damage if you spam Fire Cages every 12 seconds. I prefer to slot it with a single Recharge, and then use it as a barrier.

I'm not sure why you are bothering with Hover if you can take Fly at level 6. Air Superiority has some nice uses, however. Or you could drop this entirely to fit in another APP power.

Smoke is . . . OK. I have it on my Fire/Kin, but skipped it on my Fire/Rad. The problem I have with Smoke is that it has an unenhancable range. If you get too much closer than its max range, the Fire Imps will aggro on what you wanted to not notice you were there. It's kind of like . . . "OK, we're sneaking here . . . Oh, crap, there goes the Imp!"

Transference: This is a good place for a full Efficacy Adapter set.

Fireball: The purpose of Fireball is damage. That means that you should slot it for Damage. 1 Acc, 3 Dam is minimum slotting, with more Accuracy and Recharge if you can fit it in. Besides, once you have Transference, endurance shouldn't be much of a problem.

Consume: Why take this? You have Transference. Fire Blast is a great power for single target damage. I would even take Rise of the Phoenix over Consume. I use the Earth APP set on my Fire/Kin for Fissure and Seismic Smash.


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

Ok, I did some tweaking. I think I'll wait to truly frankenslot until I get a little more used to the powers themselves. I decided to take the Stone APP instead of fire but I'm not too sure about the Earth's Embrace or the slotting for Seismic Smash, Fissure, or Rock Armor. Any thoughts would be much appreciated. And again, she will be used mostly on teams and some solo (probably different builds for each so slotting can be adjusted) and the team build will be set for farming (I figure it's the best build for teaming whether or not I'll actually be farming (please correct me if I'm wrong)).

Anyways, here is my build:

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Incendia: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Char -- Acc-I(A), Dmg-I(3), Dmg-I(3), Dmg-I(19), RechRdx-I(34), Hold-I(43)
Level 1: Transfusion -- Acc-I(A), Acc-I(5), Heal-I(5), Heal-I(25), RechRdx-I(25), RechRdx-I(29)
Level 2: Fire Cages -- Acc-I(A), Acc-I(7), EndRdx-I(17), EndRdx-I(23), Dmg-I(23), Immob-I(27)
Level 4: Siphon Power -- Acc-I(A), Acc-I(7), RechRdx-I(9), EndRdx-I(11)
Level 6: Fly -- Flight-I(A)
Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(9), TmpRdns-Dmg/Slow(11), TmpRdns-EndRdx/Rchg/Slow(40), Dmg-I(40), EndRdx-I(45)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(15), RechRdx-I(15), RechRdx-I(31)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(40), RechRdx-I(42)
Level 14: Swift -- Flight-I(A)
Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(19), Numna-Regen/Rcvry+(45)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(37)
Level 22: Speed Boost -- EndMod-I(A)
Level 24: Increase Density -- S'fstPrt-ResKB(A)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- ResDam-I(A), ResDam-I(31), ResDam-I(31), EndRdx-I(43)
Level 30: Weave -- DefBuff-I(A), DefBuff-I(37), DefBuff-I(39), EndRdx-I(46)
Level 32: Fire Imps -- Dmg-I(A), Dmg-I(33), Dmg-I(33), Acc-I(33), Acc-I(34), RechRdx-I(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(48)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(43)
Level 41: Fissure -- RechRdx-I(A), Acc-I(42), EndRdx-I(42), Dmg-I(46)
Level 44: Seismic Smash -- EndRdx-I(A), Hold-I(45), Acc-I(46), Acc-I(50)
Level 47: Rock Armor -- DefBuff-I(A), DefBuff-I(48), DefBuff-I(48)
Level 49: Earth's Embrace -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run
------------
Set Bonus Totals:

  • 2.5% DamageBuff(Smashing)
  • 2.5% DamageBuff(Lethal)
  • 2.5% DamageBuff(Fire)
  • 2.5% DamageBuff(Cold)
  • 2.5% DamageBuff(Energy)
  • 2.5% DamageBuff(Negative)
  • 2.5% DamageBuff(Toxic)
  • 2.5% DamageBuff(Psionic)
  • 11.3% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 3% Enhancement(Stun)
  • 5% FlySpeed
  • 68.7 HP (6.75%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • 8% (0.13 End/sec) Recovery
  • 32% (1.36 HP/sec) Regeneration
  • 5% RunSpeed
------------
Set Bonuses:
Scirocco's Dervish
(Hot Feet)
  • 10% (0.42 HP/sec) Regeneration
Tempered Readiness
(Hot Feet)
  • 1.5% (0.03 End/sec) Recovery
Stupefy
(Flashfire)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
Numina's Convalescence
(Health)
  • 12% (0.51 HP/sec) Regeneration
  • 19.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Steadfast Protection
(Increase Density)
  • Knockback Protection (Mag -4)
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)



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1. Going to church doesn't make you a Christian any more than
standing in a garage makes you a car
2. Artificial intelligence is no match for natural stupidity
3. Someone who thinks logically provides a nice contrast to the
real world

 

Posted

Quote:
the team build will be set for farming (I figure it's the best build for teaming whether or not I'll actually be farming (please correct me if I'm wrong)).
Not necessarily. Many farm builds forgo things like SB and ID for increased resists and defense i.e. fighting pools (tough and weave) so as to softcap for smashing and lethal damage. Then they will choose a farm map that is primarily smash/lethal damage. While a farm build can "team" just fine, they aren't usually opitimized to be a "team build" i.e. buff powers for other players like SB and IR.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Oh ok. well i just edited my post as i swapped out Cinders, Bonfire, and Air Superiority for the Fighting pool. i understand that the fighting pool is important for farming but are the other three powers necessarily too important to drop?


1. Going to church doesn't make you a Christian any more than
standing in a garage makes you a car
2. Artificial intelligence is no match for natural stupidity
3. Someone who thinks logically provides a nice contrast to the
real world

 

Posted

I am really going back and forth on this. I guess ill just have to make my dual builds and have one with the fighting pool and one with the other powers from the pri/sec powersets. i have redone the build with AS, Cinders, and Bonfire and the build above will be my build with the Fighting pool. anything else that needs changing? or other slotting/enhancing suggestions?

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Incendia: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Char -- Acc-I(A), Dmg-I(3), Dmg-I(3), Dmg-I(19), RechRdx-I(34), Hold-I(43)
Level 1: Transfusion -- Acc-I(A), Acc-I(5), Heal-I(5), Heal-I(25), RechRdx-I(25), RechRdx-I(29)
Level 2: Fire Cages -- Acc-I(A), Acc-I(7), EndRdx-I(17), EndRdx-I(23), Dmg-I(23), Immob-I(27)
Level 4: Siphon Power -- Acc-I(A), Acc-I(7), RechRdx-I(9), EndRdx-I(11)
Level 6: Fly -- Flight-I(A)
Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(9), TmpRdns-Dmg/Slow(11), TmpRdns-EndRdx/Rchg/Slow(40), Dmg-I(40), EndRdx-I(45)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(15), RechRdx-I(15), RechRdx-I(31)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(40), RechRdx-I(42)
Level 14: Swift -- Flight-I(A)
Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(19), Numna-Regen/Rcvry+(45)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(37)
Level 22: Speed Boost -- EndMod-I(A)
Level 24: Increase Density -- S'fstPrt-ResKB(A)
Level 26: Air Superiority -- Acc-I(A), RechRdx-I(31), Dmg-I(39)
Level 28: Cinders -- Acc-I(A), Acc-I(31), Hold-I(37), RechRdx-I(43), RechRdx-I(46)
Level 30: Bonfire -- RechRdx-I(A)
Level 32: Fire Imps -- Dmg-I(A), Dmg-I(33), Dmg-I(33), Acc-I(33), Acc-I(34), RechRdx-I(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(48)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(43)
Level 41: Fissure -- RechRdx-I(A), Acc-I(42), EndRdx-I(42), Dmg-I(46)
Level 44: Seismic Smash -- EndRdx-I(A), Hold-I(45), Acc-I(46), Acc-I(50)
Level 47: Rock Armor -- DefBuff-I(A), DefBuff-I(48), DefBuff-I(48)
Level 49: Earth's Embrace -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run
------------
Set Bonus Totals:

  • 2.5% DamageBuff(Smashing)
  • 2.5% DamageBuff(Lethal)
  • 2.5% DamageBuff(Fire)
  • 2.5% DamageBuff(Cold)
  • 2.5% DamageBuff(Energy)
  • 2.5% DamageBuff(Negative)
  • 2.5% DamageBuff(Toxic)
  • 2.5% DamageBuff(Psionic)
  • 11.3% Enhancement(RechargeTime)
  • 6% Enhancement(Heal)
  • 3% Enhancement(Stun)
  • 5% FlySpeed
  • 68.7 HP (6.75%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • 8% (0.13 End/sec) Recovery
  • 32% (1.36 HP/sec) Regeneration
  • 5% RunSpeed
------------
Set Bonuses:
Scirocco's Dervish
(Hot Feet)
  • 10% (0.42 HP/sec) Regeneration
Tempered Readiness
(Hot Feet)
  • 1.5% (0.03 End/sec) Recovery
Stupefy
(Flashfire)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
Numina's Convalescence
(Health)
  • 12% (0.51 HP/sec) Regeneration
  • 19.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Steadfast Protection
(Increase Density)
  • Knockback Protection (Mag -4)
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)



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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1. Going to church doesn't make you a Christian any more than
standing in a garage makes you a car
2. Artificial intelligence is no match for natural stupidity
3. Someone who thinks logically provides a nice contrast to the
real world

 

Posted

A few quick things:

The slotting for Hot Feet above was a level 50 slotting that works because you can use a Hami-O, which you can't use until level 47. The problem is that you don't have enough accuracy -- you need about one SO's worth. Consider swapping out the Dam/Slow and EndRdx/Rech/Slow with an Acc/Dam and Acc/Dam/EndRdx from sets until later.

I would find a way to get 2 Acc in Fulcrum Shift.

Fissure and Seismic Smash are damage powers with some nice secondary effects, but they should be slotted first as damage powers. Start with 1 Acc, 3 Dam, and then add additional Acc, Rech, Stun or Hold as you choose. Again, by those levels, endurance shouldn't be a problem, so you really don't need to slot for EndRdx in those powers . . . just use Transference if you get low.


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

Alright...i have the Dam/End and Acc/Dam/End from Dirvish and Dam/End, Acc/Dam/End, and Acc/Dam from Multi strike and a common EndRdx IO in Hot Feet. Removed the hold in Cinders to FS for another Common Accuracy IO and slotted Fissure and Seismic Smash with 3 Dam IO's and 1 Acc IO.


1. Going to church doesn't make you a Christian any more than
standing in a garage makes you a car
2. Artificial intelligence is no match for natural stupidity
3. Someone who thinks logically provides a nice contrast to the
real world

 

Posted

Quote:
Originally Posted by Great_White_555 View Post
Alright...i have the Dam/End and Acc/Dam/End from Dirvish and Dam/End, Acc/Dam/End, and Acc/Dam from Multi strike and a common EndRdx IO in Hot Feet. Removed the hold in Cinders to FS for another Common Accuracy IO and slotted Fissure and Seismic Smash with 3 Dam IO's and 1 Acc IO.
The hold duration in Cinders is fairly short without enhancement . . . I wouldn't take it from there. I generally use Cinders to fill in control when Flashfire is recharging, so I want its duration to be decent. The Immob in Fire Cages is expendible, since Fire Cages already recharges faster than its duration. Or you could pull the EndRdx out of Siphon Power. Or maybe the Recharge out of Air Sup -- it recharges pretty quickly already.


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

Alright, moved the slot (hold duration) from Fire Cages to cinders in order to put in the hold duration. Then put the Dam/Acc and Dam/Rech from the Touch of Death set and the Acc/Dam from the Crushing Impact set into Air Superiority (not sure if they are the right options there as I'm not familiar with the respective costs). I'm pretty sure this is a step in the right direction for frankenslotting right?

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Incendia: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Char -- Acc-I(A), Dmg-I(3), Dmg-I(3), Dmg-I(19), RechRdx-I(34), Hold-I(43)
Level 1: Transfusion -- Acc-I(A), Acc-I(5), Heal-I(5), Heal-I(25), RechRdx-I(25), RechRdx-I(29)
Level 2: Fire Cages -- Acc-I(A), Acc-I(7), EndRdx-I(17), EndRdx-I(23), Dmg-I(23)
Level 4: Siphon Power -- Acc-I(A), Acc-I(7), RechRdx-I(9), EndRdx-I(11)
Level 6: Fly -- Flight-I(A)
Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(9), M'Strk-Acc/Dmg(11), M'Strk-Acc/Dmg/EndRdx(40), Dmg-I(40), EndRdx-I(45)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(15), RechRdx-I(15), RechRdx-I(31)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(39), Stpfy-Acc/Stun/Rchg(40), RechRdx-I(42)
Level 14: Swift -- Flight-I(A)
Level 16: Health -- Numna-Heal(A), Numna-Heal/EndRdx(17), Numna-Heal/Rchg(19), Numna-Regen/Rcvry+(45)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(29)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(37)
Level 22: Speed Boost -- EndMod-I(A)
Level 24: Increase Density -- S'fstPrt-ResKB(A)
Level 26: Air Superiority -- T'Death-Acc/Dmg(A), T'Death-Dmg/Rchg(27), C'ngImp-Acc/Dmg(39)
Level 28: Cinders -- Acc-I(A), Acc-I(31), Hold-I(31), RechRdx-I(37), RechRdx-I(43)
Level 30: Bonfire -- RechRdx-I(A)
Level 32: Fire Imps -- Dmg-I(A), Dmg-I(33), Dmg-I(33), Acc-I(33), Acc-I(34), RechRdx-I(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(48)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(43), RechRdx-I(46)
Level 41: Fissure -- Acc-I(A), Dmg-I(42), Dmg-I(42), Dmg-I(46)
Level 44: Seismic Smash -- Acc-I(A), Dmg-I(45), Dmg-I(46), Dmg-I(50)
Level 47: Rock Armor -- DefBuff-I(A), DefBuff-I(48), DefBuff-I(48)
Level 49: Earth's Embrace -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run
------------
Set Bonus Totals:

  • 2.5% DamageBuff(Smashing)
  • 2.5% DamageBuff(Lethal)
  • 2.5% DamageBuff(Fire)
  • 2.5% DamageBuff(Cold)
  • 2.5% DamageBuff(Energy)
  • 2.5% DamageBuff(Negative)
  • 2.5% DamageBuff(Toxic)
  • 2.5% DamageBuff(Psionic)
  • 6% Enhancement(Heal)
  • 3% Enhancement(Stun)
  • 11.3% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 68.7 HP (6.75%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 2.75%
  • MezResist(Sleep) 1.65%
  • 6.5% (0.11 End/sec) Recovery
  • 32% (1.36 HP/sec) Regeneration
  • 5% RunSpeed
------------
Set Bonuses:
Scirocco's Dervish
(Hot Feet)
  • 10% (0.42 HP/sec) Regeneration
Multi Strike
(Hot Feet)
  • MezResist(Sleep) 1.65%
Stupefy
(Flashfire)
  • 2.5% (0.04 End/sec) Recovery
  • 19.1 HP (1.88%) HitPoints
  • 3% Enhancement(Stun)
  • 6.25% Enhancement(RechargeTime)
Numina's Convalescence
(Health)
  • 12% (0.51 HP/sec) Regeneration
  • 19.1 HP (1.88%) HitPoints
  • 6% Enhancement(Heal)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Steadfast Protection
(Increase Density)
  • Knockback Protection (Mag -4)
Touch of Death
(Air Superiority)
  • MezResist(Immobilize) 2.75%
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)



Code:
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1. Going to church doesn't make you a Christian any more than
standing in a garage makes you a car
2. Artificial intelligence is no match for natural stupidity
3. Someone who thinks logically provides a nice contrast to the
real world