Fire/Kin Opinions please
More adjustments...its pretty much power by power now. I put the Acc/Dam, Acc/Dam/Rech, and Dam/Rech from the Thunderstrike set, Acc/Dam, and Acc/Dam/Rech from Devastation set, and the Acc/Hold from Basilisk's Gaze into Char. I'm not going to be posting every minor change up here for review, I just want to know I'm heading in the right direction.
Thanks again in advance
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
And IMO, get rid of fly or change your Epic power pool. Fissure and fly just doesnt work.
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
You mentioned you want a good team/farm build, well here it is. If people ***** that you dont have speed boost or ID, they probably suck anyways so just ignore it. I've never been on a team where a person has commented on my build being "bad" because it doesnt have either of those powers. Any besides, if you're buffing others, then you're not being a very good fire/kin IMO.
Enjoy
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Stone Mastery
Hero Profile:
------------
Level 1: Char
(A) Basilisk's Gaze - Accuracy/Hold: Level 30
(3) Basilisk's Gaze - Accuracy/Recharge: Level 30
(3) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
(5) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
Level 1: Transfusion
(A) Touch of the Nictus - Healing: Level 50
(5) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge: Level 50
(7) Touch of the Nictus - Accuracy/Healing: Level 50
(17) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 50
(23) Touch of the Nictus - Accuracy/Endurance/Recharge: Level 50
Level 2: Fire Cages
(A) Gravitational Anchor - Chance for Hold: Level 50
(7) Gravitational Anchor - Immobilize/Recharge: Level 50
(17) Enfeebled Operation - Accuracy/Recharge: Level 50
(19) Enfeebled Operation - Accuracy/Immobilize: Level 50
(23) Enfeebled Operation - Accuracy/Endurance: Level 50
(29) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50
Level 4: Siphon Power
(A) Recharge Reduction IO: Level 50
Level 6: Combat Jumping
(A) Luck of the Gambler - Recharge Speed: Level 50
(21) Red Fortune - Defense/Endurance: Level 50
(21) Red Fortune - Endurance/Recharge: Level 50
(31) Red Fortune - Defense/Endurance/Recharge: Level 50
(46) Red Fortune - Defense: Level 50
(46) Red Fortune - Endurance: Level 50
Level 8: Hot Feet
(A) Eradication - Chance for Energy Damage: Level 30
(9) Impeded Swiftness - Chance of Damage(Smashing): Level 30
(9) Obliteration - Chance for Smashing Damage: Level 50
(11) Armageddon - Chance for Fire Damage: Level 50
(11) Scirocco's Dervish - Chance of Damage(Lethal): Level 50
Level 10: Siphon Speed
(A) Recharge Reduction IO: Level 50
Level 12: Flashfire
(A) Stupefy - Accuracy/Recharge: Level 50
(13) Stupefy - Endurance/Stun: Level 50
(13) Stupefy - Accuracy/Endurance: Level 50
(15) Stupefy - Stun/Range: Level 50
(15) Stupefy - Accuracy/Stun/Recharge: Level 50
Level 14: Super Jump
(A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
Level 16: Hurdle
(A) Jumping IO: Level 50
Level 18: Health
(A) Miracle - +Recovery: Level 40
(19) Numina's Convalescence - +Regeneration/+Recovery: Level 50
Level 20: Stamina
(A) Performance Shifter - Chance for +End: Level 50
Level 22: Hasten
(A) Recharge Reduction IO: Level 50
(37) Recharge Reduction IO: Level 50
(46) Recharge Reduction IO: Level 50
Level 24: Cinders
(A) Unbreakable Constraint - Chance for Smashing Damage: Level 50
(25) Unbreakable Constraint - Hold/Recharge: Level 50
(25) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
(27) Unbreakable Constraint - Accuracy/Recharge: Level 50
(27) Unbreakable Constraint - Endurance/Hold: Level 50
Level 26: Boxing
(A) Kinetic Combat - Accuracy/Damage: Level 35
(31) Kinetic Combat - Damage/Endurance: Level 35
(34) Kinetic Combat - Damage/Recharge: Level 35
(34) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 28: Tough
(A) Steadfast Protection - Resistance/+Def 3%: Level 30
(29) Steadfast Protection - Knockback Protection: Level 30
(39) Reactive Armor - Endurance/Recharge: Level 40
(39) Reactive Armor - Endurance: Level 40
(43) Reactive Armor - Resistance: Level 40
(50) Reactive Armor - Resistance/Endurance: Level 40
Level 30: Weave
(A) Luck of the Gambler - Recharge Speed: Level 50
(31) Red Fortune - Defense/Endurance: Level 50
(39) Red Fortune - Endurance: Level 50
(40) Red Fortune - Defense: Level 50
(40) Red Fortune - Defense/Endurance/Recharge: Level 50
(40) Red Fortune - Endurance/Recharge: Level 50
Level 32: Fire Imps
(A) Call to Arms - Accuracy/Recharge: Level 30
(33) Call to Arms - Accuracy/Damage: Level 30
(33) Call to Arms - Damage/Endurance: Level 30
(33) Call to Arms - Accuracy/Damage/Recharge: Level 30
(34) Call to Arms - Endurance/Damage/Recharge: Level 30
Level 35: Transference
(A) Efficacy Adaptor - EndMod: Level 50
(36) Efficacy Adaptor - EndMod/Recharge: Level 50
(36) Efficacy Adaptor - EndMod/Accuracy/Recharge: Level 50
(36) Efficacy Adaptor - Accuracy/Recharge: Level 50
(37) Efficacy Adaptor - EndMod/Accuracy: Level 50
(37) Efficacy Adaptor - EndMod/Endurance: Level 50
Level 38: Fulcrum Shift
(A) Recharge Reduction IO: Level 50
Level 41: Fissure
(A) Force Feedback - Chance for +Recharge: Level 50
(42) Absolute Amazement - Chance for ToHit Debuff: Level 50
(42) Absolute Amazement - Stun/Recharge: Level 50
(42) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
(43) Absolute Amazement - Accuracy/Recharge: Level 50
(43) Absolute Amazement - Endurance/Stun: Level 50
Level 44: Seismic Smash
(A) Kinetic Combat - Accuracy/Damage: Level 35
(45) Kinetic Combat - Damage/Endurance: Level 35
(45) Kinetic Combat - Damage/Recharge: Level 35
(45) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 47: Rock Armor
(A) Luck of the Gambler - Recharge Speed: Level 50
(48) Luck of the Gambler - Defense: Level 50
(48) Luck of the Gambler - Defense/Endurance: Level 50
(48) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
Level 49: Earth's Embrace
(A) Recharge Reduction IO: Level 50
(50) Recharge Reduction IO: Level 50
(50) Recharge Reduction IO: Level 50
------------
Level 1: Brawl
(A) Empty
Level 1: Sprint
(A) Empty
Level 2: Rest
(A) Empty
Level 1: Containment
------------
Set Bonus Totals:
6.5% DamageBuff(Smashing)
6.5% DamageBuff(Lethal)
6.5% DamageBuff(Fire)
6.5% DamageBuff(Cold)
6.5% DamageBuff(Energy)
6.5% DamageBuff(Negative)
6.5% DamageBuff(Toxic)
6.5% DamageBuff(Psionic)
14.3% Defense(Smashing)
14.3% Defense(Lethal)
3% Defense(Fire)
3% Defense(Cold)
6.75% Defense(Energy)
6.75% Defense(Negative)
3% Defense(Psionic)
8.63% Defense(Melee)
4.88% Defense(Ranged)
3% Defense(AoE)
2.25% Max End
3% Enhancement(Stun)
77.5% Enhancement(RechargeTime)
48% Enhancement(Accuracy)
3% Enhancement(Immobilize)
5% Enhancement(Heal)
106.8 HP (10.5%) HitPoints
Knockback (Mag -8)
Knockup (Mag -8)
MezResist(Immobilize) 11%
22% (0.37 End/sec) Recovery
20% (0.85 HP/sec) Regeneration
1.89% Resistance(Smashing)
1.89% Resistance(Lethal)
7.56% Resistance(Fire)
7.56% Resistance(Cold)
1.88% Resistance(Negative)
------------
Set Bonuses:
Basilisk's Gaze
(Char)
2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
2% (0.03 End/sec) Recovery
7.5% Enhancement(RechargeTime)
Touch of the Nictus
(Transfusion)
19.1 HP (1.88%) HitPoints
9% Enhancement(Accuracy)
5% Enhancement(Heal)
2.25% Max End
Gravitational Anchor
(Fire Cages)
4% (0.07 End/sec) Recovery
Enfeebled Operation
(Fire Cages)
3% Enhancement(Immobilize)
1.88% Resistance(Negative)
2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
Luck of the Gambler
(Combat Jumping)
7.5% Enhancement(RechargeTime)
Red Fortune
(Combat Jumping)
MezResist(Immobilize) 2.2%
1.26% Resistance(Fire,Cold)
2% DamageBuff(All)
5% Enhancement(RechargeTime)
Stupefy
(Flashfire)
2.5% (0.04 End/sec) Recovery
19.1 HP (1.88%) HitPoints
3% Enhancement(Stun)
6.25% Enhancement(RechargeTime)
Blessing of the Zephyr
(Super Jump)
Knockback Protection (Mag -4)
Unbreakable Constraint
(Cinders)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Kinetic Combat
(Boxing)
MezResist(Immobilize) 2.75%
15.3 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Steadfast Protection
(Tough)
1.5% (0.03 End/sec) Recovery
3% Defense(All)
Knockback Protection (Mag -4)
Reactive Armor
(Tough)
MezResist(Immobilize) 1.1%
1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Luck of the Gambler
(Weave)
7.5% Enhancement(RechargeTime)
Red Fortune
(Weave)
MezResist(Immobilize) 2.2%
1.26% Resistance(Fire,Cold)
2% DamageBuff(All)
5% Enhancement(RechargeTime)
Call to Arms
(Fire Imps)
2.5% (0.04 End/sec) Recovery
15.3 HP (1.5%) HitPoints
6.25% Enhancement(RechargeTime)
1.89% Resistance(Smashing,Lethal)
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)
Absolute Amazement
(Fissure)
4% (0.07 End/sec) Recovery
2.52% Resistance(Fire,Cold)
15% Enhancement(Accuracy)
10% Enhancement(RechargeTime)
Kinetic Combat
(Seismic Smash)
MezResist(Immobilize) 2.75%
15.3 HP (1.5%) HitPoints
3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Luck of the Gambler
(Rock Armor)
10% (0.42 HP/sec) Regeneration
11.4 HP (1.13%) HitPoints
9% Enhancement(Accuracy)
7.5% Enhancement(RechargeTime)
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Oh please, a fire/kin can still be "good" and buff their teammates. It's not that hard and doesn't take that much time out of that "good fire/kin-ing".
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
Oh please, a fire/kin can still be "good" and buff their teammates. It's not that hard and doesn't take that much time out of that "good fire/kin-ing".
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I don't have either SB or ID on my fire/kin so I really don't care lol. If I want to be the teams buffbot, I'll play my plant/kin.
Oh please, a fire/kin can still be "good" and buff their teammates. It's not that hard and doesn't take that much time out of that "good fire/kin-ing".
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I've also seen smash/lethal capped farming builds skip both of their AoE Controls (flashfire, cinders). You can get away with that against the patsies you face on most farms; it's quite a different thing when you're facing Arachnos on a full team of eight. I've seen more than one farmer bite the dust against a group of Arachnos, not realizing that Fire Tarantulas do more than smash/lethal damage, Night Widows can't be easily mezzed and Banes can do a lot of damage very quickly. You can't just wander in the middle of them, spam fire cages and assume that your defenses will save you before you can hit fulcrum and your AoE epic power.
It's a lot about adjusting play styles, and farming tends to produce some bad habits that isn't compatible with team play. I'd even argue that a farm build actually promotes this type of play since it's what you would do to leverage the most out of hotfeet, fulcrum and your AoE epic.
Further, a kin that doesn't have sb (most farm builds don't) doesn't have one of their most effective buffs. I'm not going into the "I don't want to be buff bot" argument here, but there's no doubt that the recharge, movement and end recovery buff that it provides is extremely strong.
Best slotting for hotfeet is the following assuming you have some decent global Acc bonuses....
Level 8: Hot Feet
(A) Eradication - Chance for Energy Damage: Level 30
(9) Impeded Swiftness - Chance of Damage(Smashing): Level 30
(9) Obliteration - Chance for Smashing Damage: Level 50
(11) Armageddon - Chance for Fire Damage: Level 50
(11) Scirocco's Dervish - Chance of Damage(Lethal): Level 50