Fire/Kin Opinions please


Fury Flechette

 

Posted

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


 

Posted

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

 

Posted

And IMO, get rid of fly or change your Epic power pool. Fissure and fly just doesnt work.


 

Posted

Quote:
Originally Posted by War_Admiral View Post
And IMO, get rid of fly or change your Epic power pool. Fissure and fly just doesnt work.
Fly is simply a travel power. For fights and all other purposes it will be Siphon Speed that gets me around.


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
Fly is simply a travel power. For fights and all other purposes it will be Siphon Speed that gets me around.
lol...that will get annoying fast.


 

Posted

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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Posted

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

 

Posted

Quote:
Originally Posted by MentalMaden View Post
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".
Maybe so...I dunno.

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.


 

Posted

Quote:
Originally Posted by MentalMaden View Post
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".
Pretty much agree with this. I've spoken out many times on the opinion that farm builds should stay on the farms. It's not that they can't be good on team, it's that there are more optimal builds.

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.