Fire/Kin Build (Needs work)


Donna_

 

Posted

Started with a basic build, changed a few things to my liking, and probably made it too expensive. Looking to make it a farmer, but I also believe siphon speed should be double-stacked as a travel ability. It hits speed cap at two shots. Also believe that dropping a few points of resistance to increase regen and recovery alot is better for survival. A bigger, faster tick is better than taking 6% less damage.

Maybe I have no clue.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

J Builder: 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 -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(3), NrncSD-Acc/EndRdx(3), NrncSD-Hold/Rng(19), NrncSD-Acc/Hold/Rchg(19), NrncSD-Dam%(46)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Acc/EndRdx/Rchg(23)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Immob/Rng(25), Enf'dOp-Acc/Immob/Rchg(37), Enf'dOp-Acc/Immob(40)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Combat Jumping -- Jump-I(A)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Acc/EndRdx(9), M'Strk-Acc/Dmg/EndRdx(11), M'Strk-Dmg/EndRdx/Rchg(11)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(17), RechRdx-I(33)
Level 12: Flashfire -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(13), RzDz-Acc/EndRdx(13), RzDz-Stun/Rng(15), RzDz-Acc/Stun/Rchg(15), Rope-Acc/Stun/Rchg(17)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(21), Numna-Heal(27), Numna-Regen/Rcvry+(40)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 24: Cinders -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(25), NrncSD-Acc/EndRdx(34), NrncSD-Hold/Rng(34), NrncSD-Acc/Hold/Rchg(43), NrncSD-Dam%(46)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam(29), RctvArm-EndRdx(34)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(40)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(50), BldM'dt-Acc/Dmg(50)
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(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), RechRdx-I(43)
Level 44: Rock Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(46)
Level 47: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(48), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 49: Acrobatics -- EndRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run



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Posted

Not a bad cheap build. I made some adjustments. I lost some recharge but I've soft capped the build to smash/lethal. Regen isn't as important as you think since you can heal. I also swapped out acrobatics for earth's embrace, which is far better to have than good native regen. In it's place, I put a karma -kb into combat jumping. IMO, good recovery is far more important, and you want that as high as possible.

The only thing I hate about inexpensive fire/kin/stone with the fighting pool is its mediocre to lousy accuracy. But that's the price you pay for being soft capped. It's why purples, and their accuracy bonuses, make such a huge difference in these types of builds.

Adjusted build below:

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
J Builder: 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 -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(3), NrncSD-Acc/EndRdx(3), NrncSD-Hold/Rng(19), NrncSD-Acc/Hold/Rchg(19), NrncSD-Dam%(46)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Acc/EndRdx/Rchg(23)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Immob/Rng(25), Enf'dOp-Acc/Immob/Rchg(37), Enf'dOp-Acc/Immob(40)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Combat Jumping -- Krma-ResKB(A), DefBuff-I(21), DefBuff-I(27)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Acc/EndRdx(9), M'Strk-Acc/Dmg/EndRdx(11), M'Strk-Dmg/EndRdx/Rchg(11), M'Strk-Dmg/Rchg(50)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(17), RechRdx-I(33)
Level 12: Flashfire -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(13), RzDz-Acc/EndRdx(13), RzDz-Stun/Rng(15), RzDz-Acc/Stun/Rchg(15), Rope-Acc/Stun/Rchg(17)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(40)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 24: Cinders -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(25), NrncSD-Acc/EndRdx(34), NrncSD-Hold/Rng(34), NrncSD-Acc/Hold/Rchg(43), NrncSD-Dam%(46)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam(29), RctvArm-EndRdx(34)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(40)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(50)
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(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), RechRdx-I(43)
Level 44: Rock Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(46)
Level 47: Seismic Smash -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(48), S'ngH'mkr-Dmg/Rchg(48), S'ngH'mkr-Dmg/EndRdx/Rchg(48), C'ngImp-Acc/Dmg(50)
Level 49: Earth's Embrace -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 0: Ninja Run

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Posted

The majority of Fire/Kin farmers will use the Fire epic and not the earth epic.

Personally I think the earth epic is awesome, but Fissures AoE is tiny! so I tend to avoid it.

With the fire epic you get a bigger AoE and a thematic fit.


Quote:
Originally Posted by VoodooGirl View Post
[*]Watching out for the Spinning Disco Portal of D00M!*

 

Posted

Quote:
Originally Posted by Mega_Jamie View Post
The majority of Fire/Kin farmers will use the Fire epic and not the earth epic.
Earth epic has been the de facto standard for farming builds for quite some time. You're out of touch. Fire used to be the most popular because it's the best choice when you have just SOs, and because it gives you an AoE with your first epic pool power choice. IOs changed everything.


 

Posted

Quote:
Originally Posted by Fury Flechette View Post
Earth epic has been the de facto standard for farming builds for quite some time. You're out of touch. Fire used to be the most popular because it's the best choice when you have just SOs, and because it gives you an AoE with your first epic pool power choice. IOs changed everything.
To elaborate, this is because Fissure can take Force Feedback +recharge proc which is almost guaranteed to fire in a farm-sized spawn. More importantly though, is Stone Armor granting smashing/lethal defense. With the Stone Epic and IOs you can easily softcap your smashing/lethal defense, vastly reducing the incoming damage.

If you're softcapped to s/l on a Fire/Kin you don't even need to bother using Flashfires, you can just zoom in and do your thing. Earth's Embrace caps your hp and you can use Transfusion for the rare hits that get in.


Support Guides for all Corruptor secondaries and Fortunatas
The Melee Teaming Guide for Melee Mans

 

Posted

Quote:
Originally Posted by Mega_Jamie View Post
The majority of Fire/Kin farmers will use the Fire epic and not the earth epic.

Personally I think the earth epic is awesome, but Fissures AoE is tiny! so I tend to avoid it.

With the fire epic you get a bigger AoE and a thematic fit.
Earth epic is a safe bet, it's more run in and hope your defenses will compensate for any mistakes, However if you do get hit or stunned you can kiss your rock encrusted @ss goodbye.

If you like Fire epic you can easily get to about 30% ranged defense and start your assault with smoke for -to hit, (this also stacks from same caster), this will still grant you about 65% res to S/L along with tough.. your attack chain would be, Smoke, Flashfire, Cages and then run in.

It's personal preference tbh, I use Fire epic on Kawaiii. I just much prefer it to Rock for the damage and the theme, my build is not got any defense on it, but then it's not needed with my style of farming.


Consciousness: that annoying time between naps.

 

Posted

I looked through and found 2.2 def to smashing/lethal to be minmaxing behaviour. I'm sure that at some point having 50% extra regen will save my *** something pure more than 2.2 more miss, not to mention the other barely increased numbers in recovery and recharge being that little bit more chance to avoid "**** happens".
I also moved the damage/recharge in Hot Feet over to a resist aura on the pets. Negligable, but it could once again make that difference, and Hot Feet damage was heavily softcapped.
Why did you put Smashing Haymaker into Seismic Smash? Please don't say you gimped the rech and accuracy of a big damage ability just so you could have that inching small bit of defense tacked on. Minmaxing is only effective if you're getting those last few bits close to perfection.
Also popped the +def from steadfast protection into tough. It doesn't need the recharge.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Builder J: 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 -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(3), NrncSD-Acc/EndRdx(3), NrncSD-Hold/Rng(19), NrncSD-Acc/Hold/Rchg(21), NrncSD-Dam%(46)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Acc/EndRdx/Rchg(25)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Immob/Rng(25), Enf'dOp-Acc/Immob/Rchg(40), Enf'dOp-Acc/Immob(40)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Combat Jumping -- Krma-ResKB(A)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Acc/EndRdx(9), M'Strk-Acc/Dmg/EndRdx(11), M'Strk-Dmg/EndRdx/Rchg(11)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(13), RechRdx-I(13)
Level 12: Flashfire -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(15), RzDz-Acc/EndRdx(15), RzDz-Stun/Rng(17), RzDz-Acc/Stun/Rchg(17), Rope-Acc/Stun/Rchg(19)
Level 14: Super Jump -- Jump-I(A)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(27), Numna-Regen/Rcvry+(27), Numna-Heal(43)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23)
Level 24: Cinders -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(33), NrncSD-Acc/EndRdx(34), NrncSD-Hold/Rng(34), NrncSD-Acc/Hold/Rchg(50), NrncSD-Dam%(50)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(29), RctvArm-EndRdx(29), RctvArm-ResDam(34)
Level 30: Weave -- RedFtn-Def/Rchg(A), RedFtn-Def/EndRdx(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(46)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-+Res(Pets)(40)
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(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), RechRdx-I(43)
Level 44: Rock Armor -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(45), RedFtn-Def/EndRdx/Rchg(46)
Level 47: Seismic Smash -- C'ngImp-Dmg/EndRdx(A), C'ngImp-Acc/Dmg/EndRdx(48), C'ngImp-Acc/Dmg(48), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Dmg/EndRdx/Rchg(50)
Level 49: Earth's Embrace -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run



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Posted

Quote:
Originally Posted by EyeSlit View Post
I looked through and found 2.2 def to smashing/lethal to be minmaxing behaviour. I'm sure that at some point having 50% extra regen will save my *** something pure more than 2.2 more miss, not to mention the other barely increased numbers in recovery and recharge being that little bit more chance to avoid "**** happens".
I also moved the damage/recharge in Hot Feet over to a resist aura on the pets. Negligable, but it could once again make that difference, and Hot Feet damage was heavily softcapped.
Why did you put Smashing Haymaker into Seismic Smash? Please don't say you gimped the rech and accuracy of a big damage ability just so you could have that inching small bit of defense tacked on. Minmaxing is only effective if you're getting those last few bits close to perfection.
Also popped the +def from steadfast protection into tough. It doesn't need the recharge.
You have no idea how much of a big difference there is from 43% and 45% defense. Sure it's min maxing but that will make a far more significant difference in your survivability than native regen.

I'd much rather have the capped defense than the other things you mention. I say this as a player with hundreds of hours playing a fire/kin in a variety of different configurations. I'm well aware of the trade offs and what powers need accuracy, recharge, etc.

I'm sure you're thinking that because seismic smash has less recharge, it's up less, and therefore the character is less effective. However, you'll find that with capped defenses, your style of play will change. Flashfire becomes less important, fire cages more so. You can literally kill mobs with fulcrum + fire cages and hot feet alone.

It's your character and ultimately you have to decide what's best for it. I did what I could in the limits of your budget. My fire/kin doesn't have the budget limitations you have and therefore doesn't have to compromise on recharge/accuracy on stuff like seismic smash. But if I needed to make such choices, such decisions are reflected in the build I posted.


 

Posted

Quote:
Originally Posted by Fury Flechette View Post
Earth epic has been the de facto standard for farming builds for quite some time. You're out of touch. Fire used to be the most popular because it's the best choice when you have just SOs, and because it gives you an AoE with your first epic pool power choice. IOs changed everything.
No your on to me! living in a cave not playing CoH for several months has affected me

Seriously even with the smaller radius? interesting, not that I have a fire/kin to benefit from this knowledge. I always found the Earth Epic to be a let down when I took it for thematic reasons due to the smaller radius, as such only my Earth troller at 50 has it, while otehrs that would have went for something else.


Quote:
Originally Posted by VoodooGirl View Post
[*]Watching out for the Spinning Disco Portal of D00M!*

 

Posted

Quote:
Originally Posted by Fury Flechette View Post
You have no idea how much of a big difference there is from 43% and 45% defense. Sure it's min maxing but that will make a far more significant difference in your survivability than native regen.

I'd much rather have the capped defense than the other things you mention. I say this as a player with hundreds of hours playing a fire/kin in a variety of different configurations. I'm well aware of the trade offs and what powers need accuracy, recharge, etc.

I'm sure you're thinking that because seismic smash has less recharge, it's up less, and therefore the character is less effective. However, you'll find that with capped defenses, your style of play will change. Flashfire becomes less important, fire cages more so. You can literally kill mobs with fulcrum + fire cages and hot feet alone.

It's your character and ultimately you have to decide what's best for it. I did what I could in the limits of your budget. My fire/kin doesn't have the budget limitations you have and therefore doesn't have to compromise on recharge/accuracy on stuff like seismic smash. But if I needed to make such choices, such decisions are reflected in the build I posted.
I can understand, though I'd also like to pose another question:
would it be better to have that defense from combat jumping, or greater hp increase from Earth's embrace? You can get 25% more heal from the initial burst and 12.6% more hp using Miracle. Not sure if that would be more helpful or not, but it would be a nice ***-saving move... Assuming you have less than 3 seconds to live, or you're not in range of a transfusion. *shrug* It's a stretch and I like brainstorming/learning.

EDIT: I just researched the attack mechanics. You could have just told me that the base hit was 50% on players, not 100%. It's not minmaxing when you're that close to perfect miss. My thoughts were:

100 - 43 = 57% hit
100 - 45 = 55% hit. Pointless.

New thoughts now:
50 - 43 = 7% hit.
50 - 45 = 5% hit. Huge difference.


 

Posted

Quote:
Originally Posted by Silas View Post
lol

This made my afternoon.
?? Your welcome ??


Consciousness: that annoying time between naps.