Fire/Kin Build - Rate and advice please!
First imo Char is underslotted atleast 5 slots 4 if you wanna franken slot, SB is over slotted imo just 1 End Mod is sufficiant by the lvl u can get acess to it everyone should be well on thier way to being able to manage thier own end. The Glads armor looks nice in concept but once u see the price of it on the market youll cry for weeks so i would change that out to something else. Cinders is way over slotted most use it as a set mule and others skip it entierly. I would drop it to 4 slots move a slot to char and trow in 4 pieces of the cheapest Bassilisks set you can get ahold of.
With all that said here is what i would do going backwards treu your selections(starting at 50 workin to 1).
1-I would move the empty slot from Super Jump over to char
2-Remove the resist in Fire shield and place another slot in CJ with a Def/End LotG
3-Remove the last Rech from Fireball and stick the slot into Weave for the 5% rech bonus from Red Fortune.
4-Remove the End Mod from FS and move the slot to Char.
5-Fully slot out the Efficency Adaptor set in Transferance.
6-Either change out the Soulbound Alliegance set for another set or 5 slot it and remove a dmg IO,Move the slot to Stamina(more on this further down).
7-Change both slots in Tought to an impervian Armor set for the Recov bonus.
8-Stamina i would 4 slot with Performance Shifter set(+end Proc for more end recov)
9-Health is a bit overslotted imo either move 2 slots out of it and put em somewhere else or just use 1 Regular Health IO and change the other 2 to a Miricle and a Numina's Procs.
10-i would remove a slot from cinders and move it to char and change the set to a basilisks for the 7.5% rech
11-The last Rech in Flashfire is going to waste i would change it to a Posi's Blast Chance for Dmg(just for a bit more push on the dmg if you decide to keep the slot thier).
12-Change the set in Siphon Speed to Paceing of the turtle for higher %'s
13-i would move slots from Transfusion and Fire Cages to Siphon power and put in an Acc and a Rech thier.
14-Transfusion i would slot with a Touch of the Nictus set
15-Char i would slot with an Apoc set after u sell off that Unbreakable constraint set 5 slots for the Apoc set and then a Lockdown +2 Mag Hold for bosses/EB's/AV's.
All in all the way its laid out i would say it was just trow together with no real goal on bonuses and some of the lots look like you havent played the set enuff to know how each power reacts with others and with only 3 slots in char its way underslotted(specially since i use char as my main dmg attack) as for the rest i would suggest if your goin to drop the kinda infl your lookin at i would go for a complete respec and shoot for either High Rech or high Def to S/L.
Thanks for the advice, i've already got the Glads Armor in place - All these I have on my current build except the two purple sets SA and Amaze.
I don't really use Char much, but i'll move some slots round.
Thanks again for the advice
It's not the worst build I've seen, and this forum has had it's share of really bad builds. However, it's nowhere close to being a good build.
I'm not going to go over your build with as much detail as Retilian, but I'll point out some major mistakes.
1. EDIT: Advice redacted to a point. Build could still use better accuracy/recharge with siphon speed to stack with hasten. However, I missed hasten in my earlier build analysis.
2. You don't understand ED (Enhancement Diversification). Sure, you can match invention sets, but you don't understand how maxing out enhancements values past 95% start leading to diminishing returns and hence lower yields for every enhancement you slot for that attribute. If you understood this, you wouldn't slot fire imps the way you have it (needlessly overslotting damage) and would have grabbed the proc for the purple sets you have.
3. Transfusion needs accuracy. In fact, *all* your Kinetic powers should have good accuracy slotting.
I think your build is overly expensive for the subpar performance it will probably deliver. You'd honestly would be better off just copying one of the gazillion fire/kin builds in this forum (or in your words, the "fire/kin build for everyone") or better yet start learning how this combination actually works.
Huh? I've got hasten :/.
I do understand ED, but not fully. The only reason I slotted the extra DMG was because it offered a small % in return and that's all I wanted, but i'm changing that for something else now .
I don't get it when people say to slot Char for damage. At low levels, maybe. But at high levels, if I'm facing a single target my Imps will make short work of it, and if I'm facing multiple targets, I'll have AoEs to throw around. I slot char for control, because if I'm using it, it means there's something I want to lock down, and I want it to *stay* locked down.
Not much point in putting recharge reduction in Combat Jumping and Tough, since such things don't detoggle when mezzed anymore. Combat Jumping doesn't need EndRed either, it's super-cheap as is. If you really want that regen bonus in Combat Jumping, I'd at least replace the EndRed/Rech with Defense. But I'm not sure it's really worth it. Weave's also an example of "doesn't need recharge", but there you're going for a set bonus. Might as well get the 5-bonus of red fortune if you're going to have the fifth slot at all though.
I also don't see much need for the EndRed in Super Speed, since that's a power that shouldn't normally be on while you're in combat, and out of combat it doesn't cost enough to matter.
Why slot Siphon Speed for slow? This isn't a power I use with the desire to slow things. I use it for the recharge bonus and the fast unsuppressed movement during combat. I'd recommend just using common accuracy and recharge IOs.
Siphon Power is rather underwhelming once you've got FS. I'd put a common accuracy in here, but that ought to be enough.
You may want to consider the Soulbound Allegiance Chance for Build Up. I've heard it can be a pretty impressive boost, since your pets get the chance every time they attack.
-Morgan.
I don't get it when people say to slot Char for damage. At low levels, maybe. But at high levels, if I'm facing a single target my Imps will make short work of it, and if I'm facing multiple targets, I'll have AoEs to throw around. I slot char for control, because if I'm using it, it means there's something I want to lock down, and I want it to *stay* locked down.
Not much point in putting recharge reduction in Combat Jumping and Tough, since such things don't detoggle when mezzed anymore. Combat Jumping doesn't need EndRed either, it's super-cheap as is. If you really want that regen bonus in Combat Jumping, I'd at least replace the EndRed/Rech with Defense. But I'm not sure it's really worth it. Weave's also an example of "doesn't need recharge", but there you're going for a set bonus. Might as well get the 5-bonus of red fortune if you're going to have the fifth slot at all though. I also don't see much need for the EndRed in Super Speed, since that's a power that shouldn't normally be on while you're in combat, and out of combat it doesn't cost enough to matter. Why slot Siphon Speed for slow? This isn't a power I use with the desire to slow things. I use it for the recharge bonus and the fast unsuppressed movement during combat. I'd recommend just using common accuracy and recharge IOs. Siphon Power is rather underwhelming once you've got FS. I'd put a common accuracy in here, but that ought to be enough. You may want to consider the Soulbound Allegiance Chance for Build Up. I've heard it can be a pretty impressive boost, since your pets get the chance every time they attack. -Morgan. |
As for the rech in Tought Weave CJ and others the others its for set bonuses since thats what i aim for and some of those sets offer End bonuses and End recov so they have thier purpose even though they dont really do much.Siphon Speed slot you could go 2 Acc 1 End or you could aim for set bonuses that will help ya in the long run. As for his slotting of FS ya its a lil heavy on Rech but he doesnt have perma hasten so thats why its slotted 3 Rech 2 Acc.
Yes Siphon Power looks underwhelming compared to FS but against a single target itll give ya more of a boost then a single FS will only downside to Sihpon Power is it only can stack 3 times before the first wears off.
Now as for your Soulbound idea, ya it sounds good in theory but thiers also the cool down time and imps attack so fast that if it goes off while in cool down it doesnt work and just resets the cool down time. So you get 1-2 attacks that are BUed and then you gotta have the imps stand back for 10 seconds to let the cool down wear off so they can get the effect again. IMO thats a waste of a slot since imps do poor dmg compared to HotFeet and throw in Fireball and all but a boss and mabey an LT are dead. Heck on my F/K/Stone i use my imps as more of a diversion to take some of the heat off me while i set up FS/HotFeet/Fissure and then Seismic Smash the last 2 bosses that remain and mabey trow in a transferance every 2nd mob. So in Theory it sounds good or u can 5 slot em with everything but the proc and place a slot else where for either more rech or more dmg.
Thanks for the advice guys, it's all helping.
And yeah the End Red etc is just to complete a set bonus.
As for the rech in Tought Weave CJ and others the others its for set bonuses since thats what i aim for and some of those sets offer End bonuses and End recov so they have thier purpose even though they dont really do much.
|
-Morgan.
Fair enough, but most of the ones I mentioned weren't giving a set bonus. (Exception being the end/rech in CJ. But at least a Defense in there will give a mildly useful boost to the power.) And replacing the LotG Def/Rech with the Red Fortune one adds a useful set bonus.
-Morgan. |
That would be quite understandable, except the enhancement used in the posted build is the defense/recharge, not the one that provides global recharge. (Which would appear in the forum export as "Luck of the Gambler - Recharge Speed".)
It is entirely possible that the op actually *does* have that one, and just put the wrong thing into Mids. In which case I'd still suggest replacing the LotG end/rech with a defense, but other than that I'd see nothing especially wrong with the slotting on those powers. (Indeed, the build as posted is pretty close to perma-hasten if the two def/rech are replaced with two def/recharge bonuses.)
-Morgan.
Hey,
That LoTG is Defense/Increased Global Recharge Speed. But mids just says Defense/Rech! :/
Oh and as for some of the things not being sets, that was because I had loads left over and the build was temporary. I've now replaced them all with sets !
Do you have your heart set on Fire Mastery? I have found Psi Mastery so much more fun and it comes with Mez protection. I found fighting Council and BM sucked sometimes because I would get mezzed.
Your character does not have capped defense. Depending on your AT the cap is between 175% - 225%. Your defense is not teal in the combat window, it can go higher. STOP SAYING IT IS CAPPED! The correct term is Soft Cap.
I enjoy playing in Mids. I specialize in Melee Characters, other AT's usually bore me.
Well, Fire Ball is one of my most important powers, so if there's something in the Psi mastery that can match that, i'm fine with it!
Psionic Tornado? Lower damage, but faster recharge, and it gives you something better for fire-resistant enemies. The cast time is apparently much longer though.
-Morgan.
If you are using that for farming - stone is the way to go -
heres the build I run on live and have been for a while now without any changes.
Softcap and good recharge.
Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char
- (A) Basilisk's Gaze - Accuracy/Hold
- (7) Basilisk's Gaze - Accuracy/Recharge
- (40) Basilisk's Gaze - Endurance/Recharge/Hold
- (40) Basilisk's Gaze - Recharge/Hold
- (A) Theft of Essence - Healing/Recharge
- (43) Theft of Essence - Accuracy/Endurance/Healing
- (45) Theft of Essence - Accuracy/Healing
- (46) Theft of Essence - Accuracy/Endurance/Recharge
- (46) Theft of Essence - Chance for +Endurance
- (A) Trap of the Hunter - Chance of Damage(Lethal)
- (3) Positron's Blast - Chance of Damage(Energy)
- (3) Gravitational Anchor - Chance for Hold
- (5) Trap of the Hunter - Immobilize/Accuracy
- (5) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (7) Trap of the Hunter - Accuracy/Endurance
- (A) Enfeebled Operation - Accuracy/Recharge
- (15) Enfeebled Operation - Endurance/Immobilize
- (46) Enfeebled Operation - Accuracy/Endurance
- (50) Enfeebled Operation - Immobilize/Range
- (50) Enfeebled Operation - Accuracy/Immobilize
- (50) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (A) Jumping IO
- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
- (9) Recharge Reduction IO
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (11) Accuracy IO
- (40) Accuracy IO
- (A) Armageddon - Chance for Fire Damage
- (13) Obliteration - Chance for Smashing Damage
- (13) Eradication - Chance for Energy Damage
- (15) Scirocco's Dervish - Chance of Damage(Lethal)
- (34) Impeded Swiftness - Chance of Damage(Smashing)
- (37) Endurance Reduction IO
- (A) Miracle - +Recovery
- (A) Kinetic Combat - Accuracy/Damage
- (17) Kinetic Combat - Damage/Endurance
- (17) Kinetic Combat - Damage/Endurance/Recharge
- (34) Kinetic Combat - Damage/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (19) Reactive Armor - Resistance/Recharge
- (19) Reactive Armor - Resistance/Endurance/Recharge
- (29) Reactive Armor - Resistance
- (A) Performance Shifter - Chance for +End
- (21) Performance Shifter - EndMod
- (21) Endurance Modification IO
- (A) Luck of the Gambler - Recharge Speed
- (23) HamiO:Cytoskeleton Exposure
- (23) HamiO:Cytoskeleton Exposure
- (A) Luck of the Gambler - Recharge Speed
- (25) HamiO:Cytoskeleton Exposure
- (25) HamiO:Cytoskeleton Exposure
- (A) Rectified Reticle - To Hit Buff
- (27) Rectified Reticle - To Hit Buff/Recharge
- (27) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (29) Karma - Knockback Protection
- (A) Absolute Amazement - Endurance/Stun
- (31) Absolute Amazement - Stun
- (31) Absolute Amazement - Accuracy/Recharge
- (31) Absolute Amazement - Stun/Recharge
- (34) Absolute Amazement - Accuracy/Stun/Recharge
- (A) Expedient Reinforcement - Accuracy/Recharge
- (33) Expedient Reinforcement - Accuracy/Damage
- (33) Expedient Reinforcement - Accuracy/Damage/Recharge
- (33) Expedient Reinforcement - Damage/Endurance
- (A) Efficacy Adaptor - EndMod
- (36) Efficacy Adaptor - EndMod/Recharge
- (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (36) Efficacy Adaptor - Accuracy/Recharge
- (37) Efficacy Adaptor - EndMod/Endurance
- (37) Efficacy Adaptor - EndMod/Accuracy
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Accuracy IO
- (39) Accuracy IO
- (A) Force Feedback - Chance for +Recharge
- (42) Ragnarok - Damage
- (42) Ragnarok - Damage/Recharge
- (42) Ragnarok - Accuracy/Damage/Recharge
- (43) Ragnarok - Accuracy/Recharge
- (43) Ragnarok - Damage/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (45) HamiO:Cytoskeleton Exposure
- (45) HamiO:Cytoskeleton Exposure
- (A) Kinetic Combat - Accuracy/Damage
- (48) Kinetic Combat - Damage/Endurance
- (48) Kinetic Combat - Damage/Endurance/Recharge
- (48) Kinetic Combat - Damage/Recharge
- (A) Recharge Reduction IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
Level 4: Ninja Run
------------
Set Bonus Totals:
- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 14.7% Defense(Smashing)
- 14.7% Defense(Lethal)
- 3.75% Defense(Energy)
- 3.75% Defense(Negative)
- 9.69% Defense(Melee)
- 1.88% Defense(Ranged)
- 1.8% Max End
- 39% Enhancement(Accuracy)
- 8% Enhancement(Immobilize)
- 5% Enhancement(Heal)
- 72.5% Enhancement(RechargeTime)
- 5% FlySpeed
- 61 HP (6%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 9.1%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 11.5% (0.19 End/sec) Recovery
- 20% (0.85 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 1.88% Resistance(Negative)
- 5% RunSpeed
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Hey, yeah actually I have Psi Tornado on my Mind/Storm troller, doesn't do much damage and it does take a little longer to cast.
I dont use it for farming but i'll check stone out anyway!
Thanks
I Tweaked Perma's build cuse im a stickler for perma hasten without Siphon speed on. its pretty close to my current build but i got a bit more recharge in place of less Def to S/L but still decent. This 1 has Perma hasten and Soft capped Def to S/L so itll run over BM and anything else that uses S/L as an attack. No SB thought so you might be disliked by some but itll achieve things that most controllers that arent IOed out the gills wish they could do.
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this is a fire/kin/psi build i am thinking of making because i need a build that can not get stunned all the time and is fast pls help me out with wat u think and how i can change it ty. ( PS: flashfire and Cinders slow u down) I farm warrior mostly and sometimes do council farm.
+----------------------------------------------------------------
+ Built with SuckerPunch's Online Planner v5.0
+ http://planner.cohtitan.com/planner
+----------------------------------------------------------------
Archetype: Controller
Primary: Fire Control
Secondary: Kinetics
+----------------------------------------------------------------
01: Ring of Fire => Accuracy(1)
01: Transfusion => Touch_of_the_Nictus(1), Touch_of_the_Nictus(3), Touch_of_the_Nictus(3), Touch_of_the_Nictus(5), Touch_of_the_Nictus(5)
02: Char => Accuracy(2)
04: Fire Cages => Gravitational_Anchor(4), Gravitational_Anchor(43)
06: Hasten => Recharge(6), Recharge(7), Recharge(7)
08: Hot Feet => Obliteration(8), Obliteration(9), Obliteration(9), Obliteration(13), Obliteration(13), Obliteration(15)
10: Siphon Speed => Recharge(10), Recharge(11), Recharge(11)
12: Hurdle => Jump(12)
14: Super Speed => Blessing_of_the_Zephyr(14), Blessing_of_the_Zephyr(15)
16: Health => Doctored_Wounds(16), Doctored_Wounds(17), Doctored_Wounds(17), Doctored_Wounds(19), Doctored_Wounds(19), Doctored_Wounds(25)
18: Kick => Damage(18)
20: Stamina => Performance_Shifter(20), Performance_Shifter(21), Performance_Shifter(21), Performance_Shifter(23), Performance_Shifter(23), Performance_Shifter(25)
22: Speed Boost => Recharge(22)
24: Tough => Titanium_Coating(24), Titanium_Coating(31), Titanium_Coating(31), Titanium_Coating(33), Titanium_Coating(33), Titanium_Coating(33)
26: Weave => Luck_of_the_Gambler(26), Luck_of_the_Gambler(27), Luck_of_the_Gambler(27), Luck_of_the_Gambler(29), Luck_of_the_Gambler(29), Karma(31)
28: Maneuvers => Luck_of_the_Gambler(28), Luck_of_the_Gambler(34), Luck_of_the_Gambler(34), Luck_of_the_Gambler(34), Luck_of_the_Gambler(36), Karma(36)
30: Tactics => Adjusted_Targeting(30), Adjusted_Targeting(46), Adjusted_Targeting(50), Adjusted_Targeting(50)
32: Fire Imps => Soulbound_Allegiance(32), Soulbound_Allegiance(36), Soulbound_Allegiance(37), Soulbound_Allegiance(37)
35: Transference => Efficacy_Adaptor(35), Efficacy_Adaptor(37), Efficacy_Adaptor(39), Efficacy_Adaptor(39), Efficacy_Adaptor(39), Efficacy_Adaptor(40)
38: Fulcrum Shift => Recharge(38), Recharge(40), Recharge(40), Recharge(42)
41: Indomitable Will => Recharge(41), Recharge(42), Recharge(42), Recharge(43), Luck_of_the_Gambler(43)
44: Mind Over Body => Steadfast_Protection(44), Titanium_Coating(45), Titanium_Coating(45), Titanium_Coating(45), Titanium_Coating(46), Titanium_Coating(46)
47: Psionic Tornado => Positrons_Blast(47), Positrons_Blast(48), Positrons_Blast(48), Positrons_Blast(48), Positrons_Blast(50), Empty(50)
49: Vengeance => Luck_of_the_Gambler(49)
+----------------------------------------------------------------
+ Inherent Powers
+----------------------------------------------------------------
01: Brawl => Empty(1)
01: Sprint => Empty(1)
02: Rest => Empty(2)
this is a fire/kin/psi build i am thinking of making because i need a build that can not get stunned all the time and is fast pls help me out with wat u think and how i can change it ty. ( PS: flashfire and Cinders slow u down) I farm warrior mostly and sometimes do council farm.
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this is a fire/kin/psi build i am thinking of making because i need a build that can not get stunned all the time and is fast pls help me out with wat u think and how i can change it ty. ( PS: flashfire and Cinders slow u down) I farm warrior mostly and sometimes do council farm.
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Cinders is an extra power choice for me, and it's a marmite power. Sometimes, when I'm in a mob and somethings going terribly wrong, i'll fire off cinders and i'll have that extra protection from stunned enemies. I'm glad I took it!
In the sense that you don't need it for farming with the right build and mission.
Of course, if you ever want to do anything *but* farming on the character, Flashfire starts looking nicer to have...
-Morgan.
My fire/kin does have Flashfire. I usually open with it though it is not needed when farming. I'm not in that much of a hurry solo. I'd always take it, even on a farmer. I also have ring of fire but just for the set bonus. I don't have cinders.
I use a fire/rad when I want a "real" all purpose controller. The fire/kin is for farming, ITF, and when extra controls aren't needed but more damage is.
@SBeaudway on Pinnacle, TaskForce Titans Supergroup.
Fire/Kin's are great in teams too...Every team I've been on has been thrilled to have heals, lots more damage and Endurance boosts, amongst other things!
Well i'm new to making builds, and there's a huge amount wrong with mine i'm guessing, but i'd rather not get "accused of runing the fire/kin build for everyone" and things like that . Just some friendly advice please!
Oh and yeah, there are some weird things, like the stupefy in Boxing, but I had one spare so I just chucked it in (this is my actual build, except Soulbound Allegiance and Amaze) (;.
Oh and Char's empty at the moment, just gonna put a set on which can give me a nice bonus, haven't thought of that yet.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Thunderous Lightning: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char
- (A) Empty
- (3) Empty
- (3) Empty
Level 1: Transfusion- (A) Numina's Convalescence - Endurance/Recharge
- (5) Numina's Convalescence - Heal
- (5) Doctored Wounds - Heal
- (11) Doctored Wounds - Recharge
- (11) Doctored Wounds - Endurance/Recharge
- (13) Healing IO
Level 2: Fire Cages- (A) Gravitational Anchor - Immobilize
- (13) Gravitational Anchor - Immobilize/Recharge
- (15) Gravitational Anchor - Accuracy/Immobilize/Recharge
- (17) Gravitational Anchor - Accuracy/Recharge
- (17) Gravitational Anchor - Immobilize/Endurance
- (42) Recharge Reduction IO
Level 4: Siphon Power- (A) Endurance Reduction IO
Level 6: Hasten- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (7) Recharge Reduction IO
Level 8: Hot Feet- (A) Scirocco's Dervish - Accuracy/Damage
- (9) Scirocco's Dervish - Damage/Endurance
- (9) Scirocco's Dervish - Damage/Recharge
- (29) Scirocco's Dervish - Accuracy/Recharge
- (37) Scirocco's Dervish - Accuracy/Damage/Endurance
- (40) Endurance Reduction IO
Level 10: Siphon Speed- (A) Curtail Speed - Accuracy/Slow
- (21) Curtail Speed - Accuracy/Endurance
- (27) Curtail Speed - Range/Slow
Level 12: Flashfire- (A) Absolute Amazement - Stun
- (27) Absolute Amazement - Stun/Recharge
- (43) Absolute Amazement - Accuracy/Stun/Recharge
- (46) Absolute Amazement - Accuracy/Recharge
- (50) Absolute Amazement - Endurance/Stun
- (50) Recharge Reduction IO
Level 14: Super Speed- (A) Celerity - RunSpeed
- (15) Celerity - Endurance
Level 16: Hurdle- (A) Jumping IO
Level 18: Cinders- (A) Unbreakable Constraint - Hold
- (19) Unbreakable Constraint - Accuracy/Recharge
- (19) Unbreakable Constraint - Hold/Recharge
- (42) Unbreakable Constraint - Accuracy/Hold/Recharge
- (43) Unbreakable Constraint - Endurance/Hold
Level 20: Speed Boost- (A) Endurance Modification IO
- (21) Endurance Modification IO
Level 22: Health- (A) Healing IO
- (23) Healing IO
- (23) Healing IO
Level 24: Stamina- (A) Endurance Modification IO
- (25) Endurance Modification IO
- (25) Endurance Modification IO
Level 26: Boxing- (A) Stupefy - Accuracy/Endurance
Level 28: Tough- (A) Titanium Coating - Resistance
- (29) Gladiator's Armor - Recharge/Resist
Level 30: Weave- (A) Red Fortune - Defense/Endurance
- (31) Red Fortune - Endurance
- (31) Red Fortune - Defense
- (31) Red Fortune - Defense/Endurance/Recharge
- (34) Luck of the Gambler - Defense/Recharge
Level 32: Fire Imps- (A) Soulbound Allegiance - Damage
- (33) Soulbound Allegiance - Damage/Recharge
- (33) Soulbound Allegiance - Damage/Endurance
- (33) Soulbound Allegiance - Accuracy/Damage/Recharge
- (34) Damage Increase IO
- (34) Damage Increase IO
Level 35: Transference- (A) Efficacy Adaptor - EndMod/Recharge
- (36) Efficacy Adaptor - EndMod
- (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (36) Efficacy Adaptor - Accuracy/Recharge
- (37) Endurance Modification IO
- (37) Recharge Reduction IO
Level 38: Fulcrum Shift- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Accuracy IO
- (40) Accuracy IO
- (40) Endurance Reduction IO
Level 41: Fire Ball- (A) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Damage/Endurance
- (43) Positron's Blast - Damage/Range
- (45) Positron's Blast - Accuracy/Damage/Endurance
- (45) Positron's Blast - Damage/Recharge
- (46) Recharge Reduction IO
Level 44: Fire Shield- (A) Aegis - Resistance/Endurance
- (45) Aegis - Psionic/Status Resistance
- (46) Aegis - Resistance
- (48) Aegis - Resistance/Endurance/Recharge
- (48) Resist Damage IO
Level 47: Combat Jumping- (A) Luck of the Gambler - Endurance/Recharge
- (48) Luck of the Gambler - Defense/Recharge
Level 49: Super Jump- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (50) Empty
------------Level 1: Brawl
- (A) Empty
Level 1: Sprint- (A) Empty
Level 2: Rest- (A) Empty
Level 1: ContainmentLevel 6: Ninja Run