Looking into a Fire/Kin any help would be great.


Fury Flechette

 

Posted

Was looking through some builds i found and this one makes the most sense im just not sure about the IO's.

Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/

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Neokin: Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(5), Lock-%Hold(36), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(37)
Level 1: Transfusion -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(9), Numna-Heal(15), Numna-Regen/Rcvry+(17), Numna-Heal/EndRdx/Rchg(23)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Acc/Immob/Rchg(7), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Immob/Rng(15), Enf'dOp-Acc/Immob(17)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Hurdle -- Jump-I(A)
Level 10: Siphon Speed -- P'ngTtl-Acc/Slow(A), P'ngTtl-Rng/Slow(11), P'ngTtl-Acc/EndRdx(11), P'ngTtl-Dmg/Slow(43), P'ngTtl--Rchg%(46), P'ngTtl-EndRdx/Rchg/Slow(48)
Level 12: Flashfire -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(13), RzDz-Acc/EndRdx(13), RzDz-Stun/Rng(27), RzDz-Acc/Stun/Rchg(50)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Health -- Heal-I(A)
Level 18: Cinders -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(19), NrncSD-Acc/EndRdx(19), NrncSD-Hold/Rng(21), NrncSD-Dam%(31), NrncSD-Acc/Hold/Rchg(37)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21)
Level 22: Stealth -- RedFtn-Def/Rchg(A), RedFtn-Def(23), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(40), RedFtn-EndRdx(40), RedFtn-Def/EndRdx(50)
Level 24: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(25), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-%Dam(29), Oblit-Acc/Dmg/Rchg(31)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- GA-3defTpProc(A), S'fstPrt-ResDam/Def+(29), EndRdx-I(31)
Level 30: Weave -- DefBuff-I(A), DefBuff-I(34), EndRdx-I(36)
Level 32: Fire Imps -- SvgnRt-Acc/Dmg(A), SvgnRt-PetResDam(33), SvgnRt-Dmg/EndRdx(33), SvgnRt-Acc/EndRdx(33), SvgnRt-Acc/Dmg/EndRdx(34), SvgnRt-Acc(34)
Level 35: Transference -- RechRdx-I(A), RechRdx-I(36), EndMod-I(39), Acc-I(39), EndMod-I(43)
Level 38: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(39), Acc-I(48)
Level 41: Fissure -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(42), RzDz-Acc/EndRdx(42), RzDz-Stun/Rng(42), RzDz-Acc/Stun/Rchg(43)
Level 44: Seismic Smash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(45), T'Death-Dmg/Rchg(45), T'Death-Acc/Dmg/EndRdx(45), T'Death-Dam%(46), T'Death-Dmg/EndRdx/Rchg(46)
Level 47: Rock Armor -- DefBuff-I(A), EndRdx-I(48), DefBuff-I(50)
Level 49: Smoke -- EndRdx-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

That looks like something Fire Kin Master would put together. And no, that's not a compliment.

A good farm build will have:
1. 45% smash/lethal defense - not more than that, not less. There's no point going way over that since it means you've compromised on other parts of the build. Anything +5 to +1 to your level has exactly the same chance of hitting you as an even con so the extra defense doesn't help unless you're debuffed. Hint: you will not be farming stuff that will be debuffing you.

2. As much recharge as you can muster in the build. Recharge brings up your heal, transference, controls and your damage powers up faster. This means you can farm faster. An expensive build will have around 80%+ while still having capped defenses.

3. Good endurance management. You will have hot feet and your other toggles slotted for endurance redx. It's irritating running out of endurance and having to spam transference all the time. That slows you down and hence slows down your farming. Your build should have good recovery and good endurance management. There are some folks who swears by having damage procs in hot feet and no end redx. I am not an advocate of that approach largely because procs only fire off once every ten seconds in aura powers and hot feet is very endurance expensive. Slot hotfeet like a high endurance consumption attack power - it needs end redx, damage and then accuracy in that relative order.

4. Siphon speed and hasten need to be maxed out. Hasten should be above the ED limit line with 3 level 50 recharge IOs. Siphon speed should have enough recharge in it so you can double stack it. It's also very nice to have the force feedback proc in Fissure. Not absolutely required, but just about any good build will have it.

5. Accuracy. Your heal, end recovery and controls all depend on hitting stuff. You want as much accuracy as you can muster. If you don't have tactics, you want lots and lots of global accuracy bonuses to overcome the lack of tohit buffs. A fire/kin build with lousy accuracy is bad.

EDIT: Good luck getting that +3% PvP IO. That IO by itself is worth more than the entire rest of your build.


 

Posted

This is the build I run. I'm not the best farmer on the planet but I do VERY darn well. This build is expensive but doesn't cost half what some builds with stone epic do. I like fire epic for the extra damage. not much more but enough. I feel it is more balanced. If you can afford the 3% defense IO you'll be at 38% defense which is a ton and considering you're also at 65% resist along with that you will live through +4 mobs with no problems.




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

Click this DataLink to open the build!

Pyro Kineticor: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Fitness
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Ring of Fire

  • (A) Enfeebled Operation - Accuracy/Immobilize
  • (3) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (3) Enfeebled Operation - Accuracy/Endurance
  • (5) Enfeebled Operation - Endurance/Immobilize
Level 1: Transfusion
  • (A) Touch of the Nictus - Accuracy/Endurance/Recharge
  • (9) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
  • (37) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
  • (39) Touch of the Nictus - Accuracy/Healing
Level 2: Fire Cages
  • (A) Enfeebled Operation - Accuracy/Immobilize
  • (5) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (7) Enfeebled Operation - Accuracy/Endurance
  • (7) Enfeebled Operation - Endurance/Immobilize
Level 4: Siphon Power
  • (A) Accuracy IO
  • (11) Endurance Reduction IO
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (9) Recharge Reduction IO
Level 8: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (11) Karma - Knockback Protection
Level 10: Super Speed
  • (A) Celerity - +Stealth
  • (13) Celerity - Endurance
Level 12: Hot Feet
  • (A) Eradication - Chance for Energy Damage
  • (13) Obliteration - Chance for Smashing Damage
  • (15) Armageddon - Chance for Fire Damage
  • (15) Scirocco's Dervish - Chance of Damage(Lethal)
  • (17) Scirocco's Dervish - Accuracy/Damage/Endurance
  • (17) Multi Strike - Accuracy/Damage/Endurance
Level 14: Flashfire
  • (A) Absolute Amazement - Endurance/Stun
  • (19) Absolute Amazement - Stun
  • (19) Absolute Amazement - Stun/Recharge
  • (21) Absolute Amazement - Accuracy/Stun/Recharge
  • (21) Absolute Amazement - Accuracy/Recharge
Level 16: Flurry
  • (A) Kinetic Combat - Accuracy/Damage
  • (23) Kinetic Combat - Damage/Endurance
  • (23) Kinetic Combat - Damage/Recharge
  • (25) Kinetic Combat - Damage/Endurance/Recharge
Level 18: Boxing
  • (A) Kinetic Combat - Accuracy/Damage
  • (34) Kinetic Combat - Damage/Endurance
  • (37) Kinetic Combat - Damage/Recharge
  • (37) Kinetic Combat - Damage/Endurance/Recharge
Level 20: Tough
  • (A) Reactive Armor - Endurance
  • (29) Reactive Armor - Resistance
  • (31) Reactive Armor - Resistance/Endurance
  • (31) Reactive Armor - Resistance/Endurance/Recharge
Level 22: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (25) Luck of the Gambler - Defense/Endurance
  • (29) HamiO:Cytoskeleton Exposure
Level 24: Hurdle
  • (A) Jumping IO
Level 26: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (27) Miracle - +Recovery
  • (27) Regenerative Tissue - +Regeneration
Level 28: Stamina
  • (A) Endurance Modification IO
  • (40) Endurance Modification IO
  • (40) Performance Shifter - Chance for +End
Level 30: Kick
  • (A) Kinetic Combat - Damage/Endurance
  • (31) Kinetic Combat - Damage/Recharge
  • (40) Kinetic Combat - Accuracy/Damage
  • (43) Kinetic Combat - Damage/Endurance/Recharge
Level 32: Fire Imps
  • (A) Call to Arms - Defense Bonus Aura for Pets
  • (33) Edict of the Master - Defense Bonus
  • (33) Soulbound Allegiance - Damage/Endurance
  • (33) Soulbound Allegiance - Damage/Recharge
  • (34) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (34) Soulbound Allegiance - Accuracy/Recharge
Level 35: Transference
  • (A) Performance Shifter - EndMod/Accuracy
  • (36) Performance Shifter - EndMod/Recharge
  • (36) Performance Shifter - EndMod/Accuracy/Recharge
  • (36) Performance Shifter - Accuracy/Recharge
Level 38: Fulcrum Shift
  • (A) Accuracy IO
  • (39) Recharge Reduction IO
  • (39) Endurance Reduction IO
Level 41: Fire Ball
  • (A) Ragnarok - Damage/Endurance
  • (42) Ragnarok - Damage
  • (42) Ragnarok - Damage/Recharge
  • (42) Ragnarok - Accuracy/Damage/Recharge
  • (43) Ragnarok - Accuracy/Recharge
Level 44: Fire Shield
  • (A) Reactive Armor - Endurance
  • (45) Reactive Armor - Resistance
  • (45) Reactive Armor - Resistance/Endurance
  • (45) Reactive Armor - Resistance/Endurance/Recharge
  • (46) Steadfast Protection - Resistance/+Def 3%
  • (46) Steadfast Protection - Knockback Protection
Level 47: Fire Blast
  • (A) Apocalypse - Damage/Endurance
  • (48) Apocalypse - Damage
  • (48) Apocalypse - Damage/Recharge
  • (48) Apocalypse - Accuracy/Damage/Recharge
  • (50) Apocalypse - Accuracy/Recharge
Level 49: Siphon Speed
  • (A) Accuracy IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Kinetic Combat - Accuracy/Damage
  • (43) Kinetic Combat - Damage/Endurance
  • (46) Kinetic Combat - Damage/Recharge
  • (50) Kinetic Combat - Damage/Endurance/Recharge
Level 1: Sprint
  • (A) Endurance Reduction IO
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Containment
Level 6: Ninja Run
------------
Set Bonus Totals:
  • 8% DamageBuff(Smashing)
  • 8% DamageBuff(Lethal)
  • 8% DamageBuff(Fire)
  • 8% DamageBuff(Cold)
  • 8% DamageBuff(Energy)
  • 8% DamageBuff(Negative)
  • 8% DamageBuff(Toxic)
  • 8% DamageBuff(Psionic)
  • 10% Defense
  • 25.5% Defense(Smashing)
  • 25.5% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 5.5% Defense(Energy)
  • 5.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 14.3% Defense(Melee)
  • 4.25% Defense(Ranged)
  • 3% Defense(AoE)
  • 39% Enhancement(Accuracy)
  • 5% Enhancement(Heal)
  • 45% Enhancement(RechargeTime)
  • 6% Enhancement(Immobilize)
  • 5% FlySpeed
  • 160.2 HP (15.8%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Immobilize) 15.4%
  • 12% (0.2 End/sec) Recovery
  • 52% (2.21 HP/sec) Regeneration
  • 5.04% Resistance(Fire)
  • 5.04% Resistance(Cold)
  • 3.75% Resistance(Negative)
  • 5% RunSpeed


 

Posted

Slotting fissure for disorient strikes me as fairly pointless. It doesn't do it that often. Isn't it usually classed as one of the big damage powers?

(I was pretty disappointed too. A PBAoE disorient power that's up that often would have some real applications for my not-designed-for-farming Fire/Kin... if it always did the disorient part. Or if it even did it *frequently*.)

-Morgan.