Yet another Fire/Kin post. Advice Pls.


Another_Fan

 

Posted

This is a fire/kin build I'm toying around with. All insight and advice is more than welcome. I know I probably have quite a few flaws going on here, one of them being that I need more accuracy.

3 questions

1: I'm torn on Hot Feet. I'm told that because you will hit the dmg cap with FS that the proc set up (chance for "X" dmg) is the way to go. How well does this work? How is the dmg?

2: I'm probably completely missing something here but whats up with earth epic? Just seems to me that Fire epic is better. Most every build I see is fire/kin/earth why? Am I making a mistake here going fire/kin/fire?

3: What are the "numbers" I should be shooting for? Like S/L def, recharge, acc, ect.

Any way here is the build. Lets hope I can export it from Mid's correctly >_>


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Posted

Here are some assorted answers.

1) I will let someone with more experience answer this... I don't actually have a Fire/Kin though I know a little about how they work.

2) Most Fire/Kins pick the Earth epic because it's armor provides baseline Slash/Lethal defense, the heal caps your available HP on a character heavily reliant on a heal, and the Earth attacks add some safety to the build versus Fire which is just a bit more damage. Fire makes more sense on some other Controllers because, for them, wading into melee to use Earth powers makes less sense or they lack heavy damage or a good endurance recovery power.

3) Most farm builds shoot for 45% slash/lethal defense. This is what is called the "soft cap." Acquiring more defense beyond this point does not help the character unless you get hit with a defense debuff. On a farm, that should never happen.


 

Posted

Hmmm....

Resistance to Smash/Lethal too high (59%)

Not enough globe recharge... not one LotG +7.5% but a full set of Ragnarok purples. I would say the bare minimum is 3 LotG for anyone serious on farming.

Stamina over slotted - Five ProS in Stamina get you 49% to Recvry, but two with a Performance Shiflter:Chance for +End gives you 42% + 10pts every 5 seconds (the proc goes off that often). After all, you got Transference when things get tough.

Transfusion - Reg Tissue are a bit pricey when you could just go with Doc Wounds. And don't really think you need the extra heal IO... 418 is nice but 346 pts of heal should work in most situations. After all, with a casting time of 2 seconds you can just spam it till back up to a healthy green bar.

Fighting Pool- A number of people will tell you... you don't need it.

Imps- six slotted Soulbound Allegiance is a bit old school anymore. There's better choices out there that won't take as many slots.

Hot Feet - I will leave that for the experts to advise. I've done it both ways, and can't say which is better.


/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen

Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper

 

Posted

The reason I put the Ragnarok in there is because I have the set laying around =P

As for the stamina I just realized I wanted to see something and I forgot to change it back to 3 slots >_>

Forgive my ignorance but what is LotG +7.5% ?

If Soulbound Allegiance is "Old School" then what is the "New Better" way?

What would you suggest I pick up if I drop the fighting pool?


 

Posted

LotG is Luck of the Gambler: Recharge Speed 7.5%... to all your powers, up to a total of five in your build. Most fire/kins who do so (having 5), have a recharge of +80% with IO set Bonus.

For how to slot your fire imps... just look through the old threads about fire/. Lots of good ideas there.

As to what to pick-up instead of Fighting... Hmm, I do see alot of fire/kins with Leadership. You can slot Maneuvers with one LotG:RC, then pick-up Tactics for the +tohit. As you will read in the other threads, your total tohit number is very important.


That's really the best advise I can give you... read up on the other fire/ threads in this forum. There is a ton of them, and it will help you get a better feel for what you can do with yours.


/Empaths can turn three people into Jesus, one person into God, and everyone else into the twelve apostles.~Angry_Citizen

Don't you know that discussion of power selection/slotting can ONLY be based on hearsay, rumor, idle speculation, and bald-faced lies??!? ~Elf_Sniper

 

Posted

Thanks for all your advice =) Ill do a little bit more searching and post a new build in a day or so. Maybe you can tell me what you think then =)


 

Posted

So I'm having some problems hitting the numbers I need too. Seems like I can hit my one number easy and then be lacking in another. Then I compensate and I'm lacking somewhere else.

Can anyone post a build they use that gets you to 45% S/L, 80%+ recharge, and good toHit? (preferably more recharge than that tho)

I always seem to be a few sec short of running perma hasten >_<

Anywho thanks in advance =)


 

Posted

This is a build I have run on mine in the past.



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
  • (17) Enfeebled Operation - Accuracy/Recharge
  • (34) Enfeebled Operation - Immobilize/Range
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
  • (29) Enfeebled Operation - Immobilize/Range
  • (34) Enfeebled Operation - Accuracy/Recharge
Level 4: Siphon Power
  • (A) Accuracy 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) Endurance Reduction IO
Level 12: Hot Feet
  • (A) HamiO:Nucleolus Exposure
  • (13) HamiO:Nucleolus Exposure
  • (15) HamiO:Nucleolus Exposure
  • (15) HamiO:Microfilament Exposure
  • (36) HamiO:Microfilament Exposure
  • (39) HamiO:Microfilament Exposure
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) HamiO:Enzyme 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) Soulbound Allegiance - Damage/Endurance
  • (33) Soulbound Allegiance - Damage/Recharge
  • (33) Soulbound Allegiance - Accuracy/Damage/Recharge
  • (33) Soulbound Allegiance - Accuracy/Recharge
  • (42) Call to Arms - Defense Bonus Aura for Pets
  • (43) Edict of the Master - Defense Bonus
Level 35: Transference
  • (A) Performance Shifter - EndMod/Accuracy
  • (36) Performance Shifter - EndMod/Recharge
  • (36) Performance Shifter - EndMod/Accuracy/Recharge
  • (45) Performance Shifter - Accuracy/Recharge
Level 38: Fulcrum Shift
  • (A) Accuracy IO
  • (39) Recharge Reduction IO
Level 41: Fire Ball
  • (A) Ragnarok - Damage/Endurance
  • (42) Ragnarok - Damage/Recharge
  • (42) Ragnarok - Accuracy/Damage/Recharge
  • (43) Ragnarok - Accuracy/Recharge
  • (46) Ragnarok - Damage
Level 44: Fire Shield
  • (A) Reactive Armor - Endurance
  • (45) Reactive Armor - Resistance
  • (45) Reactive Armor - Resistance/Endurance
  • (46) Reactive Armor - Resistance/Endurance/Recharge
  • (46) Steadfast Protection - Knockback Protection
  • (48) Steadfast Protection - Resistance/+Def 3%
Level 47: Fire Blast
  • (A) Apocalypse - Damage/Endurance
  • (48) Apocalypse - Damage
  • (48) Apocalypse - Damage/Recharge
  • (50) Apocalypse - Accuracy/Recharge
  • (50) Apocalypse - Accuracy/Damage/Recharge
Level 49: Siphon Speed
  • (A) Accuracy IO
  • (50) Recharge Reduction IO
------------
Level 1: Brawl
  • (A) Kinetic Combat - Accuracy/Damage
  • (11) Kinetic Combat - Damage/Endurance/Recharge
  • (13) Kinetic Combat - Damage/Recharge
  • (17) Kinetic Combat - Damage/Endurance
Level 1: Sprint
  • (A) Celerity - +Stealth
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
  • 28.6% Defense(Smashing)
  • 28.6% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 5.5% Defense(Energy)
  • 5.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 20.5% Defense(Melee)
  • 4.25% Defense(Ranged)
  • 3% Defense(AoE)
  • 52.5% Enhancement(RechargeTime)
  • 39% Enhancement(Accuracy)
  • 5% Enhancement(Heal)
  • 6% Enhancement(Immobilize)
  • 5% FlySpeed
  • 160.2 HP (15.8%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Immobilize) 13.2%
  • 12% (0.2 End/sec) Recovery
  • 32% (1.36 HP/sec) Regeneration
  • 5.04% Resistance(Fire)
  • 5.04% Resistance(Cold)
  • 3.75% Resistance(Negative)
  • 5% RunSpeed


 

Posted

Quote:
Originally Posted by DarthVegas View Post
So I'm having some problems hitting the numbers I need too. Seems like I can hit my one number easy and then be lacking in another. Then I compensate and I'm lacking somewhere else.

Can anyone post a build they use that gets you to 45% S/L, 80%+ recharge, and good toHit? (preferably more recharge than that tho)

I always seem to be a few sec short of running perma hasten >_<

Anywho thanks in advance =)
If you are a few seconds short of perma hasten don't sweat it. 1% downtime isn't going to ruin you and if you want the full perma hasten use your base empowerment station for the increase attack speed buff it gives you an extra 20% recharge for an hour.