Need help with Fire/Kin builds


Circuit_Boy

 

Posted

Greetings from Freedom Server:

I seem to be hopeless at slotting, and to make matters worse, I'm horrible at getting and keeping influence.

Because of this, I was hoping someone could take my build I got from a (wealthier) SG mate and convert it into a VIABLE farming build with only SO's and, if needed, a couple of CHEAP IO's?

Here's the current (apparently extremely expensive) build:
(copy/pasting code is below the build export)

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

Guardian of Abbadon: 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: Fire Mastery

Hero Profile:
------------
Level 1: Char
(A) Devastation - Accuracy/Damage
(3) Devastation - Damage/Endurance
(3) Devastation - Damage/Recharge
(5) Devastation - Accuracy/Damage/Recharge
(5) Devastation - Accuracy/Damage/Endurance/Recharge


Level 1: Transfusion
(A) Touch of the Nictus - Accuracy/Endurance/Recharge
(7) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
(9) Touch of the Nictus - Accuracy/Healing
(9) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
(11) Touch of the Nictus - Healing


Level 2: Fire Cages
(A) Positron's Blast - Accuracy/Damage/Endurance
(11) Positron's Blast - Damage/Range
(13) Positron's Blast - Damage/Recharge
(13) Positron's Blast - Damage/Endurance
(15) Positron's Blast - Accuracy/Damage
(15) Positron's Blast - Chance of Damage(Energy)


Level 4: Siphon Power
(A) Accuracy IO


Level 6: Combat Jumping
(A) Luck of the Gambler - Recharge Speed
(7) Luck of the Gambler - Defense/Recharge
(17) Luck of the Gambler - Defense
(17) Luck of the Gambler - Defense/Endurance


Level 8: Hot Feet
(A) Obliteration - Damage
(19) Obliteration - Damage/Recharge
(21) Obliteration - Chance for Smashing Damage
(21) Obliteration - Accuracy/Damage/Recharge
(23) Obliteration - Accuracy/Damage/Endurance/Recharge
(23) Scirocco's Dervish - Accuracy/Damage


Level 10: Hurdle
(A) Jumping IO


Level 12: Hasten
(A) Recharge Reduction IO
(25) Recharge Reduction IO
(25) Recharge Reduction IO


Level 14: Flashfire
(A) Positron's Blast - Accuracy/Damage
(27) Positron's Blast - Damage/Endurance
(27) Positron's Blast - Damage/Recharge
(29) Positron's Blast - Damage/Range
(29) Positron's Blast - Accuracy/Damage/Endurance
(31) Positron's Blast - Chance of Damage(Energy)


Level 16: Health
(A) Numina's Convalescence - Heal
(31) Numina's Convalescence - Heal/Recharge
(31) Numina's Convalescence - +Regeneration/+Recovery


Level 18: Super Speed
(A) Blessing of the Zephyr - Knockback Reduction (4 points)
(19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
(33) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance


Level 20: Stamina
(A) Efficacy Adaptor - EndMod
(33) Efficacy Adaptor - EndMod/Recharge
(34) Efficacy Adaptor - EndMod/Accuracy


Level 22: Cinders
(A) Lockdown - Accuracy/Endurance/Recharge/Hold
(34) Lockdown - Endurance/Recharge/Hold
(34) Lockdown - Accuracy/Hold
(36) Lockdown - Accuracy/Recharge
(36) Lockdown - Recharge/Hold
(36) Lockdown - Chance for +2 Mag Hold


Level 24: Siphon Speed
(A) Accuracy IO


Level 26: Speed Boost
(A) Efficacy Adaptor - EndMod/Recharge
(48) Efficacy Adaptor - EndMod


Level 28: Kick
(A) Damage Increase IO


Level 30: Tough
(A) Impervium Armor - Psionic Resistance
(37) Impervium Armor - Resistance
(37) Impervium Armor - Resistance/Endurance
(37) Impervious Skin - Status Resistance


Level 32: Fire Imps
(A) Expedient Reinforcement - Resist Bonus Aura for Pets
(33) Call to Arms - Accuracy/Damage/Recharge
(39) Expedient Reinforcement - Damage/Endurance
(39) Expedient Reinforcement - Accuracy/Damage/Recharge
(39) Expedient Reinforcement - Endurance/Damage/Recharge
(40) Call to Arms - Accuracy/Damage


Level 35: Transference
(A) Performance Shifter - EndMod
(40) Performance Shifter - EndMod/Accuracy
(40) Performance Shifter - Accuracy/Recharge
(42) Performance Shifter - EndMod/Recharge
(42) Performance Shifter - EndMod/Accuracy/Recharge


Level 38: Fulcrum Shift
(A) Recharge Reduction IO
(42) Recharge Reduction IO
(43) Accuracy IO
(43) Accuracy IO
(43) Endurance Reduction IO
(45) Endurance Reduction IO


Level 41: Weave
(A) Luck of the Gambler - Recharge Speed
(45) Luck of the Gambler - Defense
(45) Luck of the Gambler - Defense/Endurance
(46) Kismet - Accuracy +6%


Level 44: Fire Ball
(A) Positron's Blast - Accuracy/Damage
(46) Positron's Blast - Damage/Endurance
(46) Positron's Blast - Damage/Recharge
(48) Positron's Blast - Damage/Range
(48) Positron's Blast - Accuracy/Damage/Endurance


Level 47: Fire Shield
(A) Steadfast Protection - Knockback Protection
(50) Titanium Coating - Resistance
(50) Titanium Coating - Resistance/Endurance
(50) Steadfast Protection - Resistance/+Def 3%


Level 49: Rise of the Phoenix
(A) Recharge Reduction IO


------------
Level 1: Brawl
(A) Damage Increase IO


Level 1: Sprint
(A) Celerity - +Stealth


Level 2: Rest
(A) Recharge Reduction IO


Level 1: Containment
Level 6: Ninja Run

----------------------------------------------------------------------------
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|-------------------------------------------------------------------|


 

Posted

Your friend has a lousy build. I'm sure it's serviceable but there's wasted slots all over the place. It's really not much better than a SO build.

Here's an almost SO build with the exception of a -kb IO in combat jumping. It's close to the build I used to have when inventions weren't in the game yet. It won't comfortably farm against bosses, but it should be serviceable at +0 or +1 / x6-x8 / no bosses.

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire-Kin SO: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- Acc(A), Acc(3), Hold(17), Hold(23), RechRdx(50)
Level 1: Transfusion -- Acc(A), Acc(3), Heal(5), Heal(40), Heal(40), RechRdx(46)
Level 2: Fire Cages -- Acc(A), Acc(5), Dmg(17), Dmg(23), EndRdx(43), EndRdx(46)
Level 4: Siphon Power -- Acc(A)
Level 6: Hasten -- RechRdx(A), RechRdx(7), RechRdx(7)
Level 8: Hot Feet -- Acc(A), Dmg(9), Dmg(9), Dmg(19), EndRdx(19), EndRdx(37)
Level 10: Siphon Speed -- Acc(A), Acc(11), RechRdx(11), RechRdx(50)
Level 12: Flashfire -- Acc(A), Acc(13), Dsrnt(13), RechRdx(15), RechRdx(15), RechRdx(34)
Level 14: Super Speed -- EndRdx(A)
Level 16: Hurdle -- Jump(A)
Level 18: Health -- Heal(A)
Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
Level 22: Speed Boost -- EndMod(A)
Level 24: Cinders -- Acc(A), Acc(25), Hold(25), Hold(27), RechRdx(27)
Level 26: Combat Jumping -- Krma-ResKB(A)
Level 28: Maneuvers -- EndRdx(A), DefBuff(29), DefBuff(29), DefBuff(50)
Level 30: Tactics -- EndRdx(A), EndRdx(31), ToHit(31), ToHit(31)
Level 32: Fire Imps -- Acc(A), Acc(33), Dmg(33), Dmg(33), Dmg(34), RechRdx(34)
Level 35: Transference -- Acc(A), Acc(36), EndMod(36), EndMod(36), EndMod(37), RechRdx(37)
Level 38: Fulcrum Shift -- Acc(A), Acc(39), RechRdx(39), RechRdx(39), RechRdx(40)
Level 41: Fire Ball -- Acc(A), Acc(42), Dmg(42), Dmg(42), RechRdx(43), RechRdx(43)
Level 44: Fire Blast -- Acc(A), Acc(45), Dmg(45), Dmg(45), Dmg(46)
Level 47: Fire Shield -- EndRdx(A), ResDam(48), ResDam(48), ResDam(48)
Level 49: Increase Density -- ResDam(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 6: Ninja Run

Code:
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Posted

Thanks, Fury. I'll definately check this out!


 

Posted

I will second what Fury posted. I actually have basically the same build currently with only SOs (yes, SOs), and Acrobatics instead of the -KB proc in CJ. (The only power I do not have is Increase Density). Yes, the build is THAT old. I farm BM +1/x8 with no problem at all, you could maybe even up it to +2/x8 if you really wanted, but that's a stretch. No bosses of course, but since FF/Cinders aren't up every mob, sometimes I just start with FC anyway and worry about the beating I will take later

-MT


Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."

 

Posted

This is the build I run. Prolly a lil expensive for most but very doable.



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

Fire cages and hot feet need to be proc slotted heavily. It cuts mob time in half or more.


"His Imperial Majesty's Minister of Restraints and Leather" -LHF

Two naughty acronym teams / Ascension / Convenient / Artic and the Chillz / Fap / Other teams I can't remember (sorry.. mind is goin')

 

Posted

Quote:
Originally Posted by SmokeSignal View Post
Fire cages and hot feet need to be proc slotted heavily. It cuts mob time in half or more.
Can you elaborate please?

In idiot talk for me.


 

Posted

Quote:
Originally Posted by SmokeSignal View Post
Fire cages and hot feet need to be proc slotted heavily. It cuts mob time in half or more.
The damage done by Fire Cages is actually pretty low. In most cases, the total damage you get from damage procs will be more than the damage you get from slotting Fire Cages with Damage (like the Posi-Blast set).

Not quite the same for Hot Feet, but once you cap your Damage in Hot Feet, than you can add more damage with procs. However, depending upon your build, you may be better slotting up Hot Feet some other way. It needs a little bit of Accuracy, capped (about 95%-96%) or nearly capped damage, a lot of Endurance Reduction (capped or nearly so, but you can get by with less if you have a lot of recovery and use Transference a lot). A little Slow is nice but not necessary. So, it may not be a good idea to slot procs in Hot Feet, depending on your build.

One exception to the above -- if you get one of the Purple damage procs, those hit a lot more often so they do more damage. But that is very expensive.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

I never really understood why anyone needs to slot for defense in a firekin farm build. Once you get the mobs in control, mezzed or hold, you can pretty much kill them all before they even touch you. Unless of course, you're fighting bosses, but even then a pro wouldn't need it because he has one of the most awesome heals in the game.


 

Posted

Fire/Kin farmers slot for defense so they don't need to use their controls. As you can cap smash/lethal defense and fight foes that only deal that type of damage, you won't need to use flashfire or cinders on the mobs. Perhaps char the bosses is about it...


@SBeaudway on Pinnacle, TaskForce Titans Supergroup.

 

Posted

Here's what I'm having trouble with: I am rolling out with SOs (well, Other_Invention enhancements, anyway), and they're working really well for me, but I want to gradually start moving over to some of the IO sets. The problem is, some of them are damned near impossible to find recipes for, and when you do, they're impossibly expensive. Positron's Blast, for example, is a joke to try to afford.

I don't have a billion influence. I have amassed a little nest egg of 300million. What are the most important things to try and get, and how much should I be expecting to pay for them? We're talking about for a leveling build; I assume when I get to L50, I will be able to burn my way through enough guys to afford the really good stuff. Assume I'm going to pick up a few L30ish IO sets to get me through to 50...

(I'm thinking the most important things to me are Transfusion, Cages, Cinders, Flashfire, Hot Feet, and Stamina? Probably Imps and Transference in a couple of levels?)


 

Posted

Quote:
Originally Posted by Tara_Fury View Post
Here's what I'm having trouble with: I am rolling out with SOs (well, Other_Invention enhancements, anyway), and they're working really well for me, but I want to gradually start moving over to some of the IO sets. The problem is, some of them are damned near impossible to find recipes for, and when you do, they're impossibly expensive. Positron's Blast, for example, is a joke to try to afford.

I don't have a billion influence. I have amassed a little nest egg of 300million. What are the most important things to try and get, and how much should I be expecting to pay for them? We're talking about for a leveling build; I assume when I get to L50, I will be able to burn my way through enough guys to afford the really good stuff. Assume I'm going to pick up a few L30ish IO sets to get me through to 50...

(I'm thinking the most important things to me are Transfusion, Cages, Cinders, Flashfire, Hot Feet, and Stamina? Probably Imps and Transference in a couple of levels?)
I don't understand why you need 1B to make a farming toon so you can make yet more influence. You can have the 1B now with little or no farming. I made 1B in 7 days, and documented almost every step of it (it's in my sig). And I did it with an ice blaster.

Also, the reason why stuff is so hard to find at the mid levels is because many players are just playing their 50s and because the introduction of merits have virtually wiped out the supply of midlevel taskforce pool recipes. It's why many of the market forum regulars actually put a SG together to try to put more of those mid level recipes and IOs back on the market...and because they saw a potentially profitable niche.


 

Posted

Quote:
Originally Posted by SBeaudway View Post
Fire/Kin farmers slot for defense so they don't need to use their controls. As you can cap smash/lethal defense and fight foes that only deal that type of damage, you won't need to use flashfire or cinders on the mobs. Perhaps char the bosses is about it...
I would say that the capped S/L defense adds another nice layer to your survival. Between Fire Imps, Controls, capped smashing/lethal defense, and of course your endurance recovery and healing tools, you'll be more likely to turn any unlucky fight into a victory.

I'll post the build I use when farming. It is fairly cheap. I think I made mine on 150 million. Maybe only 100 million.

Lewis

Hero Plan by Mids' Hero Designer 1.704
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Posted

Quote:
Originally Posted by UnicyclePeon View Post
I would say that the capped S/L defense adds another nice layer to your survival. Between Fire Imps, Controls, capped smashing/lethal defense, and of course your endurance recovery and healing tools, you'll be more likely to turn any unlucky fight into a victory.

I'll post the build I use when farming. It is fairly cheap. I think I made mine on 150 million. Maybe only 100 million.

Lewis
I gotta say this is an awesome build. It's amazingly cheap and effective and it has SB and ID for teaming. I made a few small tweaks like 6 slotting hotfeat and putting in some more expensive sets. Capping smashing/lethal alone greatly enhanced my effectiveness. If you strip out the rare IO sets and just focus on getting the smash/lethal bonuses, you could easily be under 50 million if you want to be really cheap.

The only downside to this build is that it doesn't have Cinders for a more balanced team build, but finding a way to fit that in would greatly increase the cost of the build for a similar level of performance.


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Posted

One thing I would mention to those having issues with finding mid level recipes is that with the drop of Issue 18, or Going Rogue I never remember which, the markets for Hero's and Villians will combine into one. That will mean all those recipes from the red side will become available to the blue and trust me on this..some of the recipes and salvage that go for a high rate on the blue side go for peanuts on the red.

Just a thought.


 

Posted

Here's what I used on my Fire/kin before retiring it. Cheap and effective.

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Posted

To the OP:

Sans Fireball (I rather take stone than fire epic), I would slot for mez rather than damage in things like Char, flashfire, cages, ect. Proc out hotfeet.

FS takes care of your dmg output.


 

Posted

Quote:
Originally Posted by SBeaudway View Post
Fire/Kin farmers slot for defense so they don't need to use their controls. As you can cap smash/lethal defense and fight foes that only deal that type of damage, you won't need to use flashfire or cinders on the mobs. Perhaps char the bosses is about it...
Except if you don't use your controls, you don't get Containment's double damage. Sure, you can use your AOE Immobilize for that if you really want to, but... why? When you could use an AOE hard control instead, and save yourself needing to focus on defense?


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Posted

Quote:
Originally Posted by Circuit_Boy View Post
Except if you don't use your controls, you don't get Containment's double damage. Sure, you can use your AOE Immobilize for that if you really want to, but... why? When you could use an AOE hard control instead, and save yourself needing to focus on defense?
Because farmers want to move faster than Flashfire recharges. They use Fire Cages to set up Containment, and don't worry much about the stun from Flashfire if they have good enough defenses. With Fulcrum Shift, Transfusion and Transference, an optimally slotted Fire/Kin will plow through low level foes too fast for Flashfire's recharge time.


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Posted

Quote:
Originally Posted by Local_Man View Post
Because farmers want to move faster than Flashfire recharges. They use Fire Cages to set up Containment, and don't worry much about the stun from Flashfire if they have good enough defenses. With Fulcrum Shift, Transfusion and Transference, an optimally slotted Fire/Kin will plow through low level foes too fast for Flashfire's recharge time.
Local Man hit the nail on the head. Soft-capped defenses make flashfire irrelevant for farming. A farming fire/kin is an AOE "scrapper" kineticist, not a controller.


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Posted

Quote:
Originally Posted by SBeaudway View Post
Soft-capped defenses make flashfire irrelevant for farming.
Depends on what you're farming.


 

Posted

Quote:
Originally Posted by War_Admiral View Post
Depends on what you're farming.
While true, farming is typically a planned, predictable, repeatable event. So, presumeably, you know exactly waht you will be farming and soft-cap accordingly.


@SBeaudway on Pinnacle, TaskForce Titans Supergroup.

 

Posted

Not trying to jack the thread but was looking for some input on my fire/kin build, its strong but was curious if I could change anything to make it stronger. Thanks ahead of time.

EDIT: I use this build mostly for farming.

Hero Plan by Mids' Hero Designer 1.707
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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: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Char -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(3), UbrkCons-Acc/Rchg(3), UbrkCons-EndRdx/Hold(5), UbrkCons-Dam%(5)
Level 1: Transfusion -- Dct'dW-Heal(A), Dct'dW-Rchg(7), Dct'dW-Heal/EndRdx(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Acc-I(11)
Level 2: Fire Cages -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(15), TotHntr-Dam%(15)
Level 4: Ring of Fire -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(17), GravAnch-Acc/Rchg(17), GravAnch-Immob/EndRdx(19), GravAnch-Hold%(19)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hot Feet -- Armgdn-Dmg/EndRdx(A), Armgdn-Dam%(21), Sciroc-Dmg/EndRdx(21), Dmg-I(23), Sciroc-Dam%(23), Oblit-%Dam(25)
Level 10: Siphon Speed -- RechRdx-I(A), RechRdx-I(25), Acc-I(27)
Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(27), Amaze-EndRdx/Stun(29), Amaze-Acc/Rchg(29), Amaze-ToHitDeb%(31)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(39)
Level 16: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A), ResDam-I(36)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), EndMod-I(36)
Level 22: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(33), RedFtn-EndRdx(33), RedFtn-Def/EndRdx(34), RedFtn-Def/Rchg(34)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(33)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 28: Super Speed -- Empty(A)
Level 30: Speed Boost -- EndMod-I(A)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-EndRdx/Dmg/Rchg(36), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Acc(46), Efficacy-EndMod/EndRdx(46)
Level 38: Fulcrum Shift -- Acc-I(A), EndRdx-I(40), RechRdx-I(50)
Level 41: Fissure -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(42), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(43), Posi-Dam%(43)
Level 44: Seismic Smash -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(45), Hectmb-Acc/Rchg(45), Hectmb-Dmg/EndRdx(45), Hectmb-Dam%(46)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), RedFtn-Def(48), RedFtn-EndRdx(48), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(50), RedFtn-Def/EndRdx/Rchg(50)
Level 49: Earth's Embrace -- S'fstPrt-ResKB(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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