Fire/Kin help


Local_Man

 

Posted

I usually run scrappers and wanted to try this Fire/Kin I hear so much about. I usually solo and I have seen fire/kin's solo in higher levels. I on the other hand pretty much suck at making builds, and as far as your lingo goes when talking about builds, I must admit, I get pretty darn lost. I need it explained to me. LOL. Any who... I did make a build, not sure how it is, so help would be greatly appreciated. I do wish to keep fly in there but not necessary. I have Ninja Run, so having no travel power is no biggy. If you have a suggestion on different powers to take, I'm all ears. Like I said, I am usually on my scrapper.



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fire/kin build: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Char

  • (A) Basilisk's Gaze - Accuracy/Hold
  • (5) Basilisk's Gaze - Accuracy/Recharge
  • (5) Basilisk's Gaze - Recharge/Hold
  • (7) Basilisk's Gaze - Endurance/Recharge/Hold
Level 1: Transfusion
  • (A) Doctored Wounds - Heal/Endurance
  • (7) Doctored Wounds - Endurance/Recharge
  • (9) Doctored Wounds - Heal/Recharge
  • (9) Doctored Wounds - Heal/Endurance/Recharge
  • (11) Doctored Wounds - Heal
  • (11) Doctored Wounds - Recharge
Level 2: Siphon Power
  • (A) Accuracy IO
Level 4: Fire Cages
  • (A) Enfeebled Operation - Accuracy/Recharge
  • (13) Enfeebled Operation - Endurance/Immobilize
  • (13) Enfeebled Operation - Accuracy/Endurance
  • (15) Enfeebled Operation - Immobilize/Range
  • (15) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (17) Enfeebled Operation - Accuracy/Immobilize
Level 6: Hover
  • (A) Gift of the Ancients - Defense/Endurance
  • (23) Gift of the Ancients - Defense/Recharge
Level 8: Hot Feet
  • (A) Eradication - Damage
  • (23) Eradication - Accuracy/Recharge
  • (25) Eradication - Damage/Recharge
  • (25) Eradication - Accuracy/Damage/Recharge
  • (27) Eradication - Accuracy/Damage/Endurance/Recharge
  • (27) Eradication - Chance for Energy Damage
Level 10: Hasten
  • (A) Recharge Reduction IO
Level 12: Flashfire
  • (A) Detonation - Accuracy/Damage
  • (17) Detonation - Damage/Endurance
  • (19) Detonation - Damage/Recharge
  • (19) Detonation - Damage/Range
  • (21) Detonation - Accuracy/Damage/Endurance
  • (21) Detonation - Damage/Endurance/Range
Level 14: Fly
  • (A) Soaring - Endurance/FlySpeed
Level 16: Increase Density
  • (A) Reactive Armor - Resistance/Endurance
  • (29) Reactive Armor - Resistance/Recharge
  • (29) Reactive Armor - Endurance/Recharge
  • (31) Reactive Armor - Resistance/Endurance/Recharge
  • (31) Reactive Armor - Resistance
  • (31) Reactive Armor - Endurance
Level 18: Siphon Speed
  • (A) Tempered Readiness - Accuracy/Slow
  • (37) Tempered Readiness - Damage/Slow
Level 20: Boxing
  • (A) Accuracy IO
Level 22: Speed Boost
  • (A) Performance Shifter - EndMod/Recharge
  • (33) Performance Shifter - EndMod/Accuracy/Recharge
  • (33) Performance Shifter - Accuracy/Recharge
Level 24: Tough
  • (A) Reactive Armor - Resistance/Endurance
  • (39) Reactive Armor - Resistance/Recharge
  • (40) Reactive Armor - Endurance/Recharge
  • (40) Reactive Armor - Resistance/Endurance/Recharge
  • (43) Reactive Armor - Resistance
  • (46) Reactive Armor - Endurance
Level 26: Weave
  • (A) Serendipity - Defense/Endurance
  • (40) Serendipity - Defense/Recharge
  • (42) Serendipity - Endurance/Recharge
  • (43) Serendipity - Defense/Endurance/Recharge
  • (48) Serendipity - Defense
  • (50) Serendipity - Endurance
Level 28: Inertial Reduction
  • (A) Springfoot - Endurance/Jumping
Level 30: Maneuvers
  • (A) Defense Buff IO
Level 32: Fire Imps
  • (A) Blood Mandate - Accuracy/Damage
  • (33) Blood Mandate - Damage/Endurance
  • (34) Blood Mandate - Accuracy/Endurance
  • (34) Blood Mandate - Accuracy/Damage/Endurance
  • (34) Blood Mandate - Accuracy
  • (36) Blood Mandate - Damage
Level 35: Transference
  • (A) Energy Manipulator - EndMod
  • (36) Energy Manipulator - EndMod/Recharge
  • (36) Energy Manipulator - Chance to Stun
Level 38: Fulcrum Shift
  • (A) Accuracy IO
  • (39) Accuracy IO
  • (39) Recharge Reduction IO
Level 41: Fissure
  • (A) Detonation - Accuracy/Damage
  • (42) Detonation - Damage/Endurance
  • (42) Detonation - Damage/Recharge
  • (43) Detonation - Damage/Range
  • (46) Detonation - Accuracy/Damage/Endurance
  • (46) Detonation - Damage/Endurance/Range
Level 44: Seismic Smash
  • (A) Kinetic Combat - Accuracy/Damage
  • (45) Kinetic Combat - Damage/Endurance
  • (45) Kinetic Combat - Damage/Recharge
  • (45) Kinetic Combat - Damage/Endurance/Recharge
Level 47: Rock Armor
  • (A) Karma - Defense/Endurance
  • (48) Karma - Defense/Recharge
  • (48) Karma - Knockback Protection
Level 49: Earth's Embrace
  • (A) Steadfast Protection - Resistance/Endurance
  • (50) Steadfast Protection - Resistance/+Def 3%
  • (50) Steadfast Protection - Knockback Protection
------------
Level 2: Brawl
  • (A) Empty
Level 2: Sprint
  • (A) Empty
Level 3: Rest
  • (A) Empty
Level 2: Containment
Level 5: Ninja Run
Level 3: Swift
  • (A) Empty
Level 3: Hurdle
  • (A) Empty
Level 3: Health
  • (A) Healing IO
  • (37) Healing IO
Level 3: Stamina
  • (A) Endurance Modification IO
  • (37) Endurance Modification IO
------------
Set Bonus Totals:
  • 13.31% Defense(Smashing)
  • 13.31% Defense(Lethal)
  • 12.06% Defense(Fire)
  • 12.06% Defense(Cold)
  • 13% Defense(Energy)
  • 13% Defense(Negative)
  • 3% Defense(Psionic)
  • 10.5% Defense(Melee)
  • 10.81% Defense(Ranged)
  • 18.31% Defense(AoE)
  • 1.8% Max End
  • 16.25% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 3% Enhancement(Accuracy)
  • 3% Enhancement(Immobilize)
  • 5% FlySpeed
  • 95.38 HP (9.378%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Immobilize) 4.95%
  • MezResist(Sleep) 3.3%
  • MezResist(Stun) 1.65%
  • MezResist(Terrorized) 2.2%
  • 10% (0.167 End/sec) Recovery
  • 10% (0.425 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 3.75% Resistance(Energy)
  • 1.875% Resistance(Negative)
  • 8.76% Resistance(Toxic)
  • 1.26% Resistance(Psionic)
  • 5% RunSpeed
  • 5.5% XPDebtProtection
------------
Set Bonuses:
Basilisk's Gaze
(Char)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Doctored Wounds
(Transfusion)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
  • 1.26% Resistance(Toxic,Psionic)
Enfeebled Operation
(Fire Cages)
  • 3% Enhancement(Immobilize)
  • 1.875% Resistance(Negative)
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
  • 3.75% Enhancement(RechargeTime)
  • 3.125% Defense(Melee), 1.563% Defense(Lethal), 1.563% Defense(Smashing)
Gift of the Ancients
(Hover)
  • 2% (0.033 End/sec) Recovery
Eradication
(Hot Feet)
  • 1.8% Max End
  • 3.125% Defense(Energy,Negative), 1.563% Defense(Ranged)
  • 22.89 HP (2.251%) HitPoints
  • 2% XPDebtProtection
  • 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
Detonation
(Flashfire)
  • MezResist(Sleep) 1.65%
  • 1.875% Resistance(Energy)
  • 1% XPDebtProtection
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
  • 1.875% Resistance(Toxic)
Reactive Armor
(Increase Density)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
  • 1.25% Defense(AoE), 0.625% Defense(Fire), 0.625% Defense(Cold)
  • 1.25% Resistance(Toxic)
Tempered Readiness
(Siphon Speed)
  • 1.5% (0.025 End/sec) Recovery
Performance Shifter
(Speed Boost)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 19.08 HP (1.876%) HitPoints
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
  • 1.25% Defense(AoE), 0.625% Defense(Fire), 0.625% Defense(Cold)
  • 1.25% Resistance(Toxic)
Serendipity
(Weave)
  • 4% (0.17 HP/sec) Regeneration
  • 7.63 HP (0.75%) HitPoints
  • 3% Enhancement(Accuracy)
  • 1.25% Defense(AoE), 0.625% Defense(Fire), 0.625% Defense(Cold)
  • 1.25% Resistance(Toxic)
Blood Mandate
(Fire Imps)
  • 1.5% (0.025 End/sec) Recovery
  • 1.875% Defense(Fire,Cold), 0.938% Defense(AoE)
  • MezResist(Stun) 1.65%
  • 3.75% Defense(AoE), 1.875% Defense(Fire), 1.875% Defense(Cold)
  • 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
Energy Manipulator
(Transference)
  • 1.5% (0.025 End/sec) Recovery
  • 6% (0.255 HP/sec) Regeneration
Detonation
(Fissure)
  • MezResist(Sleep) 1.65%
  • 1.875% Resistance(Energy)
  • 1% XPDebtProtection
  • 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
  • 1.875% Resistance(Toxic)
Kinetic Combat
(Seismic Smash)
  • MezResist(Immobilize) 2.75%
  • 15.26 HP (1.501%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
Karma
(Rock Armor)
  • 1.5% XPDebtProtection
  • 15.26 HP (1.501%) HitPoints
  • Knockback Protection (Mag -4)
Steadfast Protection
(Earth's Embrace)
  • 1.5% (0.025 End/sec) Recovery
  • 15.26 HP (1.501%) HitPoints
  • 3% Defense(All)
  • Knockback Protection (Mag -4)



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@Typsy Gypsy
Story Arc # 30543 Finding Lost Hope

 

Posted

If you look around on these boards, you should see a bunch of threads about Fire/Kin Controllers. There is also a fairly recent guide.

Your slotting needs some work. Just a few quick things:

Transference needs accuracy . . . that's why there are accurate healing sets. {Edit: Oops I mean Transfusion}
Hot Feet uses a ton of endurance . . . you should try to cap the EndRdx.
Flashfire is not a damage power and does very little damage . . . slot it for Stun.

Increase Density is a one-slot-and-you're done power. I put a Steadfast -Knockback in it.

Siphon Speed is a key power . . . it needs Accuracy and Recharge.

Speed Boost . . . one EndMod and it is done.

I'm not a big fan of Fighting Pool or Maneuvers on a Fire/Kin, but different folks have different opinions on that. I tend to lean more towards being a controller rather than a farmer . . . silly me, I try to play the game the way it is supposed to be.

Also, if you are playing a controller for the first time, I don't recommend a Fire/Kin . . . in low levels, you will die a lot. It doesn't get the really uber powers until 35 and 38 (and those are underslotted). If you are just starting a character, try playing the basics before trying to set up a level 50 build.

(Did you get that sig picture from the Mons Venus?)


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 think Local_Man means Transfusion with the accurate healing sets? Although Transference needs it too. That power does more than any number of recovery set bonuses ever could, but it's got to hit. If I wasn't going to six-slot it, I'd focus most on accuracy and recharge. (And use higher level sets, too. Efficiacy Adaptor doesn't seem too bad these days, as high-level IOs go.)

Actually, it feels like you're going for a lot of set bonuses while either neglecting the primary usage of the power, or just in ways that seem weird...

Take the slots in Weave, for example. It'd probably be more useful to either get some of those in Rock Armor (where it probably helps you more) or Maneuvers (where it can help your team too). And resistance enhancements only make it stronger against toxic, which isn't all that common. You'd be better served by heal (to get more hp out of it) or recharge (to use it more often.)

Yeah, that ID slotting is mind-boggling. If you really want the defense, slot up your defense powers better.

Fire Imps have this habit of running off and getting themselves killed. I wouldn't slot it heavily for recharge, but it's nice to have some in there. If nothing else, they can be useful as cannon fodder.

I'm not a big fan of immobilize enhancements in fire cages. It's duration is three times it's recharge when neither aspect is slotted. Anything I can't keep immobilized with that (a list which mostly reads "Warwolf"), I'm better off finding some other way to deal with them.

I could probably go on further, but without an answer to one question maybe there's no point. You say you want to solo, but are you thinking in terms of farming-type soloing (x8 missions against carefully selected groups), or something more general? (The latter is more my style; I'll be a bit disappointed if I can't handle at least x4 *anything* when I'm done.)

Either way, you're short some things. As I understand it, your defenses aren't where they'd need to be to do serious farming. And your controls are too weak to be fighting, say, x4 Carnies. (For that matter, if you're ever wanting to do any task forces, you'll probably also want much better controls.)

Quote:
Also, if you are playing a controller for the first time, I don't recommend a Fire/Kin . . . in low levels, you will die a lot. It doesn't get the really uber powers until 35 and 38 (and those are underslotted). If you are just starting a character, try playing the basics before trying to set up a level 50 build.
Funny, my first controller was a Fire/Kin. (Outside of a couple desultory attempts at Mind, which never got past single digits.) I felt uber as soon as I got Hot Feet... but it does require playing differently to do well. (And once I got going, I couldn't bring myself to go back to playing scrappers again.)

-Morgan. I won't deny that I died a lot... but I still leveled really fast...


 

Posted

Quote:
Originally Posted by Local_Man View Post
If you look around on these boards, you should see a bunch of threads about Fire/Kin Controllers. There is also a fairly recent guide.
I understand that, like I said above, I don't understand the "lingo", hence why I made this thread in the hopes that people would break it down for me.

No I don't plan on farming. I like to solo most of the time, I have a 5 year old that craves my attention so I don't bother people with always saying, "BRB", so I just don't team that much.
Quote:
Originally Posted by Local_Man View Post
(Did you get that sig picture from the Mons Venus?)
No I didn't Mons Venus is a cesspool.
Quote:
Originally Posted by Local_Man View Post
If you are just starting a character, try playing the basics before trying to set up a level 50 build.
I guess my problem is I don't understand how to efficiently use set bonuses. I like to try to have a plan as to where I am going so I make builds up to 50. Just me gives me something to do and at least I practice at Mids, granted I may be no good at it but I am hoping one of these days I may actually catch on and get the hang of it.

Quote:
Originally Posted by Morganite View Post
Actually, it feels like you're going for a lot of set bonuses while either neglecting the primary usage of the power, or just in ways that seem weird...
It is weird to me, cause I don't understand. but thanks for trying to help. I'll work on trying to change some things around and try again. =)

Oh and Morganite, I would love to take on x4 anything, who wouldn't, thats why I love my scrappers. Hehe.

Well off to mess with Mids again. =)


@Typsy Gypsy
Story Arc # 30543 Finding Lost Hope

 

Posted

Sounds a lot like my situation. Not because of a 5 year old, but there's enough interruptions that teaming tends to be a "special occasion" thing for me.

My process on set bonuses is to first start by figuring out what a power needs in basic enhancement values to do it's job well, then try to figure out what bonuses I can get out of it. Sometimes a set with less impressive enhancement values is okay if it gives a particularly desirable bonus, but not if it means the power can't do it's job when I need it. On the other side, I'm a bit wary of putting more slots in a power than it takes to do it's job just to get a bonus. Sometimes, it's worth it. But the more slots that are involved, the more likely that I can find some other power to put those slots in that will benefit more and give me just as much of a bonus.

<a href="http://boards.cityofheroes.com/showthread.php?t=122110">This guide</a> provides a pretty good overview of what the powers in Fire/Kin are good for. Although sometimes it just takes some practice.

It's pretty much always better to stack up many set bonuses that help one or two things than to have bonuses spread out all over the place. For controllers in general, recharge enhancement is very popular, since most rely on one or more powers with very long recharge times. Accuracy bonuses are also nice given the rather binary nature of controlling, but seem to be in general harder to find outside of purples. Beyond that, it depends a lot on specific goals.