Fighting Secondary for Fire/Kin
In that level range, Tough and Weave are probably not going to help you. If you feel the need for a single target attack, and want some damage mitigation, Air Superiority is probably better, since it consistently does knockdown. (Boxing would theoretically be even better, but it's disorient is highly unreliable.)
Still, if you are dying a lot, it's probably a change in tactics you need more than any particular powers.
In that level range, Tough and Weave are probably not going to help you. If you feel the need for a single target attack, and want some damage mitigation, Air Superiority is probably better, since it consistently does knockdown. (Boxing would theoretically be even better, but it's disorient is highly unreliable.)
Still, if you are dying a lot, it's probably a change in tactics you need more than any particular powers. |
Resistance and Defense have an increasing effect as you get more and more, which is why they are so useful on melee-types with resistance and defense powersets. Some people take them on Controllers if they are building up a lot of Defense or Resistance IO set bonuses, but alone they are pretty worthless. Leveling up, you should try out your various powers and develop strategies for using them to the best effect.
I'm not a big fan of the Fighting Pool for Controllers. I think good controllers can go without it and use their powerslots for control, buff and debuff powers. But for those folks who want to maximize Defense or Resistance, it can be a viable choice only after you can get a bunch of other Defense/Resistance from other sources (like your APP shields and IO set bonuses). Get the other Defense or Resistance first, then respec into the Fighting Pool if you think it will help.
Smoke's ToHit Debuff is quite small, so it has a minimal effect. The main benefit of Smoke is -Perception, letting you get in range to set up your AoE controls before you are seen. Unless you have a lot of other -ToHit to stack with it, the main use of Smoke is -perception. I tend to prefer to take Superspeed with a Stealth IO and skip Smoke. (A Fire/TA can stack the ToHit Debuff in Smoke with Flash Arrow for a moderate amount of unresistable ToHitDebuff.)
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.)
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Thanks Local, I knew you had views against but was not sure why.
I have Morganite's and your comments on another thread for slotting printed out to peruse at home.
Basically I am looking for some damage mitigation rather than another attack.
So the text for tough means +10.5% of my total resistance not another 10.5% on top which now I write that is obvious as it would be the most important skill in the game. So more useful if I already have a large amount of resistance.
Smoke I was hoping would let me get in to the action with a little less of the alpha strike -currently it seems as soon as I hit flash fire or cages that everyone attacks me *BEFORE* my attack goes off.
I was hoping smoke would let me get my attack off first to at least flash/hold some of them, but does not seem to be working for me that way.
One problem I have with Smoke is its unenhanceable range. The aggro range of the Imps and the foes is only slightly smaller than the range or Smoke, and you can't enhance that range. If the range was a little bit longer, it would be more useful. As it is, you really need to be at Smoke's range limit to get the best use out of it. Once you smoke a group of foes, you can move it a little bit, but still need to stay a good distance away. Learn to stay at the edge of Smoke's range to get better use out of it.
The semi-official view of Resistance vs. Defense is that 2% of Resistance = 1% of Defense. Personally, I feel the benefit of Defense increases substantially the more you have, while the benefit of more resistance increases as you get more, but not by as much. On the other hand, low amounts of Resistance are probably better than low amounts of Defense. I would rather have 16% Resistance than 8% Defense. But I would rather have a control power that locks down the foes, or distracts them, than either.
A problem with Fire/Kin is that you have very little damage mitigation, so you die a lot. You generally rely most on killing fast and healing. This is why I prefer my Fire/Rad, even though the Fire/Kin can kill faster when it gets rolling. The only defensive power in Kinetics is the one that everyone skips, Repel, because it is counterproductive to what you are trying to do.
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
So the text for tough means +10.5% of my total resistance not another 10.5% on top which now I write that is obvious as it would be the most important skill in the game. So more useful if I already have a large amount of resistance.
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Tough can be very nice for some characters, but on it's own it's mostly going to be the difference between KOed now and KOed slightly later. Not really ideal.
To increase your survivability on a Fire/Kin of that level, I'd say you've basically got two workable options. Improve your damage or improve your control. Because, like Local_Man says, Kin isn't going to help you much beyond the healing. (Although Transfusion is no slouch by any means. As long as it hits. And as long as your target isn't defeated before the effect goes off.)
Improving your slotting is one part of that. (And there's some surprising bargains to be had in low level IOs, given how easy it is to make inf on even low level characters these days.) The other part, or at least what I found to be effective, is to fight weaker enemies - in greater numbers. Rather than fight the usual basic mission-spawn of 3 even level enemies, which takes forever and where my AoEs are mostly wasted, I went out to hazard zones and fought groups of blues and greens. Fire Cages to hold things down, hold the lts, and let Hot Feet grind them down. It still ended up being a race between Transfusion and the incoming damage, but it's one I could win often enough to make pretty good progress. More levels made all the powers better, leading to being able to take on bigger and stronger groups of enemies.
I suppose that's exceeding the original question a bit. Still. The point being, you'd better try to find a situation where your controls are all the mitigation you need, because for a while it's going to be the only mitigation you have.
Or you could team. (In which case your controls will *still* probably be the most important thing you bring to the table most of the time.)
-Morgan. Me suggest teaming? Blasphemy! I had too much fun soloing in that level range anyway.
Tough rarely matters much except on resistance-based melee ATs. Weave, on the other hand, can be useful for stacking defense on top of set bonuses. Unfortunately, in the 14-30 range you aren't likely to have much in the way of defense set bonuses so it won't do much for you yet (or ever if you go with a max recharge build instead of S/L or Ranged defense).
The key to surviving on a low level Controller is, well, controls. You want your single target hold to be 6-slotted ASAP and enhanced for accuracy, hold, recharge, and endurance. You also probably want your single target immobilize slotted for accuracy, damage, and endurance. On Controllers in that level range I generally lead off with my AoE immobilize, hold the most dangerous enemy (I always run on No Bosses so one hold usually works), then use my immobilize as my main damage source while keeping two targets held and the third (if there is one) immobilized. It's slow but it works... you just have to be very careful to avoid additional aggro because without AoE controls or debuffs you just can't handle numbers. Air Superiority would be handy since it not only adds damage, it also lets you keep another enemy (mostly) incapacitated.
Of course my favorite tactic with a Controller is to team with someone that actually does decent damage. It's a lot easier to just hold or immobilize stuff and keep your teammates speed boosted and healed than it is to actually kill things pre-Imps.
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I'm playing a Fire/Empathy character right now. He does "okay" levels of damage. Certainly much better than many other low level character's I've played. Not perfect but so few things are.
The trick, I think, in those early levels is to take the single target immob and slot it as an attack. Same for the hold (but slot recharge and hold duration there too if you can). The cast time on Ring of Fire is really quick- like 1.17 seconds. Air Superiority is an option if you want even more damage and some added control, but it's kind of slow (3.3 seconds). You will likely spec out of both of these powers later on.
As for survival, it is simply the lot of the average Fire/Kin, I think, to faceplant on a regular basis. You will get sturdier later in your career, but compared to some of the safety-specialist builds will always be at comparative risk. Adding armor definitely is an option, but not usually until very high level when you have a full build plan laid out.
In the meantime, you may want to invest in Combat Jumping, mainly for the Immobilize protection. This will at least let you try to run away if you get tagged.
My leveling up strategy solo has been to Flashfire first, then Fire Cages. Run in with Hot Feet on and Char the most dangerous foe. Use Fire Cages and Char as soon as they come up, and hit transfusion to heal from the damage I take when the foes wake up from the stun. Ring of Fire can add some single target damage, as can Air Superiority (I have Air Sup). Siphon Speed and Siphon Power as much as possible to get the controls back as soon as possible. I think that is a pretty standard Fire/Kin strategy.
Opening with Fire Cages is asking for damage, since you will draw all the aggro. Also, my slotting for Fire Cages is going for Accuracy and EndRdx, then damage procs rather than damage . . . I believe that on average, the procs do more damage than slotting for damage. Char gets frankenslotted with 3 Acc/Hold/Rech and then 3 Damage IOs. Flashfire gets as much Acc/Stun/Rech as I can, and Hot Feet goes for EndRdx, then Damage with some Accuracy.
Combat Jumping is a good addition, as mobility is key.
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
I don't seem to be taking a travel power, so I was wondering about the fighting secondary.
Would be nice to have a melee attack as I seem to spend all my time there (mostly solo), but I was wondering more for the defence.
Are tough/weave worth it on a controller? Or is there a better way to get defence in the 14-30 level.
So far Smoke does not save me like I hoped it would.