Incarnate for FireKin?
Well that's a terrible fire/kin build
Well, you're a great help. Thanks for the feedback!
It makes it a bit harder for people when your datalink is not actually a link and you have no data chunk posted.
Also, you haven't said anything about what your goals and usual things to do on this character are, which makes it hard to tell what would help you. Although I imagine everyone will say that you don't need that many slots in Siphon Speed...
-Morgan.
Apologies for the data issues. It's my first build post here even though I've been playing the game for 2 years.
(But even without the data chunk, the dude had nothing to contribute so why even post? At least tell me why he thinks my build is bad.)
In short, my goals are good control and good damage while staying alive. I understand the staying alive part is this build's problem, but I really didn't want to choose 3 heavily slotted powers in Fighting to get there. (Also, fire mastery over stone epic pool for thematic reasons.)
Here's a revamped build, hopefully with data chunk. Any advice is welcome, but if all ya got is snark, keep it in your pants.
Thanks!
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Etrikin: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- HO:Endo(A), HO:Perox(3), HO:Perox(5), Dev'n-Acc/Dmg/EndRdx/Rchg(19), Dev'n-Acc/Dmg/Rchg(21), Dev'n-Dmg/Rchg(23)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/Heal(5), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Nictus-Acc/EndRdx/Rchg(19), Acc-I(21)
Level 2: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(7), GravAnch-Acc/Rchg(23), GravAnch-Immob/EndRdx(25), TotHntr-Acc/EndRdx(25), TotHntr-Dam%(27)
Level 4: Siphon Power -- Acc-I(A), RechRdx-I(13), RechRdx-I(13)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 8: Hot Feet -- Armgdn-Dmg(A), Armgdn-Dmg/EndRdx(11), TmpRdns-Acc/EndRdx(11), TmpRdns-EndRdx/Rchg/Slow(27), Sciroc-Acc/Dmg(29), Sciroc-Dmg/EndRdx(29)
Level 10: Siphon Speed -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(15), Acc-I(15), RechRdx-I(31), RechRdx-I(45)
Level 12: Flashfire -- Rope-Acc/Rchg(A), Rope-Acc/Stun/Rchg(17), Rope-Acc/Stun(17), Amaze-Stun(31), Amaze-EndRdx/Stun(31), Amaze-Acc/Rchg(33)
Level 14: Super Speed -- Run-I(A)
Level 16: Increase Density -- ResDam-I(A)
Level 18: Cinders -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(33), UbrkCons-Hold/Rchg(34), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-Acc/Rchg(34)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Super Jump -- Jump-I(A)
Level 26: Acrobatics -- EndRdx-I(A)
Level 28: Smoke -- Acc-I(A)
Level 30: Recall Friend -- Range-I(A)
Level 32: Fire Imps -- S'bndAl-Dmg(A), S'bndAl-Acc/Dmg/Rchg(36), S'bndAl-Acc/Rchg(36), BldM'dt-Acc/Dmg(36)
Level 35: Transference -- Acc-I(A), Acc-I(37), RechRdx-I(37), RechRdx-I(37), RechRdx-I(39), EndMod-I(39)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(40), RechRdx-I(40), RechRdx-I(40), EndRdx-I(42)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43), RechRdx-I(43)
Level 44: Fire Shield -- ResDam-I(A), ResDam-I(45), ResDam-I(45)
Level 47: Consume -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48), EndMod-I(48), EndMod-I(50), EndMod-I(50)
Level 49: Rise of the Phoenix -- EndMod-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A), Heal-I(46), Heal-I(46)
Level 2: Stamina -- EndMod-I(A), EndMod-I(46), EndMod-I(50)
------------
Set Bonus Totals:
- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 2.25% Max End
- 2.5% Enhancement(Held)
- 13.75% Enhancement(RechargeTime)
- 33% Enhancement(Accuracy)
- 5% Enhancement(Immobilize)
- 5% Enhancement(Heal)
- 72.49 HP (7.127%) HitPoints
- 21.5% (0.359 End/sec) Recovery
- 44% (1.868 HP/sec) Regeneration
- 10.08% Resistance(Fire)
- 10.08% Resistance(Cold)
Set Bonuses:
Devastation
(Char)
- 12% (0.51 HP/sec) Regeneration
- 22.89 HP (2.251%) HitPoints
(Transfusion)
- 19.08 HP (1.876%) HitPoints
- 9% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 2.25% Max End
(Fire Cages)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
(Fire Cages)
- 5% Enhancement(Immobilize)
(Hot Feet)
- 4% (0.067 End/sec) Recovery
(Hot Feet)
- 1.5% (0.025 End/sec) Recovery
(Hot Feet)
- 10% (0.425 HP/sec) Regeneration
(Siphon Speed)
- 1.5% (0.025 End/sec) Recovery
(Flashfire)
- 6% (0.255 HP/sec) Regeneration
- 0.945% Resistance(Fire,Cold)
(Flashfire)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
(Cinders)
- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
(Cinders)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
(Fire Imps)
- 16% (0.679 HP/sec) Regeneration
- 30.52 HP (3.001%) HitPoints
(Fire Ball)
- 2.5% (0.042 End/sec) Recovery
- 1.575% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
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I hate to sound mean but I agree with TrueDarkLord, I would suggest looking at some of the sample builds in the archetype forums.
You don't need to slot siphon speed or siphon power like you have, consider the stone mastery pool for s/l def rather than resistance as you won't last 5 seconds with 2.6% def and 45% res.
Try to use your io sets for recharge and for my kin ive gone Spiritual for the recharge too. If you go for recharge Transference will be up quicker and you won't need to waste slots on recovery.
Looking at your power picks I assume this is a team oriented build, if not i'd lose Inc Density and Recall friend, even as a team toon i'd drop recall friend as if there is an almost entire team wipe you will go down with it as once tank has gone you will be main aggro
I hope that helps somewhat
Not mean at all Purus! (And I don't mind mean as long as it's informative too...)
Thanks for your tips. My build originally was modeled after one of the more popular firekin builds on the forums, but I was having endurance issues, so started slotting for recovery.
I don't need TP. It was just the power I added (along with Increase Density) when Fitness became inherent. I play equal amounts solo and team, so I'm not looking for one over the other necessarily.
I'm getting that I'll need either Fighting or Stone Mastery for defense. There's no other way to slot for defense in a fire/kin, right?
Anyone got a good fire/kin/stone build post I-19 with as good defense as possible to post?
Something to keep in mind about recovery bonuses is that even the big ones are actually really tiny in absolute terms. They're not worthless, but a slot placed just for a recovery bonus will not help as much as a slot of EndRed in a frequently used power.
The third slots in Health and Stamina don't help a lot when you're up to level 50 single-aspect IOs. You'd be better off looking at things like the Numina or Miracle uniques for health, and the Performance Shifter proc for Stamina.
I'd suggest using the Efficacy Adaptor set in Transference rather than common IOs. It recharges just a bit slower, but you'll get more out of it in return. Plus some nice set bonuses.
As for defense, it again depends on what you want to do. A Fire/Kin with softcapped smashing/lethal can fight massive groups of some enemies without even needing to use a hard control, but will suffer greatly against enemies who do a lot of, say, ranged psi. There's the approach I used, which is to slot up Weave, Maneuvers, and Combat Jumping, grab positional defense bonuses from sets (particularly ranged), and make good use of Flashfire. I'm pretty good against just about anything, but I also won't be fighting x8 anything, let alone at such speed - trading power for versatility, essentially. There's also a build I saw around here somewhere which had softcapped ranged defense, which would have it's own advantages and disadvantages. All will, of course, benefit from a Steadfast Protection Res/Def.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5)
Level 1: Transfusion -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(5), Dct'dW-Rchg(7), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(17), Acc-I(17)
Level 2: Fire Cages -- TotHntr-Dam%(A), TotHntr-Immob/Acc(9), TotHntr-Acc/EndRdx(9), TotHntr-EndRdx/Immob(11), TotHntr-Acc/Rchg(11), TotHntr-Acc/Immob/Rchg(13)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(21), Zephyr-Travel(43), Zephyr-ResKB(48)
Level 8: Hot Feet -- P'ngTtl-Rng/Slow(A), P'ngTtl-Acc/EndRdx(34), P'ngTtl-Dmg/Slow(34), P'ngTtl-Acc/Slow(36), P'ngTtl--Rchg%(36), P'ngTtl-EndRdx/Rchg/Slow(37)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(15), RechRdx-I(37), Acc-I(37)
Level 12: Flashfire -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg/EndRdx(13), Posi-Dmg/EndRdx(39), Posi-Acc/Dmg(40), Posi-Dam%(40)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(19), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(21)
Level 20: Speed Boost -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(34)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(25), GA-3defTpProc(25)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29)
Level 30: Tactics -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(31), GSFC-ToHit/Rchg(31), GSFC-ToHit(31), GSFC-Build%(39), GSFC-ToHit/EndRdx(39)
Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Rchg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-+Res(Pets)(50), ExRmnt-EndRdx/Dmg/Rchg(50)
Level 35: Transference -- P'Shift-EndMod/Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(36)
Level 38: Fulcrum Shift -- Acc-I(A)
Level 41: Fissure -- Posi-Dmg/Rchg(A), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg(42), Posi-Dam%(42), Posi-Acc/Dmg/EndRdx(43), FrcFbk-Rechg%(43)
Level 44: Seismic Smash -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(45), Mako-Acc/Dmg(45), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(46), Mako-Acc/EndRdx/Rchg(46)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 49: Earth's Embrace -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- Empty(A)
Here's a build with fairly solid defense and a good bit of recharge. Can get you to perma hasten with 2 SS. Not a good farming build, but very solid in TF, tips, and general play.
In general, assuming you're fire/kin is for farming, you'd want the recharge. Secondly, if you're invuln/SS is hurting for endurance, you did something wrong.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
From what I can see of your build you're not taking advantage of set bonuses and you're putting slots where they no longer need to be...which is fair enough as you're working on how things were built two years ago.
Here are some tips:
-I have the Nerve Radial Boost for Accuracy and Defense. If you want a build that will get you to the soft cap for Smashing Lethal defense, you're going to want to grab a Epic Power Pool that's shield gives you defense instead of resistance. Fire Shield is res.
-You have three slots in Hasten, which USED to be the standard but once you start slotting sets to take advantage of global recharge you just don't need three slots...hell, you barely need two (if you have the cash).
-You have 6 slotted both Transference and Fulcrum shift. Keep the six slots in Trans but IO it up with Efficacy Adapters for the recharge bonus and stick two slots into FS and put 2 recharge reducers in there.
-Hot Feet only needs 5 slots
-Siphon Power only needs 1 slot
-Siphon Speed only needs 1 slot
-With the fighting pp I used to think like you but the three powers you take are highly useful: Boxing only needs four slots to give you a whopping 3.75% defense to S/L. Tough only REALLY needs two slots and I have seen it one slotted. But you can stick the two Steadfast's, giving you 3% defense and knockback protection, in there and call it a day. And Weave is all kinds of awesome: LotG recharge mule, as well as a 48% resistance to mezzes and of course, properly slotted, 7% S/L defense.
-You don't need three slots in Health and Stamina...two will do just fine.
-stick some Expedient Reinforcements in your imps...good bonus to your recharge.
-there really isn't a need to have 6 slots in Fireball. Your 5 Posi's do just fine.
-and you don't need Consume cause you already have Transference.
-You have 4 gravitational anchors and two trap of the hunters...lose 1 slot and get a 5th GA and boom! 10% global recharge!
Do you have a lot of money?
Are you looking at farming?
Are you planning on teaming mostly or soloing?
Thematically, do you need both SS and SJ?
What fire powers do you have to have from the Fire Epic?
Ignorance dies from exposure to truth.
I am the hunter of ignorance.
I am the truth.
- The Seeker
Check this build if farming is a main focus. Its still pretty good for teams too though.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Stone Kin-Joe3: Level 50 Natural Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-EndRdx/Rchg/Hold(31), BasGaze-Rchg/Hold(31), Lock-%Hold(50)
Level 1: Transfusion -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(3), Dct'dW-Heal(5), Dct'dW-Rchg(5)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob/Rchg(11), Enf'dOp-Acc/Immob(11)
Level 4: Siphon Power -- RechRdx-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 8: Boxing -- Empty(A)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(33)
Level 12: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(15), M'Strk-Dmg/Rchg(17), M'Strk-Acc/EndRdx(17), M'Strk-Acc/Dmg/EndRdx(19), M'Strk-Dmg/EndRdx/Rchg(19)
Level 14: Super Jump -- Jump-I(A)
Level 16: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(21), Stpfy-Acc/EndRdx(21), Stpfy-Stun/Rng(23), Stpfy-Acc/Stun/Rchg(23)
Level 18: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), Lock-%Hold(29)
Level 20: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31)
Level 22: Speed Boost -- EndMod-I(A)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34)
Level 26: Siphon Speed -- RechRdx-I(A), Acc-I(34)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29)
Level 30: Tactics -- GSFC-Build%(A), GSFC-ToHit/Rchg/EndRdx(34), GSFC-ToHit/EndRdx(36), GSFC-ToHit/Rchg(36), GSFC-Rchg/EndRdx(40), GSFC-ToHit(46)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-EndRdx/Dmg/Rchg(37)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-EndMod/EndRdx(40)
Level 38: Fulcrum Shift -- RechRdx-I(A), RechRdx-I(42), Acc-I(48)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Dam%(43), FrcFbk-Rechg%(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-Dmg/EndRdx/Rchg(46), T'Death-Dam%(46)
Level 47: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(48)
Level 49: Earth's Embrace -- RgnTis-Heal/EndRdx/Rchg(A), RgnTis-Regen+(50), RgnTis-Heal/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(13), Mrcl-Rcvry+(25)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(33), P'Shift-EndMod(33)
Hmm,Ive only recently realized that the bonus from the sets I slot could relieve some slot usage.Currently I have 94 percent global recharge.With that in mind how many slots should FS actually have?I'm trying to free up as many slots as i can to atleast attempt to get my DEF to decent levels without sacrificing the ability to do TFs and other team oriented events.I'm so stuck in old slotting doctrine, 3 slotting hasten,stamina etc.
I'm just going to say it. The idea that you have to be softcapped to s/l or softcapped to anything to be a survivable or effective fire/kin or any type of controller is utter nonsense and poppycock. Sure if you are farming a specific enemy group it will make things a little easier, but lets face it; a well played fire/kin can usually have the enemy stunned and dead before they even have a chance to fire back. It's nice to have (sure, I guess) but far far from necessary.
(Yeah, I just wanted to say 'nonsense and poppycock'.)
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
I'm just going to say it. The idea that you have to be softcapped to s/l or softcapped to anything to be a survivable or effective fire/kin or any type of controller is utter nonsense and poppycock. Sure if you are farming a specific enemy group it will make things a little easier, but lets face it; a well played fire/kin can usually have the enemy stunned and dead before they even have a chance to fire back. It's nice to have (sure, I guess) but far far from necessary.
(Yeah, I just wanted to say 'nonsense and poppycock'.) |
I have no idea which Incarnate ability will serve my IO'd FireKin best. (Unlike my Invuln/SS Tank, which needed endurance badly.)
I was thinking Accuracy or Recharge, but my IOs seem to take care of both of those really well. With Transference and Consume, Endurance is not an issue. Should a FireKin take increased Damage?
Any tips? Here's my build, and thanks!
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Etrikin: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- HO:Endo(A), HO:Perox(3), HO:Perox(5), Dev'n-Acc/Dmg/EndRdx/Rchg(19), Dev'n-Acc/Dmg/Rchg(21), Dev'n-Dmg/Rchg(23)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(3), Nictus-Acc/Heal(5), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Nictus-Acc/EndRdx/Rchg(19), Acc-I(21)
Level 2: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(7), GravAnch-Acc/Rchg(23), GravAnch-Immob/EndRdx(25), TotHntr-Acc/EndRdx(25), TotHntr-Dam%(27)
Level 4: Siphon Power -- Acc-I(A), RechRdx-I(13), RechRdx-I(13)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 8: Hot Feet -- Armgdn-Dmg(A), Armgdn-Dmg/EndRdx(11), TmpRdns-Acc/EndRdx(11), TmpRdns-EndRdx/Rchg/Slow(27), Sciroc-Acc/Dmg(29), Sciroc-Dmg/EndRdx(29)
Level 10: Siphon Speed -- TmpRdns-Acc/EndRdx(A), TmpRdns-EndRdx/Rchg/Slow(15), Acc-I(15), RechRdx-I(31), RechRdx-I(45)
Level 12: Flashfire -- Rope-Acc/Rchg(A), Rope-Acc/Stun/Rchg(17), Rope-Acc/Stun(17), Amaze-Stun(31), Amaze-EndRdx/Stun(31), Amaze-Acc/Rchg(33)
Level 14: Super Speed -- Run-I(A)
Level 16: Increase Density -- ResDam-I(A)
Level 18: Cinders -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(33), UbrkCons-Hold/Rchg(34), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-Acc/Rchg(34)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
Level 24: Super Jump -- Jump-I(A)
Level 26: Acrobatics -- EndRdx-I(A)
Level 28: Smoke -- Acc-I(A)
Level 30: Recall Friend -- Range-I(A)
Level 32: Fire Imps -- S'bndAl-Dmg(A), S'bndAl-Acc/Dmg/Rchg(36), S'bndAl-Acc/Rchg(36), BldM'dt-Acc/Dmg(36)
Level 35: Transference -- Acc-I(A), Acc-I(37), RechRdx-I(37), RechRdx-I(37), RechRdx-I(39), EndMod-I(39)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(40), RechRdx-I(40), RechRdx-I(40), EndRdx-I(42)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43), RechRdx-I(43)
Level 44: Fire Shield -- ResDam-I(A), ResDam-I(45), ResDam-I(45)
Level 47: Consume -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48), EndMod-I(48), EndMod-I(50), EndMod-I(50)
Level 49: Rise of the Phoenix -- EndMod-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Heal-I(A), Heal-I(46), Heal-I(46)
Level 2: Stamina -- EndMod-I(A), EndMod-I(46), EndMod-I(50)
------------
Set Bonus Totals:
- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 2.25% Max End
- 2.5% Enhancement(Held)
- 13.75% Enhancement(RechargeTime)
- 33% Enhancement(Accuracy)
- 5% Enhancement(Immobilize)
- 5% Enhancement(Heal)
- 72.49 HP (7.127%) HitPoints
- 21.5% (0.359 End/sec) Recovery
- 44% (1.868 HP/sec) Regeneration
- 10.08% Resistance(Fire)
- 10.08% Resistance(Cold)
------------Set Bonuses:
Devastation
(Char)
- 12% (0.51 HP/sec) Regeneration
- 22.89 HP (2.251%) HitPoints
Touch of the Nictus(Transfusion)
- 19.08 HP (1.876%) HitPoints
- 9% Enhancement(Accuracy)
- 5% Enhancement(Heal)
- 2.25% Max End
Gravitational Anchor(Fire Cages)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
Trap of the Hunter(Fire Cages)
- 5% Enhancement(Immobilize)
Armageddon(Hot Feet)
- 4% (0.067 End/sec) Recovery
Tempered Readiness(Hot Feet)
- 1.5% (0.025 End/sec) Recovery
Scirocco's Dervish(Hot Feet)
- 10% (0.425 HP/sec) Regeneration
Tempered Readiness(Siphon Speed)
- 1.5% (0.025 End/sec) Recovery
Rope A Dope(Flashfire)
- 6% (0.255 HP/sec) Regeneration
- 0.945% Resistance(Fire,Cold)
Absolute Amazement(Flashfire)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
Lockdown(Cinders)
- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
Unbreakable Constraint(Cinders)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
Luck of the Gambler(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
Soulbound Allegiance(Fire Imps)
- 16% (0.679 HP/sec) Regeneration
- 30.52 HP (3.001%) HitPoints
Positron's Blast(Fire Ball)