Slotting Bonfire
I have been puzzling this out on my fire/mental/fire blaster myself and have reached the conclusion that, for a blaster, there really isn't much to slot but recharge unless you are going for a set bonus.
The problem with bonfire is that it does 2 things - mitigate damage to you through knock back and damage things. Since it does knockback instead of knockdown (roughly mag 6) nothing is going to stay in it long enough to take much damage unless you have a control of some kind that has -KB, which allows you do do damage but prevents the first purpose (mitigation) - and for a blaster the mitigation is really the more important feature, so slotting for damage enhancement is kind of a waste.
You COULD slot procs - it will take both the positrons blast % for energy damage and the explosive strike % for smashing damage proc. I am not sure if you will really gain anything here though - I suspect you would be better off slotting the posi blast proc in an AE that you fire off more often - it depends on whether bonfire checks for proc hits like an aura or rain (once very 10 seconds) or more like a regular pet (once per attack). I suspect its like a rain, which means its going to check at most on initial cast and then once every 10 seconds and the odds are pretty good things will have been knocked out of it after the first check.
Globals: @Midnight Mystique/@Magik13
I 6 slot Kinetic Crash.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Force Feedback +Recharge works very nice in it assuming your running against many mobs. As each mob hitting it has a chance to activate the proc it has a decent chance to go off. Since the AI of mobs is pretty much charge in to fight the player. It's almost like zombies trying to get at you to eat your flesh, they just keep on coming. After not having and having it, I start to notice when the proc goes off. You can also tell when it goes off by the the fact that Bon Fire is ready to use again before Bon Fire expires sometimes.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
Force Feedback +Recharge works very nice in it assuming your running against many mobs. As each mob hitting it has a chance to activate the proc it has a decent chance to go off. Since the AI of mobs is pretty much charge in to fight the player. It's almost like zombies trying to get at you to eat your flesh, they just keep on coming. After not having and having it, I start to notice when the proc goes off. You can also tell when it goes off by the the fact that Bon Fire is ready to use again before Bon Fire expires sometimes.
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Miladys_knight's suggestion is a good one - 6 kinetic crash gives you -KB and 7.5% recharge.
Globals: @Midnight Mystique/@Magik13
Are you sure you get the recharge boost from the proc? Usually when you slot a proc in pets (or psuedo-pets) the proc only affects you when you first cast the pet - after that the proc affects either the pet or the pets targets, depending on the type of proc.
Miladys_knight's suggestion is a good one - 6 kinetic crash gives you -KB and 7.5% recharge. |
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
I've only ever put 1 recharge IO in bonfire. It recharges before it expires. I have 176% recharge/perma-hasten so I don't know how long it may take on your build.
Hrm I see what your saying.. I will have to really try to test this out then. Though for 1 slotted if I could have just bonfire up much more its a pretty great power to keep mobs away from me. But I'm going to have to do some testing for sure to see. I have it on my AR Device so my longest recharge power is Full Auto so I will have to do some timing and see. In hindsight I have Buck shot 1 slotted with one of these procs also.. SO I could have been noticing that instead. Bah, could be giving out misinformation here.. But I will check and make sure what the heck I am talking about.
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Are you sure you get the recharge boost from the proc? Usually when you slot a proc in pets (or psuedo-pets) the proc only affects you when you first cast the pet - after that the proc affects either the pet or the pets targets, depending on the type of proc.
Miladys_knight's suggestion is a good one - 6 kinetic crash gives you -KB and 7.5% recharge. |
* Three enhancements increases Smashing Resistance by 2.5%.
* Four enhancements provides 3 points of protection against Knockback effects on you.
* Five enhancements improves your Regeneration by 6%.
* Six enhancements improves the Recharge of all your powers by 7.5%.
All of which are quite useful set bonuses. My Energy/Elec/Fire blaster has 5 set of kin crash slotted. Most amusing and quite survivable.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
* Two enhancements improves your Run Speed by 3%.
* Three enhancements increases Smashing Resistance by 2.5%. * Four enhancements provides 3 points of protection against Knockback effects on you. * Five enhancements improves your Regeneration by 6%. * Six enhancements improves the Recharge of all your powers by 7.5%. All of which are quite useful set bonuses. My Energy/Elec/Fire blaster has 5 set of kin crash slotted. Most amusing and quite survivable. |
Unfortunately, I was wheeling and dealing on the market and did the typically tragic wrong item bid dance, but no worries. Respec is a ways off anyhow.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
If I had to pick something, it would be Range. 2 slots gives it 104ft range, and you can cast it around corners. One of my favorite tricks for Bonfire is to throw it just behind a group so they all get flung toward me.
I wouldn't slot KB because it ruins the power's occasional ability to convert into knockdown. I have only seen this happen with the robots in one of the level 50 arcs, but I can think of few things more overpowered than autohit knockdown every 0.2 seconds for 30 seconds.
I would honestly have a hard time 6 slotting it though. It's pretty efficient as a power. Are you sure there is nowhere else you can put the slots?
Off topic, but this caught my eye and amused me in two ways. One, was at the thought of adding so much KB to Nrg blast. Two was how someone who willingly sacrifices so much damage in his attacks could then look down on Dual Pistols so much. (Of course that build could still have a lot of Kin crashes slotted and still have potent damage powers as well, but my amusement does not have to be based on facts. )
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Bonfire and Lightning Clap aren't really damage powers they are mitigation powers. Slotting them for damage doesn't make much sense.
As for the other 3 powers in question, as an example, Explosive Blast 6 slotted with Kin Crash deals 95.1 damage per activation per target. Explosive Blast six slotted with Posi Blast averages 126.44 per target. Quite a bit of the extra damage slotting from the Posi set is lost to ED. (Admittedly this is now less valuable post incarnate system since you can partially defeat ED with incarnate slotting) It means that instead of 4 applications of the power to kill minions I have to use 5 applications. Not that big of a deal to me because.....
What I gain from that slotting is almost triple the KB mag (and therefore distance traveled) and all the extra mitigation provided thereby. It increases my survival time by much much longer than a single extra application of an AoE power required to wipe out minions. I can (and do) cycle AoE KB powers and keep entire 8 player spawns from ever reaching melee range. It means that the ranged defense slotted in other powers and an occasional purple insp keep me virtually unscathed.
I consider a 25% reduction in damage to gain almost triple the mitigation from secondary effects a good trade off. I would in fact like to see other such beneficial trade offs in slotting for secondary effects.
We have seen the devs go this way lately with powers like Cosmic Burst and Cobra Strike. It is of equivalent benefit to slot either for Damage OR Secondary effects.
You can't do that with Dual Pistols. The secondary effects are pre-nerfed because you can change them. (If you waste a power pick to do so, which is the entire point of the power set) Trying to slot for secondary effects is in essence a double ding to the power set since your secondary slotting is only good when you select the ammo type that benefits from it, unless you slot multi-effect enhancements (like Hami-Os) which defeats the purpose of slotting most invention sets.
Also, just so you know, I do find Dual Pistols hugely amusing. I laugh hysterically every time I see someone playing the set and then complaining when they face plant. I also laughed maniacally when I pressed the delete character button on mine.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
On my dp/fire/fire blaster i just slotted it with the Ragnarok proc just incase the enemy has some form kb resis they might just fall down.
Try throwing it under Romy's feet just after he rezes in the ITF. Hilarity ensues.
A lot depends on how you want to or will use bonfire.
As has been suggested above it can be used to make a safe zone to stand in, or fling mobs in a specific direction.
You can block off doors or hallways, or the really fun one is with corners or dead end corridors. With those you can arrange for mobs to get flung into the wall and bounce back into the bonfire. Quite amusing to lock down a spawn that way. It also can do some considerable damage even un-slotted.
On my fire/storm controller I have a single end redux in it. I keep planning to change that to a recharge. I mostly use it for area denial.
On my fire/kin (I forget how many slots) I use it more as a damage power. With the -kb in fire cages it can do some considerable chewing on a spawn.
For a blaster I would likely use it mostly to make a safe zone to stand in and the occasional nasty lock down on spawns as the geography permits. If your build has slots to spare it would a be a good place to put them, as mentioned above Kinetic Crash is a very good set.
If you are tight on slots it can be effective with one slot.
I'm just getting ideas here. I use the power frequently. I love recharge sets. I've five slotted it before. I've one slotted it before. It's a fun power. Just getting ideas is all.
I have mine 6-slotted for Force Feedback, but Kinetic Crash is good too.
Suggestions:
Super Packs Done Right
Influence Sink: IO Level Mod/Recrafting
Random Merit Rolls: Scale cost by Toon Level
What I gain from that slotting is almost triple the KB mag (and therefore distance traveled) and all the extra mitigation provided thereby. It increases my survival time by much much longer than a single extra application of an AoE power required to wipe out minions. I can (and do) cycle AoE KB powers and keep entire 8 player spawns from ever reaching melee range. It means that the ranged defense slotted in other powers and an occasional purple insp keep me virtually unscathed.
I consider a 25% reduction in damage to gain almost triple the mitigation from secondary effects a good trade off. I would in fact like to see other such beneficial trade offs in slotting for secondary effects. |
Going off topic, but knockback mag and distance traveled do not seem to have a 1:1 relationship. From what I can see the distance traveled is a couple of extra feet for each increase in mag. There is a base distance of about 10 feet that any knockback throws an enemy, and increasing mag beyond that seems to throw them an extra foot or two per mag. It definitely will not "almost triple the mitigation" unless you mean that non-literally.
As a case in point, Force Bolt slotted with knockback can be brought from mag 18 to above mag 50. I originally expected this to throw the enemy a very long distance. In fact it appears to throw them only about 10 to 15 feet further. It definitely does not throw them 2.5 times further like the numbers suggest.
So I slotted six kinetic crash. The why:
1. 3 points of KB protection let's me drop Karma from hover and slot a defense IO.
2. Moar recharge!
3. Bonfire is my circle of happiness when the mobs get thick.
4. I can now drop bonfire again before the first one runs out if I need to reposition.
5. KB and corners.
Every attack is still 5 slotted. build up is 5 slotted. Aim 3 slots. So...
I tested. It's super fun. Now, I have something to do between nukes when solo.
Hrm I see what your saying.. I will have to really try to test this out then. Though for 1 slotted if I could have just bonfire up much more its a pretty great power to keep mobs away from me. But I'm going to have to do some testing for sure to see. I have it on my AR Device so my longest recharge power is Full Auto so I will have to do some timing and see. In hindsight I have Buck shot 1 slotted with one of these procs also.. SO I could have been noticing that instead. Bah, could be giving out misinformation here.. But I will check and make sure what the heck I am talking about.
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Forced Feedback +recharge is basically wasted in any placable power in the game. The Proc would affect the pseudopet involved which is useless on two fronts anyway because the pseudopet uses a toggle to do the knockback and pets cannot benefit from Recharge in any way.
I've always just slotted 1 rech in it as I'd rather put the slots elsewhere in other powers. I love Bonfire, but what it does out-of-the-box is perfect for me and I really only use/need it for a safe haven or the many other reasons listed above.
To me, it's a situational power that doesn't warrant the need for extra slots--no matter what set bonuses I might/could get from it.
Just to get the lay of the land, how do YOU slot Bonfire. I find it to be a super useful skill and was thinking of dropping a five or a six slot set in it.
I have three builds geared to three different specialties, so really ANY set would work in one of the builds, just looking for some cool ideas for the power itself, not the set bonuses. Get creative and make me smile for once!