Fire/Kin build help


awag_91

 

Posted

I am starting a new character that is a fire/kinetics corruptor. May I ask everyone to post their existing builds and provide me with information about the setup and how you all slotted and chose powers? Thank you.


 

Posted

No Mids to post a build, but I'll post some info.

Pros to Fire/Kin:
-Incredibly strong Ranged Single Target and AoE Damage
-Large Damage/Recovery buffs
-Inherent Travel powers that aren't restricted during combat.
-Near-unlimited endurance
-Can self-heal
-Able to boost your own Recharge
-Strong solo or on teams. ESPECIALLY on teams.

Cons to Fire/Kin:
-Almost zero damage mitigation.
-You'll be spending a good deal of your time giving people Speed Boost on teams.
-No Mez Protection
-Almost all your powers have a ToHit check, including your best buffs, your heal, and your endurance recovery power.

Powers you MUST HAVE From Fire Blast:
-Flares/Fire Blast: You have to pick one, and I'd honestly flip a coin. I heard something about Flares being much better than Fire Blast for Blasters, but I don't know how that translates to Corrs. 4-5 slots.

-Fireball: This is the AoE that people pick Fire Blast to get. Strong damage, added DoT, quick recharge...There is no reason to skip this power. 5-6 slots.

-Blaze: Strongest Single Target power that Fire blast has to offer, and it decimates enemies. When running with stacked Fulcrum Shifts this power can one-shot Lieutenants and nearly do the same to bosses. 5-6 slots.

-Aim: You don't get Build up as a Fire/Kin Corr. That's what Siphon Power and Fulcrum Shift are for. This power will make sure that your powers land, which is VERY important for a Fire/Kin. 2-3 slots.

Powers you might WANT from your Primary:
-Rain of Fire: This power works extremely well with Scourge, and the damage it dealt with the Reactive Integration Incarnate proc is simply staggering. This power is a patch, so you drop it in the middle of a mob. The scattering that enemies do can act as some control, but not very much. They'll still shoot you dead if given the chance. 3-6 slots.

-Inferno: It's a nuke, and one of the strongest nukes available. Bump it up with Fulcrum Shift and then let it rip. It certainly isn't the best overall power choice, but it sure is fun. 4-5 slots.

Powers you should probably skip from your primary:
-Fire Breath: The cone is narrow, the range is short, and the animation is long. Some other ATs might benefit from this power, but Fire/Kin Corrs can't afford to be rooted for too long, lest they be shot full of holes.

-Blazing Bolt: While there are plenty of good snipes, and Blazing bolt is some of them, Fire/Kinetics Corrupters do their best work at a closer range in order to make use of Transfusion, Transference, and Fulcrum Shift. Staying at that range will essentially turn you into a Fire Blaster with gimped damage.

Powers you MUST have from your secondary:
-Transfusion: You have to take it, and it's a great power. While you have to be a bit close to enemies to use it, and it does have a ToHit check, it's still a nice heal and has the added bonus if lowering the regeneration rate of the enemy you've targeted. Great for staying alive and debuffing AVs. 4-6 slots, and make sure at least one is an accuracy.

-Siphon Power: When leveling this power is a godsend. It simultaneously Debuffs the damage of a target while buffing the caster and anyone within several feet of the caster. After getting Fulcrum Shift, the damage debuff is more useful on enemies with high damage than the actual damage buff, but it helps fill in any damage buff gaps left when Fulcrum Shift misses. 3-5 slots for accuracy, recharge, and maybe endurance reduction.

-Siphon Speed: This power dramatically slows an enemy and reduces its recharge rate while boosting your own. This is Super Speed on a timer, and helps you keep up with your Speed Boosted team mates while also raising your recharge rate. There are several tactical advantages to Siphon Speed due to its unrestricted combat usage. You can fire off a power at close range and immediately zip out of the thick of fighting. 1-5 slots, depending on whether you want this power to stack for recharge bonuses. This power CAN miss, so you might want to add some Accuracy.

-Speed Boost: As annoying as it is to buff everyone on the team every minute and a half, this power is one of the two mega buffs that people love /Kins for. It gives a large recovery and recharge boost while also raising their run speed to near-super speed levels. While you can run circle around them with Siphon Speed, without it you'll find them running way ahead of you. Some people dislike this power because they have trouble moving their characters when under the power's effect (Due to slower machines or difficulty handling the added speed in combat). 1-3 slots, depending on how much recovery you want to enhance into this power. It doesn't need recharge.

-Transference: Target an enemy and then watch its endurance fly away, filling up the blue bars of any ally close to the target. This power is wonderful to use against irritating enemies, EBs, and other baddies who need their blue bars sucked dry. It also keeps you and your team rolling in endurance for more nonstop fighting. 4-6 slots, and make sure to put in accuracy, because thie power CAN miss.

-Fulcrum Shift: This is the strongest damage buff in the game, and at level 38 your new priority becomes firing this power to maximum effect. It's like Siphon Power, only the buff radiates from the target and it adds additional damage for every enemy near the target. When used on a tightly packed mob on a +8 team, the added damage to your team is simply devastating. 5-6 slots for recharge, accuracy, and maybe endurance reduction.

Powers you might WANT from your secondary:
-Increase Density: This power boosts Resistance to some of the most common damage types and bestows mez protection on targets. If you could use this power on yourself, things would be much nicer. Good for toughening up characters, but the short duration means that you'll have to constantly reapply it, so not recommended for use on the whole team at all times. Also good for knocking an ally out of hold, sleep, etc. 1 slot is all this power needs.

-Inertial Reduction: This is a click super jump that also bestows its effect on nearby allies. A single recharge enhancement is all this power needs to recharge before the effect is up. This power works even during combat, and makes for a nice getaway power. Combined with Siphon Speed, you'll find yourself to be highly mobile.

Powers from your secondary to SKIP:
-Repel: This power is sort of silly. A Fire/Kin Corr works best with tightly packed mobs, and this power scatters them all over the place without adding much in the way of mitigation.

Pool powers you'll want to take:
-Hasten: It's Hasten. More powers recycled at a faster rate, and that means more Stacked Fulcrum Shift, more Fireballs, more Transference and Transfusion, more Siphon Speed...Just take the power!

-Leadership powers: These powers don't require much to work, help your team out, and their endurance cost is easily offset by Transference. Vengeance is a great benefit to teams in the higher levels.

Patron/Ancillary Pools you might want to choose:
-Psychic Mastery: This epic pool gives you access to powers that stop enemies in their tracks, which is very important when soloing due to the lack of mitigation in the primary and secondary. Mass Hypnosis is especially useful because powers like Fulcrum Shift and Siphon Power don't wake enemies up, enabling you to safely gather large buffs before unleashing your fire attacks at a safer distance. This pool gives access to a Single Target Hold, a Resistance Aura, an AoE sleep, A Confuse Aura which also deal minor damage, and Telekinesis (a power which repels enemies at a slow rate in a single direction).

-Soul Mastery: This pool gives you both Power Boost and Soul Drain, as well as a Resistance toggle and a ST hold.

Mace Mastery: This set offers a defense toggle, which is a must-have if you're planning of softcapping your smashing/lethal defense. It also has an AoE Immobilize which can be useful when paired with Rain of Fire, and a Single Target Hold.

WHAT BONUSES SHOULD I FOCUS ON?
A Fire/Kin Corr does best with high recharge in order to spam its attacks, buffs, and debuffs, but if you can manage to softcap either ranged or smashing/lethal defense, then I think you'll find the expense worthwhile. Regeneration and +Health bonuses are also helpful for adding to your character's survivability. Accuracy bonuses would be very nice, considering the importance of having your powers land on their targets for healing and buffing/debuffing.

Recovery bonuses aren't as needed for Fire/Kins as they are for some other sets due to Transference, but don't go out of your way to skip them, either. The same goes for damage bonuses.

My order of priorities would be Recharge-->Defense (softcap)-->Accuracy-->Regen/+Health-->Recovery.

Hope some of this was helpful. Good luck!


Too many alts to list.

 

Posted

I'll just add some minor info since Grumpums already posted a good summary.

Speed Boost - This power, among others, is becoming a PBAoE in the near future. It will be much easier to buff your team. Increase Density, AFAIK, is not, but it can be a mule to slot KB protection if you don't take a resistance armor.

Mace Mastery also provides Focused Accuracy, which is really useful, as well as the other powers already mentioned. The bonus it offers helps with the ToHit checks required by Kinetics.

I picked up Repel, but because a) I have room for it and b) my primary is Dual Pistols. If you decide to take it, just learn to use it since it can be a source of complains from your team.


 

Posted

Quote:
Originally Posted by Magneo View Post
Speed Boost - This power, among others, is becoming a PBAoE in the near future. It will be much easier to buff your team. Increase Density, AFAIK, is not, but it can be a mule to slot KB protection if you don't take a resistance armor.
Speed Boost is becoming a targeted AoE, not a PBAoE (I suffered from the same misconception when I first read about it). From the above link:

Quote:
Group Area Buffs: To make buffing easier for Teams and Leagues, these buff powers now affect all the eligible characters within a 30-foot-radius around the targeted character. (Previously, you had to target and buff each individual character to use these powers.)
I realized my error when the devs clarified what will happen with ID: only the targeted character will get the mez protection. The target and everyone within 30 feet (except the caster) will get the other aspects of the buff (slowed speed and damage resistance).

It's really much better that it's a targeted AoE, because there's no need to have everyone gather. You can also buff melee characters at range (though a Kin is likely to be in the middle of combat anyway).

Increase Density can also be used to slot Steadfast: +3% defense.


 

Posted

Thanks for the clarification