Fire/Kin - All Around Build - LF Feedback =)
The things I noticed are lack of kb protection and endurance usage. I like char slotted with damage in it for use against single targets, if you find you're fulcrum shifted to cap most of the time it may not be as important to you. Also, Seismic Smash is a Very Good attack with a mag2 hold and ridiculous DPA (stackable with char so you can hold bosses in short order). I made a couple of passes at it, 1st build keeps all your powers but shoots for better recovery and end redux in your heavier powers. I cheated a little on the 2nd build by using a single pet purple io, i think that costs about the same as an LOTG these days. Dropped the leadership pool to pick up seismic smash. Kept your flight requirement; it's a bit pricier/A-merit intensive with the Kin Combats, though.
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Thanks for responding. I really like the look of the second build... I am checking it over to see if there are any minor tweaks here or there just to "put my stamp on it" and maybe find some recharge, but overall I like it.
PS.
So far it looks pretty tight to improve =)
- One thought I had is dropping fly, because being a hovering character is what I care about more really. This allows stealth to go in, and then another LOTG recharge.
- Other than that, I am having trouble finding a recharge or recharge set bonus I can sneak in....
- I could get 3.75% recharge from fire cages 5pc if I drop the endmod or % dam chance, but its very heavy end/sec per the power graph, so that slotting makes sense. One IO aligns it with other powers. Also, the % chance for damage makes sense because its only 4 or so seconds, and with being an aoe that's a lot of % chances to be able to try for to give up for 3.75%
- If I could somehow get to 5 impervious skin in tough I could 5% recharge from there... maybe take from Earth's Embrace?
If I pull a slot from EE, and do stealth instead of fly, I go to 73.8%, losing a tiny amount of resistance, and taking a nip off of EE's healing, otherwise, roughly same (bit less recovery tho)
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Just had another thought- With a t4 spiritual radial (or core) your hasten is perma with a single siphon speed (which you can obviously stack more than once) at just two slots. Depending on whether you spend most of your time doing 45+ content or not, I might pull a slot out of hasten for the purple pet proc (fairly affordable). IIRC, this has a chance to fire with each pet's attack and the build-up affects all 3 pets.
looks like you were well over the soft cap.
can't you remove the expensive Kin Combats?
Hero Plan by Mids' Hero Designer 1.942
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Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Stone Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), Dmg-I(31), Dmg-I(31)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Nictus-Acc/EndRdx/Rchg(9)
Level 2: Fire Cages -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/Immob/Rchg(11), Enf'dOp-Acc/Immob(11), EndRdx-I(13), TotHntr-Dam%(15)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(21), M'Strk-Acc/EndRdx(21), M'Strk-Acc/Dmg/EndRdx(23), M'Strk-Dmg/EndRdx/Rchg(23)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(25), RechRdx-I(25)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Acc/Stun/Rchg(29), Stpfy-Stun/Rng(29)
Level 14: Hover -- LkGmblr-Rchg+(A)
Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Knock%(42)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(33)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Tough -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(34), ImpSkn-Status(34), Aegis-Psi/Status(34), ImpSkn-EndRdx/Rchg(40), ImpSkn-ResDam/EndRdx/Rchg(50)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(36), LkGmblr-Def/Rchg(37)
Level 26: Stealth -- LkGmblr-Rchg+(A)
Level 28: Increase Density -- S'fstPrt-ResDam/Def+(A)
Level 30: Inertial Reduction -- Zephyr-ResKB(A)
Level 32: Fire Imps -- S'bndAl-Dmg/EndRdx(A), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-Acc/Rchg(37), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg(40)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(43), Efficacy-EndMod/Acc/Rchg(43), Efficacy-EndMod/Acc(43), Efficacy-Acc/Rchg(45), Efficacy-EndMod/EndRdx(45)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), RechRdx-I(39)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(46), Posi-Dam%(48)
Level 44: Rock Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(46), LkGmblr-Rchg+(46)
Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(50), Mako-Acc/Dmg/EndRdx/Rchg(50)
Level 49: Earth's Embrace -- Mrcl-Heal/Rchg(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(15), EndMod-I(17)
perma jump is ---> /up 1
looks like you were well over the soft cap.
can't you remove the expensive Kin Combats? |
You can make a "stealth always on" build with all the KC's pulled, but it goes below 45% when Stealth goes into "reduced effectiveness mode" when you attack, and you also slow down... which could maybe be counteracted by Siphon Speed.
If I knew exactly how to account for Stealth in its lowered mode, maybe I could juggle to kill the Kinetic Combat's.
-- UPDATE
- Went for CJ instead of Stealth, since Stealth has the negatives
- Moved boxing slotting to CJ and Seismic Smash
- Changed Seismic Smash to Touch of Death and picked up 6pc to match old KC bonus
- 44.2% S/L, so very close... If you try something similar with maneuvers you get 44.8%, but a much bigger end use.
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KC's bonus to S/L at 4 pieces is 3.75%, melee is 1.88%. ToD at 6 pieces is 1.88% S/L and 3.75% melee. Not quite the same.
I don't consider 46.3% "well over" the softcap, but you could lose the bonus from the multistrikes and still be softcapped; you could maybe free up a slot or two by getting creative there. I'd be hesitant to run stealth in combat as it's slotted due to the end drain; however I do think CJ is a better (combat) choice than stealth for the LOTG mule. It's end cost is pretty low, I'd be a lot less hesitant to run it in combat. Further, running it would let you lose one of the KC sets and still be softcapped. (That frees up 3 slots right there). Maybe try 2 slotting hover and CJ (they have the same def bonus). If you're willing to lean heavily on transference, some extra end use might not be a huge deal to you. Might take some in-game experimentation and a respec or two to get something you're happy with.
Stealth's effects are showing as suppressed. To set this, go to options->configuration->effects & maths and then check the box "attacked".
(Crap, the above posted build was a bad paste, and didn't reflect everything I had listed)
Good catch on the diff between KC and Touch of Death.
- Switch from stealth to CJ
- Move Boxing Slotting to CJ and Hover
- Leave KC in Seismic Smash
- This leaves 1/2 as many KC in, which is 1/2 as much "KC cost", so is a good compromise
- 46.5% S/L
- Minor changes to end use (CJ is only .07/s end)
- Bonus: I was able to sneak a Kismet +6% accuracy into Weave w/only a .01% S/L loss
- If I could trade that extra 1.5% S/L for some more recharge I would, but I don't see a way to make the trade *precisely* w/o making waves.
This is looking pretty tight now, thanks!
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Well, stop the press... I didn't realize Hot Feet couldn't work with hover.
Although I really wanted to hover/fly for concept, unless I am crazy, Hot Feet is too good to just ignore....
- Swaps in Maneuvers for Hover
- Moves slots into Maneuvers, slotting for def/end and the rech lotg
- End use of 1.54/s which isn't too hateful, especially with transference
In other news...
- I was high enough over cap to be able to slot a proc into hotfeet (that proc is yellow, but could someday be a purple proc?) and keep above 45% S/L
- I also stole a slot from Basilsk's gaze to get fissure down from 9.99s to 8.24s recharge.
Any thoughts on this latest version? Thanks!
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You have to be on the ground to activate hot feet. Once engaged, it'll still work in flight (just checked this in-game with a jet pack. It still slows and deals damage while airborn). So, if you're mezzed you'll have to drop to the ground again to turn it on.
Thanks for that confirmation =)
- Went back to hover
- Was still able to change for a proc in Hot Feet and keep at 45.5% S/L
- Moved a Basilisk's Gaze from Cinders to get Fissure down from 9.9 to 8.24 seconds
Thanks for all the advice and eyeballs thus far!!! I think that this may be the quasi-final build for now, unless something else sticks out!
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This is a build I put together with the following guidelines
- Built for all around play
- No Purples or PVP IO's at this point in my career
- Hover/Flying based for concept
Observations
- I am happy with getting *just shy* of 45% (44.7) for S/L, however, I didn't work on any other defense and I don't know if this is a problem.
- I am coming back to controller from a big hiatus (the SB 20.5 change piqued my interest) so I may have screwed up a power selection or slotting
- I feel like recharge is "decent" at 87.5% or 107.5% with SiS, but you can always use more
Any thoughts or tips appreciated! Thanks.
Hero Plan by Mids' Hero Designer 1.942
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: Speed
Power Pool: Flight
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-EndRdx/Rchg/Hold(5)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(7), Nictus-Acc/EndRdx/Rchg(9)
Level 2: Fire Cages -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(13)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(19)
Level 8: Hot Feet -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(23)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(25), RechRdx-I(25)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Acc/Stun/Rchg(29), Stpfy-Stun/Rng(29), RechRdx-I(31)
Level 14: Hover -- LkGmblr-Def(A), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx(50)
Level 16: Boxing -- Empty(A)
Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(33), BasGaze-EndRdx/Rchg/Hold(33), BasGaze-Acc/EndRdx/Rchg/Hold(33)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(34), RctvArm-EndRdx(34), RctvArm-ResDam/Rchg(34)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(36), LkGmblr-Def/Rchg(37)
Level 26: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Rchg+(37)
Level 28: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(37), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(39), GSFC-Build%(40)
Level 30: Vengeance -- LkGmblr-Rchg+(A)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(40), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(42), ExRmnt-+Res(Pets)(42)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(43), Efficacy-EndMod/Acc/Rchg(43), Efficacy-EndMod/Acc(43), Efficacy-Acc/Rchg(45), Efficacy-EndMod/EndRdx(45)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(45), RechRdx-I(46)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(48)
Level 44: Rock Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(50), LkGmblr-Def/Rchg(50)
Level 47: Earth's Embrace -- S'fstPrt-ResDam/Def+(A)
Level 49: Fly -- Flight-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(13)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(15), P'Shift-EndMod/Rchg(15), P'Shift-EndMod/Acc(17)