Fire/Kin Controller Build - Need Feedback


Aneurysmo

 

Posted

I have an old build for a Fire/Kin controller that I want to bring up to date. I originally got this build from a friend, back before Fitness was inherent. I used the power slots that were freed up to rearrange a few powers to pick them up a little earlier, and also to pick up a few things that were not in the initial build (Char and Smoke for instance). Of course, I still didn't have any slots to use since I was still using slots in the inherent versions of the fitness powers.

It should be noted that this build was originally designed by him specifically optimized for running the Battle Maiden farm that was all the rage at the time in Peregrine Island. Though I am not much into farming, I am looking for something that has a decent survivability at high levels.


Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Incendia of Verum: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(43), Dev'n-Hold%(46)
Level 1: Transfusion -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(34), Dct'dW-Rchg(34), Acc-I(34)
Level 2: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(7), GravAnch-Hold%(15)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(9)
Level 8: Char -- RechRdx-I(A)
Level 10: Siphon Speed -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(11), TmpRdns-EndRdx/Rchg/Slow(13), TmpRdns-Rng/Slow(17), TmpRdns-Acc/Dmg/Slow(19), RechRdx-I(33)
Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(17), Amaze-ToHitDeb%(21)
Level 14: Super Speed -- Run-I(A)
Level 16: Hot Feet -- HO:Nucle(A), HO:Nucle(23), EndRdx-I(23), EndRdx-I(25), Sciroc-Dam%(46)
Level 18: Cinders -- Acc-I(A), Acc-I(19), Hold-I(21), RechRdx-I(25), RechRdx-I(31)
Level 20: Speed Boost -- Run-I(A)
Level 22: Recall Friend -- IntRdx-I(A)
Level 24: Super Jump -- Jump-I(A)
Level 26: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Acc/Stun/Rchg(31), Stpfy-Stun/Rng(31)
Level 28: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(29), S'fstPrt-ResKB(29)
Level 30: Smoke -- RechRdx-I(A)
Level 32: Fire Imps -- HO:Nucle(A), HO:Nucle(33), HO:Nucle(33)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), Acc-I(39), RechRdx-I(39), Acc-I(40), RechRdx-I(40)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rng(43), Ragnrk-Knock%(43)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), HO:Nucle(46)
Level 47: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-Acc/Rchg(48), Efficacy-EndMod/Acc(50), Efficacy-EndMod/EndRdx(50)
Level 49: Fire Shield -- ResDam-I(A), ResDam-I(50)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Heal-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(5)
Level 4: Ninja Run


- Garielle
Quote:
Originally Posted by Frosty_Femme View Post
I said "ur" which is not a word. It's a sound dumb people make when you ask them to spell out "you are".

 

Posted

You kinda caught me as I'm going out the door to work. So forgive the brevity and specificity of this advice.

Swap Char and Ring of Fire. And you want to slot it well for Acc/Hold/Rech. Ring of Fire is only a single-target IMMOB, so it still allows enemies to shoot back at you. Char is an ST HOLD, and doesn't.

Char is your "spot control" for enemies that don't immediately succumb to your AoE holds.

Quote:
Originally Posted by Garielle View Post
I have an old build for a Fire/Kin controller that I want to bring up to date. I originally got this build from a friend, back before Fitness was inherent. I used the power slots that were freed up to rearrange a few powers to pick them up a little earlier, and also to pick up a few things that were not in the initial build (Char and Smoke for instance). Of course, I still didn't have any slots to use since I was still using slots in the inherent versions of the fitness powers.

It should be noted that this build was originally designed by him specifically optimized for running the Battle Maiden farm that was all the rage at the time in Peregrine Island. Though I am not much into farming, I am looking for something that has a decent survivability at high levels.


Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Incendia of Verum: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(43), Dev'n-Hold%(46)
Level 1: Transfusion -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(34), Dct'dW-Rchg(34), Acc-I(34)
Level 2: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(7), GravAnch-Hold%(15)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(9)
Level 8: Char -- RechRdx-I(A)
Level 10: Siphon Speed -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(11), TmpRdns-EndRdx/Rchg/Slow(13), TmpRdns-Rng/Slow(17), TmpRdns-Acc/Dmg/Slow(19), RechRdx-I(33)
Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(17), Amaze-ToHitDeb%(21)
Level 14: Super Speed -- Run-I(A)
Level 16: Hot Feet -- HO:Nucle(A), HO:Nucle(23), EndRdx-I(23), EndRdx-I(25), Sciroc-Dam%(46)
Level 18: Cinders -- Acc-I(A), Acc-I(19), Hold-I(21), RechRdx-I(25), RechRdx-I(31)
Level 20: Speed Boost -- Run-I(A)
Level 22: Recall Friend -- IntRdx-I(A)
Level 24: Super Jump -- Jump-I(A)
Level 26: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(27), Stpfy-Acc/EndRdx(27), Stpfy-Acc/Stun/Rchg(31), Stpfy-Stun/Rng(31)
Level 28: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(29), S'fstPrt-ResKB(29)
Level 30: Smoke -- RechRdx-I(A)
Level 32: Fire Imps -- HO:Nucle(A), HO:Nucle(33), HO:Nucle(33)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(39), Acc-I(39), RechRdx-I(39), Acc-I(40), RechRdx-I(40)
Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dmg/Rng(43), Ragnrk-Knock%(43)
Level 44: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), HO:Nucle(46)
Level 47: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(48), Efficacy-EndMod/Acc/Rchg(48), Efficacy-Acc/Rchg(48), Efficacy-EndMod/Acc(50), Efficacy-EndMod/EndRdx(50)
Level 49: Fire Shield -- ResDam-I(A), ResDam-I(50)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Heal-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(5)
Level 4: Ninja Run



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Posted

Quote:
Originally Posted by Hyperstrike View Post
You kinda caught me as I'm going out the door to work. So forgive the brevity and specificity of this advice.
Hey, you're helping me out here. No need to apologize at all. I appreciate you taking a moment to post your input.

Quote:
Originally Posted by Hyperstrike View Post
Swap Char and Ring of Fire. And you want to slot it well for Acc/Hold/Rech. Ring of Fire is only a single-target IMMOB, so it still allows enemies to shoot back at you. Char is an ST HOLD, and doesn't.

Char is your "spot control" for enemies that don't immediately succumb to your AoE holds.
Okay. Made that change, slotted it with 5/6 Unbreakable Constraint. Was considering also moving the slot I have slotted with a generic IO recharge in Siphon Speed to Char as well so I could pick up the proc from Unbreakable Constraint. Not sure if the change for Smashing is good enough to justify the drop in recharge from 26.7s to 32.9s. Maybe I will just keep both of those slots and move something else.

Anyway, with the changes, the build now looks like...


Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Incendia of Verum: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Fire Mastery

Hero Profile:
Level 1: Char
  • (A) Unbreakable Constraint - Hold
  • (37) Unbreakable Constraint - Hold/Recharge
  • (40) Unbreakable Constraint - Accuracy/Hold/Recharge
  • (43) Unbreakable Constraint - Accuracy/Recharge
  • (46) Unbreakable Constraint - Endurance/Hold
Level 1: Transfusion
  • (A) Doctored Wounds - Heal/Endurance
  • (9) Doctored Wounds - Heal/Recharge
  • (11) Doctored Wounds - Heal/Endurance/Recharge
  • (34) Doctored Wounds - Heal
  • (34) Doctored Wounds - Recharge
  • (34) Accuracy IO
Level 2: Fire Cages
  • (A) Gravitational Anchor - Immobilize/Recharge
  • (3) Gravitational Anchor - Accuracy/Immobilize/Recharge
  • (5) Gravitational Anchor - Accuracy/Recharge
  • (7) Gravitational Anchor - Immobilize/Endurance
  • (15) Gravitational Anchor - Chance for Hold
Level 4: Siphon Power
  • (A) Accuracy IO
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (7) Recharge Reduction IO
  • (9) Recharge Reduction IO
Level 8: Ring of Fire
  • (A) Recharge Reduction IO
Level 10: Siphon Speed
  • (A) Tempered Readiness - Accuracy/Slow
  • (11) Tempered Readiness - Accuracy/Endurance
  • (13) Tempered Readiness - Endurance/Recharge/Slow
  • (17) Tempered Readiness - Range/Slow
  • (19) Tempered Readiness - Accuracy/Damage/Slow
  • (33) Recharge Reduction IO
Level 12: Flashfire
  • (A) Absolute Amazement - Stun/Recharge
  • (13) Absolute Amazement - Accuracy/Stun/Recharge
  • (15) Absolute Amazement - Accuracy/Recharge
  • (17) Absolute Amazement - Endurance/Stun
  • (21) Absolute Amazement - Chance for ToHit Debuff
Level 14: Super Speed
  • (A) Run Speed IO
Level 16: Hot Feet
  • (A) HamiO:Nucleolus Exposure
  • (23) HamiO:Nucleolus Exposure
  • (23) Endurance Reduction IO
  • (25) Endurance Reduction IO
  • (46) Scirocco's Dervish - Chance of Damage(Lethal)
Level 18: Cinders
  • (A) Accuracy IO
  • (19) Accuracy IO
  • (21) Hold Duration IO
  • (25) Recharge Reduction IO
  • (31) Recharge Reduction IO
Level 20: Speed Boost
  • (A) Run Speed IO
Level 22: Recall Friend
  • (A) Interrupt Reduction IO
Level 24: Super Jump
  • (A) Jumping IO
Level 26: Boxing
  • (A) Stupefy - Accuracy/Recharge
  • (27) Stupefy - Endurance/Stun
  • (27) Stupefy - Accuracy/Endurance
  • (31) Stupefy - Accuracy/Stun/Recharge
  • (31) Stupefy - Stun/Range
Level 28: Tough
  • (A) Steadfast Protection - Resistance/Endurance
  • (29) Steadfast Protection - Resistance/+Def 3%
  • (29) Steadfast Protection - Knockback Protection
Level 30: Smoke
  • (A) Recharge Reduction IO
Level 32: Fire Imps
  • (A) HamiO:Nucleolus Exposure
  • (33) HamiO:Nucleolus Exposure
  • (33) HamiO:Nucleolus Exposure
Level 35: Transference
  • (A) Efficacy Adaptor - EndMod
  • (36) Efficacy Adaptor - EndMod/Recharge
  • (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (36) Efficacy Adaptor - Accuracy/Recharge
  • (37) Efficacy Adaptor - EndMod/Accuracy
  • (37) Efficacy Adaptor - EndMod/Endurance
Level 38: Fulcrum Shift
  • (A) Accuracy IO
  • (39) Recharge Reduction IO
  • (39) Accuracy IO
  • (39) Recharge Reduction IO
  • (40) Accuracy IO
  • (40) Recharge Reduction IO
Level 41: Fire Ball
  • (A) Positron's Blast - Accuracy/Damage
  • (42) Positron's Blast - Damage/Endurance
  • (42) Positron's Blast - Damage/Recharge
  • (42) Positron's Blast - Accuracy/Damage/Endurance
  • (43) Positron's Blast - Damage/Range
  • (43) Ragnarok - Chance for Knockdown
Level 44: Fire Blast
  • (A) Thunderstrike - Accuracy/Damage
  • (45) Thunderstrike - Damage/Endurance
  • (45) Thunderstrike - Damage/Recharge
  • (45) Thunderstrike - Accuracy/Damage/Recharge
  • (46) HamiO:Nucleolus Exposure
Level 47: Consume
  • (A) Efficacy Adaptor - EndMod
  • (48) Efficacy Adaptor - EndMod/Recharge
  • (48) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (48) Efficacy Adaptor - Accuracy/Recharge
  • (50) Efficacy Adaptor - EndMod/Accuracy
  • (50) Efficacy Adaptor - EndMod/Endurance
Level 49: Fire Shield
  • (A) Resist Damage IO
  • (50) Resist Damage IO
------------
Level 1: Brawl
  • (A) Damage Increase IO
Level 1: Containment
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Healing IO
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Healing IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Endurance Modification IO
  • (3) Endurance Modification IO
  • (5) Endurance Modification IO
Level 4: Ninja Run


- Garielle
Quote:
Originally Posted by Frosty_Femme View Post
I said "ur" which is not a word. It's a sound dumb people make when you ask them to spell out "you are".

 

Posted

Earth mastery > fire mastery


 

Posted

First: When posting builds, it is a good idea to use the Short Form and add the Data Chunk. I tried to use the Data Link on your build and it was broken, so I can't download it into Mids.

I can make a few suggestions, however.

Many people use the Earth APP rather than the Fire APP. Why?

(1) You get an defense-based armor instead of a resistance-based armor, and it is much easier to build for more Defense than more Resistance. Admittedly, it is only Smashing/Lethal defense, but a majority of the attacks in the game have a smashing/lethal component. Admittedly, Rock Armor is ugly, but it gives you the best numbers.

(2) Fissure is a short range AoE damage power that recharges faster than any of the other AoE damage powers from the APP sets AND adds a chance for Stun that can stack with your Stun in Flashfire. It recharges faster than Fireball . . . and it gives you a different damage type for those few foes who are resistant to Fire Damage. The Short Range isn't a problem for a Fire/Kin, who should be fighting in melee anyway.

(3) Seismic Smash is a melee attack that does huge damage (further buffable by your Fulcrum Shift) AND adds Mag 4 Hold that can hold bosses. Fire/Kin is weak on single target damage, so this fills a need.

(4) Earth's Embrace is a Hit Point buff as well as a heal . . . and that HP buff is similar to Resistance in that it allows you to take more damage before you faceplant. Hopefully those extra HPs will give you enough time to use your Transfusion heal. With enough Recharge, you can make this HP buff permanent. This is the most optional power of the four, but nice to have. However, don't bother with Hurl Boulder . . . it is too slow to animate.

That said, you then want to build for S/L defense. Here is a build that is softcapped to S/L defense on the low budget side . . . no purples, two Hami-Os (which you can earn by doing Hami-raids or Statesman's TFs) and all of the expensive IOs can be earned with Hero Merits.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!
Fire-Kin Softcap S-L: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Stone Mastery

Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(19), HO:Nucle(19)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(7), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(23), Nictus-Acc/EndRdx/Rchg(23)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(5), Enf'dOp-Immob/Rng(25), Enf'dOp-Acc/Immob/Rchg(37), Enf'dOp-Acc/Immob(40)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Acc/EndRdx(9), M'Strk-Acc/Dmg/EndRdx(11), M'Strk-Dmg/EndRdx/Rchg(11), M'Strk-Dmg/Rchg(46)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(17), RechRdx-I(33)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), Rope-Acc/Rchg(17)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Increase Density -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(40)
Level 18: Burnout -- RechRdx-I(A)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(46), Ksmt-ToHit+(46)
Level 24: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(34), BasGaze-Acc/EndRdx/Rchg/Hold(34), EoCur-Acc/Hold/Rchg(43)
Level 26: Boxing -- Acc-I(A)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(29), RctvArm-ResDam(29), RctvArm-EndRdx(34)
Level 30: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(31), LkGmblr-Def(31), LkGmblr-Rchg+(31)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(50), BldM'dt-Acc/Dmg(50)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), RechRdx-I(43)
Level 44: Rock Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Def(45), LkGmblr-Rchg+(45)
Level 47: Seismic Smash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48), HO:Nucle(50)
Level 49: Bonfire -- Dmg-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(40)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21), EndMod-I(21)


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There are lots of ways to make a Fire/Kin. My slotting on Hot Feet was on the cheap. You can do better in a lot of ways, especially if you have the Influence for purple sets.

But there are a few basic principles you should understand.

Char: This does damage as well as being a key single target hold. Thus, if you have that Unbreakable Constraint set, put it in Cinders rather than Char so you can fit some damage into Char.

Ring of Fire is a single target Immob that does some damage over time. It is somewhat useful as a single target damage power that sets containment. In high levels, it can be somewhat useful to stack Immob mag on bosses and AVs. But other than that, it is fully skippable. It can be used as a set mule for an Enfeebled Op set if you want to slot Fire Cages differently. That Grav Anchor Chance for Hold is wonderful in Fire Cages, so coming up with a different way to get the S/L defense you want while slotting Fire Cages with the Grav Anchor set could be a good idea.

I like having full invis on controllers, so I added Super Speed with a stealth IO. That's certainly optional.

I threw in Burnout because it can be useful in a panic-button moment, or if you don't want to wait around for your powers (like Flashfire or Cinders) to recharge. There are a lot of other things you could put there.

Speed Boost should have an EndMod, not Run Speed. Lots of people complain about the run speed boost but like the Recharge and Recovery buffs. Adding more Run Speed is just cruel.

I like Bonfire, so I fit it in. You certainly could use Earth's Embrace.


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

 

Posted

Will definitely give that build a try. I appreciate the feedback.


- Garielle
Quote:
Originally Posted by Frosty_Femme View Post
I said "ur" which is not a word. It's a sound dumb people make when you ask them to spell out "you are".

 

Posted

is it better to have 40% def than 60% resistance to S/L?


Blistering Fire - 50 Fire/Dev/Force Blaster - Virtue
Just_Joe - 50 Illusion/Rad/Fire Controller -Virtue
Muffin Hunter - 47 Kin/Elec/Elec Defender - Virtue

 

Posted

better to have 45% def than 60% resistance defo


[Union Chat]Sebaddon: If you want to, we will, if you think it's weird, no, that's damz, not us.

[Union Chat]Damz: hey cyber, i am your naked pope for the evening, please confess to me my child

 

Posted

Quote:
Originally Posted by Just_Joe View Post
is it better to have 40% def than 60% resistance to S/L?
The simple way to look at it is 1% Defense = 2% Resistance. So 40% Defense would equal about 80% Resistance (which is more than the cap). However, it is not quite that simple. Defense lets you avoid being hit, so it will protect you from mez as well. The soft cap for Defense is 45% (before Incarnate), while the Resistance cap for anyone other than Tanks is less than 90%, so you can get more Defense than Resistance. Defense is somewhat easy to get with IO set bonuses, while Resistance is somewhat rare, so it is easier to build for Defense.

For either one, the more you have, the more valuable each additional percentage is. If you already have high Resistance, then more Resistance will probably be more valuable than more Defense.


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

 

Posted

But I'll just add:

Neither defense or resistance (from epic shields and bonuses) is more important than the tools given to a controller in their primary and secondary.

A properly played controller has more than ample mitigation from its primary and secondary. As such I feel it is of most importance to enhance that before going for D/R bonuses. This is achieved through recharge, +recovery and +end. Recharge to keep better controls available more often and recovery/end so you can continue controlling and buff/debuffing. An understanding of how your powers work and on who and proper aggro management can make it where an epic shield is really just "extra".

This isn't an anti softcapping post, just a suggestion that other more important bases are covered. You are a controller afterall, your job is to control things and supply support through buff/debuffs. And your true strength and value come from that. It doesn't come from not getting hit. Your control and debuffs should be doing that anyway.

Yes I realize there are times where you can have your cake and eat it too and I'm not saying that softcapping is a 'bad thing'. There are times where its easy to achieve (/FF or stacking of resistance in /Sonic, etc.) and your primary goals are still easily done. Nothing wrong with that. I'm just stating it's a nice trick, but far from necessary for proper controller play.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by MentalMaden View Post
A properly played controller has more than ample mitigation from its primary and secondary. As such I feel it is of most importance to enhance that before going for D/R bonuses. This is achieved through recharge, +recovery and +end. Recharge to keep better controls available more often and recovery/end so you can continue controlling and buff/debuffing. An understanding of how your powers work and on who and proper aggro management can make it where an epic shield is really just "extra".
Have been playing with the build that Local Man posted earlier in the thread. Since I haven't had a whole lot of time to work on him yet, he's still in the mid 20s or so, and yeah, I am definitely an aggro magnet. Have to be careful to make sure the aggro is well-anchored on the tank before I let some of the AoEs go or I am toast. Usually keep the Tank targeted so s/he can benefit from any Transfusions I throw out. Also helps to mitigate some of the aggro.


- Garielle
Quote:
Originally Posted by Frosty_Femme View Post
I said "ur" which is not a word. It's a sound dumb people make when you ask them to spell out "you are".

 

Posted

Quote:
Originally Posted by MentalMaden View Post
But I'll just add:

Neither defense or resistance (from epic shields and bonuses) is more important than the tools given to a controller in their primary and secondary.

A properly played controller has more than ample mitigation from its primary and secondary. As such I feel it is of most importance to enhance that before going for D/R bonuses. This is achieved through recharge, +recovery and +end. Recharge to keep better controls available more often and recovery/end so you can continue controlling and buff/debuffing. An understanding of how your powers work and on who and proper aggro management can make it where an epic shield is really just "extra".

This isn't an anti softcapping post, just a suggestion that other more important bases are covered. You are a controller afterall, your job is to control things and supply support through buff/debuffs. And your true strength and value come from that. It doesn't come from not getting hit. Your control and debuffs should be doing that anyway.

Yes I realize there are times where you can have your cake and eat it too and I'm not saying that softcapping is a 'bad thing'. There are times where its easy to achieve (/FF or stacking of resistance in /Sonic, etc.) and your primary goals are still easily done. Nothing wrong with that. I'm just stating it's a nice trick, but far from necessary for proper controller play.

And I want to add to this . . . although I have worked up builds focusing on defense for other folks, none of my many controllers are softcapped. Most of them are in the kind of limbo where I have a playable build but nothing close to a "final IO'ed out" build. The fully IO'ed out builds I have focus mostly on Recharge and Recovery. Some of them have "some" defense, but none of them really are focused on Defense.

Characters who can control more will provide more benefit to the team. Characters who softcap usually do so at the cost of less Recharge, less control and/or fewer "situational" powers that can provide various benefits. Besides, not being nearly invulnerable makes the game a lot more of a fun challenge. It takes more strategy, more teamwork and a lot more attention than being able to walk into the middle of a huge group of foes and ignore them.


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

 

Posted

Quote:
Originally Posted by MentalMaden View Post
But I'll just add:

Neither defense or resistance (from epic shields and bonuses) is more important than the tools given to a controller in their primary and secondary.

A properly played controller has more than ample mitigation from its primary and secondary. As such I feel it is of most importance to enhance that before going for D/R bonuses. This is achieved through recharge, +recovery and +end. Recharge to keep better controls available more often and recovery/end so you can continue controlling and buff/debuffing. An understanding of how your powers work and on who and proper aggro management can make it where an epic shield is really just "extra".

This isn't an anti softcapping post, just a suggestion that other more important bases are covered. You are a controller afterall, your job is to control things and supply support through buff/debuffs. And your true strength and value come from that. It doesn't come from not getting hit. Your control and debuffs should be doing that anyway.

Yes I realize there are times where you can have your cake and eat it too and I'm not saying that softcapping is a 'bad thing'. There are times where its easy to achieve (/FF or stacking of resistance in /Sonic, etc.) and your primary goals are still easily done. Nothing wrong with that. I'm just stating it's a nice trick, but far from necessary for proper controller play.
This.

I have a Fire/Kin as my main (and have had for 3 years now) and my best defense is the 2-ish second recharge on transfusion I've managed. Mind you, I went with the /Fire epic, but that's mostly for concept (earth does give better numbers, which is why I've got one build with the /earth epic on it).

BT


 

Posted

Been out of the game for a while...trying to recreate my fire/kin now. Did a few changes to the build posted here to come up with this.

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This will be the first time this character doesnt run with leadership and I'm not sure how I'll like that. Found that with stealth he was able to softcap or come close to capping s/l. I already have all but the hecatome purple sets so figured I'd reuse them in this build. Any obvious tweaks to this to make it better or is this going to be readily playable.


 

Posted

I'm about to dust-off my old fire/kin myself (3rd toon and it was my first 50, but haven't played him since I returned to the game this summer.)

any thoughts on Incarnate powers for Fire/Kin? any special synergies?

Without having put too much time into it, I was thinking:

* Clarion in case I miss controlling the mezzers
* Intuition for holds, although I will only benefit from Range increase for secondary effects (as opposed to my Plant/Storm which uses all secondary effects)
* Pyronic for Theme
* Reactive to help the imps' damage and for theme
* any Lore pet save elemental (I made the mistake of getting them on my blaster and I can't see anything because of the stupid hurricane). Probably Cimmeroans for theme

I do have a question about alpha: does it affect your pets too? So would Musculature boost the imps damage, or Nerve boost their accuracy?


 

Posted

Quote:
Originally Posted by Papaschtroumpf View Post
I'm about to dust-off my old fire/kin myself (3rd toon and it was my first 50, but haven't I do have a question about alpha: does it affect your pets too? So would Musculature boost the imps damage, or Nerve boost their accuracy?
Yes it does transfer to your pets. Think of alpha like slotting your powers. So if a power takes accuracy enhancements then (nerve) alpha will boost it by that much following ED rules and bypassing ED a certain percentage based on the tier of your alpha. But note the recharge from Spiritual will not make your imps attack faster, just make the ability to summon them recharge faster.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Quote:
Originally Posted by Local_Man View Post
Characters who can control more will provide more benefit to the team. Characters who softcap usually do so at the cost of less Recharge, less control and/or fewer "situational" powers that can provide various benefits.
The difference in recovery and recharge (not the % recharge bonus, but the actual number of seconds reduced), endurance and control power is minimal.

As an example, my permahasten, S/L/E softcapped, limitless end fire/kin has 23.3s recharge on flashfire. If stripping out all the defense IOs and toggles would give +50% recharge, the recharge time would drop to 20.6s. That's a mere 2.7s improvement that decreases further the more siphon speed/ally +rech buffs are present.

You don't mention the advantages of softcapping: it works even if you pay no attention to it. It allows you to concentrate on supporting your teammates rather than fighting for your life. It means teammates don't have to worry so much about keeping you alive. It means fewer deaths and more time mezzing, debuffing and slaying. It means you can play more independently, take the initiative and implement a much wider range of tactics.

People build for defense for the same reason investors diversify their investments. Mezzes don't work on some enemies, and defense doesn't work on others. But the number of situations where both mezzes and defense don't work is much smaller.

Def/res, mezzes, damage, debuffs and heals are all valuable parts of a well-rounded, versatile offense and defense that focuses on being able to support teammates in as many situations as possible and confront threats with many different tools, rather than conforming to the "intended" way of building a controller.

It's often claimed that you don't need defense if you have good tactics and teamwork. This paints a caricature of those who do not build for defense as skilled, experienced team players while demeaning players of softcapped builds as poor players relying on a crutch to cruise through the game with mind-numbing ease.

But attention, human reflexes and animation time have limits, and even the best players do make mistakes, especially overestimating their own ability. There's only so much that humans can keep track of at once, doubly so in trials. Defense helps by slowing incoming damage so that you have more time to think and react.

Arguments against defense tend to emphasize it's not necessary, or focus on subjective personal preferences (preferring more situational powers, preferring higher difficulty, etc.) which have no relevance as regards build advice.

But anything can be labelled "unnecessary" if you set low enough standards. IOs aren't necessary for sure. Enhancements aren't necessary, if certain challenge settings are anything to go by. MMOs aren't necessary for living so I suppose we might all stop playing now. Just because something isn't necessary doesn't mean it's not desirable, valuable or useful.

In the end, beyond a very low minimum threshold, what is and isn't necessary is up to player preference. What can be answered with certainty is the question, "does defense improve the survivability of the build?" The answer is - yes.


 

Posted

Quote:
Originally Posted by Laevateinn View Post
The difference in recovery and recharge (not the % recharge bonus, but the actual number of seconds reduced), endurance and control power is minimal.

As an example, my permahasten, S/L/E softcapped, limitless end fire/kin has 23.3s recharge on flashfire. If stripping out all the defense IOs and toggles would give +50% recharge, the recharge time would drop to 20.6s. That's a mere 2.7s improvement that decreases further the more siphon speed/ally +rech buffs are present.

You don't mention the advantages of softcapping: it works even if you pay no attention to it. It allows you to concentrate on supporting your teammates rather than fighting for your life. It means teammates don't have to worry so much about keeping you alive. It means fewer deaths and more time mezzing, debuffing and slaying. It means you can play more independently, take the initiative and implement a much wider range of tactics.

People build for defense for the same reason investors diversify their investments. Mezzes don't work on some enemies, and defense doesn't work on others. But the number of situations where both mezzes and defense don't work is much smaller.

Def/res, mezzes, damage, debuffs and heals are all valuable parts of a well-rounded, versatile offense and defense that focuses on being able to support teammates in as many situations as possible and confront threats with many different tools, rather than conforming to the "intended" way of building a controller.

It's often claimed that you don't need defense if you have good tactics and teamwork. This paints a caricature of those who do not build for defense as skilled, experienced team players while demeaning players of softcapped builds as poor players relying on a crutch to cruise through the game with mind-numbing ease.

But attention, human reflexes and animation time have limits, and even the best players do make mistakes, especially overestimating their own ability. There's only so much that humans can keep track of at once, doubly so in trials. Defense helps by slowing incoming damage so that you have more time to think and react.

Arguments against defense tend to emphasize it's not necessary, or focus on subjective personal preferences (preferring more situational powers, preferring higher difficulty, etc.) which have no relevance as regards build advice.

But anything can be labelled "unnecessary" if you set low enough standards. IOs aren't necessary for sure. Enhancements aren't necessary, if certain challenge settings are anything to go by. MMOs aren't necessary for living so I suppose we might all stop playing now. Just because something isn't necessary doesn't mean it's not desirable, valuable or useful.

In the end, beyond a very low minimum threshold, what is and isn't necessary is up to player preference. What can be answered with certainty is the question, "does defense improve the survivability of the build?" The answer is - yes.
It would help if you would quote the entire paragraph instead of just one sentence. What I actually said was:

Quote:
Characters who can control more will provide more benefit to the team. Characters who softcap usually do so at the cost of less Recharge, less control and/or fewer "situational" powers that can provide various benefits. Besides, not being nearly invulnerable makes the game a lot more of a fun challenge. It takes more strategy, more teamwork and a lot more attention than being able to walk into the middle of a huge group of foes and ignore them.
Using your own example, your high Defense build has a 2.7 longer Recharge time than a Recharge-focused build. In the midst of a battle, 2.7 seconds is a long time. A Defense-based build will certainly improve your own character's survival, but you will be able to provide control for the team less often. That's the trade-off. You will also have to give up certain situational powers like Smoke, Bonfire, Ring of Fire, etc. Those powers may or may not be worth trading for Defense. That's personal choice.

Once again, you have mischaracterized what I have said about Defense-based builds when you claim that folks who do not support defense-based builds disparage Defense-based players. That is a fabrication. I certainly never suggested that a Defense-based player is less skillful. I assert that it takes a level of understanding and sophistication in the game to be able to build a softcapped character. But it is more of a personal challenge to play without that high level of defense because you have to worry much more about survival. Once you reach soft-capped defenses, the game becomes less challenging.


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

 

Posted

Quote:
Using your own example, your high Defense build has a 2.7 longer Recharge time than a Recharge-focused build. In the midst of a battle, 2.7 seconds is a long time. A Defense-based build will certainly improve your own character's survival, but you will be able to provide control for the team less often. That's the trade-off. You will also have to give up certain situational powers like Smoke, Bonfire, Ring of Fire, etc. Those powers may or may not be worth trading for Defense. That's personal choice.
You didn't seem to read my post, either. There's a tradeoff, but it's minimal. Bonfire, smoke and 2.7s shorter recharge on Flashfire aren't a big chunk of mezzing power.

Of course an extreme rech build will have faster recharging mezzes. Hybrid rech/def ones can maintain very high control ability while also adding damage and mitigation, though. They're more effective in a wider range of situations, give more room for error, less dependent on competent teammates, and more able to take the initiative. While specialist builds will always be better at specific tasks, generalists can achieve much higher overall performance.


 

Posted

Quote:
Originally Posted by Papaschtroumpf View Post
I'm about to dust-off my old fire/kin myself (3rd toon and it was my first 50, but haven't played him since I returned to the game this summer.)

any thoughts on Incarnate powers for Fire/Kin? any special synergies?

Without having put too much time into it, I was thinking:

* Clarion in case I miss controlling the mezzers
* Intuition for holds, although I will only benefit from Range increase for secondary effects (as opposed to my Plant/Storm which uses all secondary effects)
* Pyronic for Theme
* Reactive to help the imps' damage and for theme
* any Lore pet save elemental (I made the mistake of getting them on my blaster and I can't see anything because of the stupid hurricane). Probably Cimmeroans for theme

I do have a question about alpha: does it affect your pets too? So would Musculature boost the imps damage, or Nerve boost their accuracy?
I'm thinking SPiritual Core Paragon for Alpha slot for Fire/Kin:
Makes everything recharge faster.. more holds, more Trans, more FS
Improves healing (bigger trans heal)
Improves disorient duration, Flashfires

I mean, yes Intuition helps holds, but Char recharges pretty fast already that it's quite easy to 2x stack, and it won't help Cinders too much because of the downtime.

YMMV

MT


Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."

 

Posted

Oh look! There's yet another snarky argument on the forums! I guess it must be a day ending in a 'y'.

With my own snarky jibe thrown out there, here's the built I'm currently using (and it works pretty fantastically for team play; I've had that lovely comment "...Are you sure you're a controller?" when people see me wading into stuff without taking damage):

Click this DataLink to open the build!

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It's pros are:

1) Perma Hasten
2) >10 Mezz protection to almost everything, so you can choose whatever Destiny you feel like choosing
3) Excellent chance to passively confuse enemies (if they're shooting each other, then they're not shooting you!)
4) >32.5% defense to all positions (one small purple to softcap vs everything, in other words, or one Vengeance to fall just shy of softcap vs everything at incarnate levels)
5) >90% heal every two seconds
6) 100% endurance every eight seconds
7) Still retains all the most useful team buffs, including leadership (I left out Increase Density, but if that's a power you like then you could replace World of Confusion for it)

cons:

1) It's still very endurance heavy thanks to the toggles - you might want to go for an ageless Destiny
2) Its resistances are horrid against anything other than S/L
3) Its max HP is also horrid
4) It has no travel power - this isn't really a big deal if you have Ninja Run, because Ninja Run + Siphon Speed = Super Speed
5) It's prohibitively expensive

Hope this helps some!


 

Posted

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Nemu: 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:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-EndRdx/Rchg/Hold:30(3), BasGaze-Acc/EndRdx/Rchg/Hold:30(5)
Level 1: Transfusion -- Nictus-Acc/Heal:31(A), Theft-Acc/EndRdx/Rchg:30(5), Theft-Acc/EndRdx/Heal:30(7), Nictus-Heal:31(13), Nictus-Acc/EndRdx/Rchg:31(39), Theft-Acc/Heal:30(39)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg:31(A), Enf'dOp-EndRdx/Immob:31(7), Enf'dOp-Acc/EndRdx:31(9), Enf'dOp-Immob/Rng:31(9), Enf'dOp-Acc/Immob/Rchg:31(11), Enf'dOp-Acc/Immob:31(11)
Level 4: Siphon Power -- Acc-I:31(A)
Level 6: Combat Jumping -- LkGmblr-Rchg+:31(A)
Level 8: Hot Feet -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/EndRdx/Rchg:30(13), Erad-%Dam:30(40)
Level 10: Siphon Speed -- Acc-I:31(A), Acc-I:31(25), RechRdx-I:31(25), RechRdx-I:31(40)
Level 12: Flashfire -- Amaze-Stun/Rchg:50(A), Amaze-Acc/Stun/Rchg:50(15), Amaze-Stun:50(15), Amaze-Acc/Rchg:50(17), Amaze-EndRdx/Stun:50(17)
Level 14: Super Speed -- Zephyr-Travel/EndRdx:31(A), Zephyr-ResKB:50(45)
Level 16: Increase Density -- S'fstPrt-ResDam/Def+:30(A)
Level 18: Cinders -- Lock-Acc/Hold:31(A), Lock-Acc/Rchg:31(19), Lock-Rchg/Hold:31(19), Lock-EndRdx/Rchg/Hold:31(21), Lock-Acc/EndRdx/Rchg/Hold:31(21), Lock-%Hold:30(23)
Level 20: Speed Boost -- Zephyr-ResKB:31(A), Zephyr-Travel/EndRdx:10(46)
Level 22: Boxing -- Mako-Acc/Dmg:31(A), Mako-Dmg/EndRdx:31(23), Mako-Dmg/Rchg:31(29), Mako-Dam%:50(29), Mako-Acc/EndRdx/Rchg:31(34), Mako-Acc/Dmg/EndRdx/Rchg:31(36)
Level 24: Tough -- GA-3defTpProc:30(A)
Level 26: Maneuvers -- RedFtn-Def/EndRdx:31(A), RedFtn-Def/Rchg:31(27), RedFtn-EndRdx/Rchg:31(27), RedFtn-EndRdx:31(31), RedFtn-Def/EndRdx/Rchg:31(40), RedFtn-Def:31(43)
Level 28: Hasten -- RechRdx-I:50(A), RechRdx-I:50(36)
Level 30: Weave -- LkGmblr-Rchg+:31(A), HO:Cyto(31), HO:Cyto(31)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg:31(A), ExRmnt-Acc/Dmg:31(33), ExRmnt-Dmg/EndRdx:31(33), ExRmnt-Acc/Dmg/Rchg:31(33), ExRmnt-EndRdx/Dmg/Rchg:31(34), ExRmnt-+Res(Pets):31(34)
Level 35: Transference -- Efficacy-Acc/Rchg:31(A), Efficacy-EndMod/Acc/Rchg:31(36), Efficacy-EndMod/Rchg:31(37), Efficacy-EndMod:31(37), Efficacy-EndMod/Acc:31(37), Efficacy-EndMod/EndRdx:31(46)
Level 38: Fulcrum Shift -- Acc-I:31(A), Acc-I:31(39), RechRdx-I:31(46)
Level 41: Fissure -- Stpfy-Acc/Rchg:31(A), Stpfy-EndRdx/Stun:31(42), Stpfy-Acc/EndRdx:31(42), Stpfy-Stun/Rng:31(42), Stpfy-Acc/Stun/Rchg:31(43), Stpfy-KB%:31(43)
Level 44: Rock Armor -- LkGmblr-Rchg+:31(A), HO:Cyto(45), HO:Cyto(45)
Level 47: Seismic Smash -- Lock-Acc/Hold:31(A), Lock-Acc/Rchg:31(48), Lock-Rchg/Hold:31(48), Lock-EndRdx/Rchg/Hold:31(48), Lock-Acc/EndRdx/Rchg/Hold:31(50), Lock-%Hold:31(50)
Level 49: Inertial Reduction -- Zephyr-ResKB:31(A), Zephyr-Travel/EndRdx:50(50)
Level 50: Spiritual Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Reactive Radial Flawless Interface
Level 50: Clarion Core Epiphany
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:20(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run



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I'm very happy with my current build. I was surprised that I could soft-cap both ranged and S/L without sacrificing any of my core powers. Hasten is perma with t4 spiritual and siphon speed. End usage is a bit high but that's what transference and blues are for. Mezzes are not too big a concern with my defense but t4 clarion is there as backup.


 

Posted

I've always heard that the rule of thumb has always been to go for typed or positional but not both. On the other hand with S/L you're covering a lot of attacked so I can see how it would make sense.


 

Posted

I'm not a big fan of S/L alone on any squishy without mez protection. S/L is good against attacks that do damage but the bane of any squishy is mezzes and ranged defense covers that better than S/L defense.

Were I to choose one I'd go with ranged defense even on a fire/kin because being in melee range is an option, not a necessity. You can always force enemies to use ranged attacks on you and the controls offset the need for S/L defense when you are in the thick of it. Pure farm builds that cherry pick their mobs will get by just fine with just S/L defense though.


 

Posted

Quote:
Originally Posted by Nemu_ View Post
I'm not a big fan of S/L alone on any squishy without mez protection. S/L is good against attacks that do damage but the bane of any squishy is mezzes and ranged defense covers that better than S/L defense.

Were I to choose one I'd go with ranged defense even on a fire/kin because being in melee range is an option, not a necessity. You can always force enemies to use ranged attacks on you and the controls offset the need for S/L defense when you are in the thick of it. Pure farm builds that cherry pick their mobs will get by just fine with just S/L defense though.
I tried range def + 60 S/L res before on my fire/kin, and ran into the problem that mez immune enemies will ignore both your controls and your defense. And unhappily, one of fire control's weaknesses is that dispersion bubbles counter both its hard mezzes, so you have to deal with a bigger list of mez immune enemies than normal. Instead I recommend S/L/E or S/L/Ranged (as you did, which I didn't know was possible). My S/L/E fire/kin steamrolls cimmies and IDF easily, my pure ranged build never could.