Fire/Kin Controller Build - Need Feedback
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.
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 |
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. |
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
- (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
- (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
- (A) Accuracy IO
- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
- (9) Recharge Reduction IO
- (A) Recharge Reduction IO
- (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
- (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
- (A) Run Speed IO
- (A) HamiO:Nucleolus Exposure
- (23) HamiO:Nucleolus Exposure
- (23) Endurance Reduction IO
- (25) Endurance Reduction IO
- (46) Scirocco's Dervish - Chance of Damage(Lethal)
- (A) Accuracy IO
- (19) Accuracy IO
- (21) Hold Duration IO
- (25) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Run Speed IO
- (A) Interrupt Reduction IO
- (A) Jumping IO
- (A) Stupefy - Accuracy/Recharge
- (27) Stupefy - Endurance/Stun
- (27) Stupefy - Accuracy/Endurance
- (31) Stupefy - Accuracy/Stun/Recharge
- (31) Stupefy - Stun/Range
- (A) Steadfast Protection - Resistance/Endurance
- (29) Steadfast Protection - Resistance/+Def 3%
- (29) Steadfast Protection - Knockback Protection
- (A) Recharge Reduction IO
- (A) HamiO:Nucleolus Exposure
- (33) HamiO:Nucleolus Exposure
- (33) HamiO:Nucleolus Exposure
- (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
- (A) Accuracy IO
- (39) Recharge Reduction IO
- (39) Accuracy IO
- (39) Recharge Reduction IO
- (40) Accuracy IO
- (40) Recharge Reduction IO
- (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
- (A) Thunderstrike - Accuracy/Damage
- (45) Thunderstrike - Damage/Endurance
- (45) Thunderstrike - Damage/Recharge
- (45) Thunderstrike - Accuracy/Damage/Recharge
- (46) HamiO:Nucleolus Exposure
- (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
- (A) Resist Damage IO
- (50) Resist Damage IO
Level 1: Brawl
- (A) Damage Increase IO
Level 1: Sprint
- (A) Empty
- (A) Healing IO
- (A) Run Speed IO
- (A) Healing IO
- (A) Jumping IO
- (A) Endurance Modification IO
- (3) Endurance Modification IO
- (5) Endurance Modification IO
- Garielle
Earth mastery > fire mastery
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)
| Copy & Paste this data into Mids' Hero Designer to view the build |
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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
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
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
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
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
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".
|
- Garielle
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
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. |
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
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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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?
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
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.
|
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.
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. |
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. |
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
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. |
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.
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? |
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."
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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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!
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'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.
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'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 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/
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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)
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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