Trying to play my fire/kin.


BellaStrega

 

Posted

So I haven't been playing for a long time, for a variety of reasons, and I'm trying to get back into the game now. Most of my characters aren't too difficult to get a handle on, but my fire/kin has so many things to do, and so little endurance to do them with if I forget to hit transference whenever I can.

This is my current build, as I had stopped playing around the time she hit 50 and I hadn't really started working on sets.

My biggest problem is that while I could solo her on what I had my difficulty set to before, I seem to have a lot of awkwardness trying to do the same thing now, and this build is far more durable than what I had before (no fighting pool, no indomitable will).

Hero Plan by Mids' Hero Designer 1.953
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Fusionista: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Char

  • (A) Accuracy IO
  • (3) Accuracy IO
  • (3) Damage Increase IO
  • (5) Damage Increase IO
  • (5) Hold Duration IO
  • (7) Hold Duration IO
Level 1: Transfusion
  • (A) Accuracy IO
  • (7) Accuracy IO
  • (9) Healing IO
  • (9) Healing IO
  • (11) Recharge Reduction IO
  • (11) Endurance Reduction IO
Level 2: Siphon Power
  • (A) Accuracy IO
  • (13) Accuracy IO
Level 4: Super Speed
  • (A) Run Speed IO
Level 6: Fire Cages
  • (A) Accuracy IO
  • (13) Accuracy IO
  • (15) Damage Increase IO
  • (15) Damage Increase IO
  • (17) Immobilisation Duration IO
  • (17) Recharge Reduction IO
Level 8: Hot Feet
  • (A) Accuracy IO
  • (19) Accuracy IO
  • (19) Damage Increase IO
  • (21) Damage Increase IO
  • (21) Endurance Reduction IO
  • (23) Endurance Reduction IO
Level 10: Siphon Speed
  • (A) Accuracy IO
  • (23) Accuracy IO
Level 12: Flashfire
  • (A) Accuracy IO
  • (29) Accuracy IO
  • (29) Disorient Duration IO
  • (31) Disorient Duration IO
  • (31) Recharge Reduction IO
  • (31) Recharge Reduction IO
Level 14: Hasten
  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO
  • (33) Recharge Reduction IO
Level 16: Increase Density
  • (A) Resist Damage IO
Level 18: Cinders
  • (A) Accuracy IO
  • (33) Accuracy IO
  • (34) Hold Duration IO
  • (34) Recharge Reduction IO
  • (34) Recharge Reduction IO
  • (36) Recharge Reduction IO
Level 20: Speed Boost
  • (A) Endurance Modification IO
Level 22: Stealth
  • (A) Endurance Reduction IO
Level 24: Boxing
  • (A) Accuracy IO
Level 26: Tough
  • (A) Resist Damage IO
  • (36) Resist Damage IO
  • (36) Endurance Reduction IO
Level 28: Inertial Reduction
  • (A) Jumping IO
Level 30: Weave
  • (A) Defense Buff IO
  • (37) Karma - Knockback Protection
  • (37) Endurance Reduction IO
Level 32: Fire Imps
  • (A) Accuracy IO
  • (37) Accuracy IO
  • (39) Damage Increase IO
  • (39) Damage Increase IO
  • (39) Damage Increase IO
  • (40) Recharge Reduction IO
Level 35: Transference
  • (A) Accuracy IO
  • (40) Accuracy IO
  • (40) Endurance Modification IO
  • (42) Endurance Modification IO
  • (42) Recharge Reduction IO
  • (42) Recharge Reduction IO
Level 38: Fulcrum Shift
  • (A) Accuracy IO
  • (43) Accuracy IO
  • (43) Recharge Reduction IO
  • (43) Recharge Reduction IO
  • (45) Endurance Reduction IO
  • (45) Endurance Reduction IO
Level 41: Indomitable Will
  • (A) Recharge Reduction IO
  • (45) Recharge Reduction IO
  • (46) Recharge Reduction IO
Level 44: Mind Over Body
  • (A) Resist Damage IO
  • (46) Resist Damage IO
  • (46) Endurance Reduction IO
Level 47: Psionic Tornado
  • (A) Accuracy IO
  • (48) Accuracy IO
  • (48) Damage Increase IO
  • (48) Damage Increase IO
  • (50) Recharge Reduction IO
  • (50) Endurance Reduction IO
Level 49: Smoke
  • (A) Accuracy IO
  • (50) Accuracy IO
------------
Level 2: Swift
  • (A) Run Speed IO
Level 2: Health
  • (A) Healing IO
  • (25) Healing IO
  • (25) Healing IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Endurance Modification IO
  • (27) Endurance Modification IO
  • (27) Performance Shifter - Chance for +End
Level 1: Brawl
  • (A) Empty
Level 1: Containment
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Recharge Reduction IO
Level 4: Ninja Run




My biggest problem with sets is just general overwhelm at the options available. I'm not likely to go purple yet, but I do wonder which bonuses I should go for.


Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)

 

Posted

There are many advantages from using IO sets, not just the bonuses. Most sets will provide greater enhancement for several attributes than you can get with common IOs alone. For example, a full set of Multi-Strike in Hot Feet will give you good Acc, caps Dam and EndRdx, plus some Recharge. In many cases, you can mix-n-match IOs from different sets to get really great slotting -- this is referred to as "Frankenslotting."


Many of the popular sets are expensive. 4 from the Basilisk's Gaze set will give you a Recharge bonus of 7.5%, but they are pretty pricy. In a power like Char, you can use 4 Baz Gaze, and then add an Acc/Dam and a common Damage. That gives you good Accuracy, some Damage, some Hold, some Rech, some EndRdx. You can get some of these expensive IOs using Reward Merits or Alignment Merits (Hero Merits or Villain Merits). If you don't know about those, check Paragon Wiki.


Using sets will substantially help your endurance issues. Most sets incluse some EndRdx. You can also slot Super Speed with an EndRdx and that will help.


If you look through the guides and other posts on the forums, you will see a ton of expensive builds, many of which are intended to get high Defense or Recharge with Set bonuses. It has become a popular mini-game within the game to make a min-max build. But even if you don't do a full min-max build, just using some cheap sets will substantially improve your build. Put Touch of the Nictus in Transfusion. Efficacy Adapter in Transference. Use 5 Stupify in Flashfire (leave out the Knockback proc and replace it with a common Recharge).


There are several options for some powers depending upon what bonuses you may want. If you want ranged Defense, then Blood Mandate in Fire Imps. If you want Recharge, then Expediant Reinforcement.


Take a look around the forums at the various Fire/Kin threads. Play around on Mid's Builder to see what might work. It can be fun.


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

I'm not rejecting IO sets, I just don't really have any and don't even know where to start. I'm better at figuring out which ones to sell than which ones to use. Thanks for the advice.


Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)

 

Posted

Quote:
Originally Posted by BellaStrega View Post
I'm not rejecting IO sets, I just don't really have any and don't even know where to start. I'm better at figuring out which ones to sell than which ones to use. Thanks for the advice.
Start with the cheap-n-easy ones: Multi-strike in Hot Feet. Stupify (with a common Recharge in place of the proc) in Flashfire. Efficacy Adapter in Transference.

Where the bonuses really become powerful are when you stack a bunch of them to result in a major change. But that usually takes planning to focus on certain bonuses.


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

First, your link is broken and you did not include the Data Chunk, so nobody can pull up your build in Mid's. As a result, I can't comment on your various bonuses. I'm not really going to comment on the full build, but just the way certain powers are slotted:

Char: The primary purpose of this power is as a hold. Since you are */Kin, you really don't need to slot it heavily for Damage since Fulcrum Shift and Power Boost will handle that. Consider changing this to 4 Baz Gaze and an Acc/Dam Hami-O. You get more Recharge than the Decimation set, and you actually get some Hold slotting.

Fire Cages really does very little damage, so a Posi Blast set doesn't add much. If at all possible, get a Grav Anchor Chance for Hold proc here. That proc adds a bunch to the functionality of the power. If you can afford it, 5 Grav Anchor (leave out the pure Immob) and the Posi Blast proc is good slotting. If you are seeking S/L defense then most folks go with the Enfeebled Operation set.

Hot Feet: The problem with the Oblit set is very little EndRdx. It has great Melee Defense and some other bonuses, but the lack of EndRdx in this high-cost power is a problem. I usually use the Multi-Strike set or some kind of Frankenslotting. You need to get that endurance cost down.

Flashfire: Another place where the Posi-Blast set is not doing much good because the damage is so low. Use Absolute Amazement if you can afford it, or the Stupify set (minus the proc) with a Recharge in the 6th slot.

Increase Density: This is a really good place for a Steadfast -Knockback. If you are building for Defense, then you can also add a Steadfast +3% Defense here, too.

Cinders: This power has a 20% Accuracy penalty. I suggest you take the common Hold and common Recharge out and add in an Acc/Hold/Rech from any set -- Essence of Curae is cheap.

Fighting Pool: Unless you are building for high Defense, I don't feel that giving up 3 powers to the Fighting Pool for a small amount of Defense is worth it. At least Maneuvers can benefit the entire team. I like having Bonfire as a situational control power. Combat Jumping is nice for a Fire/Kin, since getting Immobed can kill you.

Fire Imps: Blood Mandate is nice for a Defensive build, but Expediant Reinforcement is better for a Recharge-focused build. 4 Expediant Reinforcement, and if you can afford it, the Dam/Rech and Chance for Build up from Soulbound.

Transference: Personally, I prefer the Efficacy Adaptor set in this power.

Fulcrum Shift: You should not need 2 EndRdx in FS. I generally slot it 2 Acc, 3 Rech but 2 Rech is OK.

Smoke: Smoke is autohit in PvE. It only ever needs Accuracy in PvP.


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

Regarding the endurance cost stuff, I have 45% end reduction from my alpha slot. Hot Feet has 63.55% endurance reduction with that set. How much overkill do I need?

I don't know why it didn't export a data chunk, or why it exported a non-working link.

Char's hold is 22.35 seconds, with a recharge of 3.59 seconds at worst (without hasten and siphon speed). Does it really need to last longer?

Fire Cage's immobilize is also fairly long (27.94 seconds) and the recharge is 4.29 seconds without hasten and siphon speed. What value does slotting up the duration have when many fights are over much more quickly than that, and the immob (or hold) is going to be reapplied? The only one I can really see a benefit to increasing the duration is flashfires, which I meant to have as stupefy, but had Positron's Blast for the sake of bonuses.

I can't afford purple sets.

I'm trying to make this build primarily for soloing. I am sorry that wasn't clear. That was the point of building up defense. Teaming I don't have anywhere near the same problems I did when I came back to the game, and I do fine with common IOs.

The difference between two and three recharge on Fulcrum Shift is 1.5 seconds while hasten and siphon speed aren't up. Although you did remind me that I meant to remove one slot from that power for elsewhere.


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Posted

You seem to be asking for advice about endurance management, then arguing with solutions Local is giving you. But that's how it looks, may not be accurate.

In my opinion unless you are "going" for defense bonuses, you are wasting your time running weave with a resistance based shield. There is some endurance freed up.

My fire/kin can solo +2/6-8 (depending on enemy group) with a common IO build only without much endurance issues and without alpha help. Transference is typically up quick enough to take care of any situation where the blue bar dips low. Besides accuracy for cages I think end reduction is important as a fire/kin will probably be using them quite a bit. Yes the duration is plenty long, but then again lengthening the duration of the immob is also a way of reducing end use as you cast them less often.


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

 

Posted

No, I solved the endurance issues. I removed the build I'd posted as it was too much a first draft. I also disagreed with some of Local_Man's advice. I agreed with a lot of it, and a couple of things were things I had forgotten to correct when I had posted the build.


Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)