Just came back


ketch

 

Posted

So just coming back to the after about a year and a bit and decided to hop on my fire/kin except now there is all this new incarnate stuff.

I'm not too sure what I should be going for with the various trees on this and would appreciate any kind of insight that anyone would be willing to offer on this. I did already get the alpha slot and made it Spiritual. I'm just not to sure what I should do for the others and didn't want to experiment if there is some nice tried and true abilities I should take.

I would like to thank anyone in advance for their response.


Always on Justice

 

Posted

What you choice for you incarnate powers largely depends on the strengths and weaknesses of your Primary/secondary and build. There are some that are a bit more popular, like those Alpha abilities focused on defense or recharge. Reactive is popular among Interface options if you have an AoE immobilize to spam.

Really it comes down to what your character can do and what holes you may want to fill.


 

Posted

Alpha - Should be considered part of the IO build since it has such a big impact on slot efficiency. Try putting together some builds and see which one produces the best results in terms of enhancement values, rech/def, endurance usage and damage. The most commonly taken ones are Cardiac, Spiritual, Agility and Musculature (probably overkill for you since you can cap your own damage).

Judgement - any will do, although void is notable for -50% damage which stacks with the already high -Dmg that kin outpits.

Interface - any of the ones that deal damage are good; the non-damaging ones don't offer anything worthwhile in exchange. Note that while some people advise against reactive on the assumption that it will be stacked to the limit in team fights, I consistently get reactive procs against trial AVs and have yet to see evidence that this reduces reactive's damage output.

Destiny - all except the teleport one are good (and even that has some niche uses in speed/badge runs). If you're not taking the Psi APP, the mez protection from Clarion is hard to pass up.

Lore - Try any of the high single-target damage pets (Cimerorans lead the pack by far, but are the least mobile and have the worst damtype; Phantoms, Rularuu, Warworks are other top contenders, and Longbow lag in raw damage but output large amounts of -Regen). I've tried both ST and AoE (Vanguard, Storm elementals) pets and found the AoE ones to be disappointing. Dumb pets don't herd and decimate hordes of enemies the way players do unless you're really good at micromanaging them. As a fire/kin you already have AoE damage in oodles anyway. Few of the support powers do anything worthwhile so in in doubt, pick core.


 

Posted

On Judgment, I find it hard to take anything other than Ion. That chaining lightning attack can go around corners and handle large groups who aren't gathered into nice tight groups. For example, during the Statesman's TF, Ion will wipe out a bunch of the Vines in the Vines room.

On Destiny, I have taken Clarion on a few controllers and it is probably the best choice for a Fire/Kin, especially if you went with the Stone APP like most Fire/Kins.


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

Okay so took everyone's advice and came up with a new build.

Just wanted to double check to be sure that I got the basic idea down of what I'm shooting for with the incarnate stuff before I start Building it.


Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/

Click this DataLink to open the build!

Feline Force: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Kinetics
Power Pool: Concealment
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(3), Lock-Rchg/Hold(3), Lock-EndRdx/Rchg/Hold(5), Lock-Acc/EndRdx/Rchg/Hold(25), Lock-%Hold(39)
Level 1: Transfusion -- Nictus-Acc/Heal(A), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Heal(13), Nictus-Acc/EndRdx/Rchg(39)
Level 2: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Immob/Rng(9), Enf'dOp-Acc/Immob/Rchg(11), Enf'dOp-Acc/Immob(11)
Level 4: Siphon Power -- Acc-I(A)
Level 6: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(7)
Level 8: Hot Feet -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(13), Erad-%Dam(39)
Level 10: Siphon Speed -- Acc-I(A), RechRdx-I(25)
Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(15), Amaze-Stun(15), Amaze-Acc/Rchg(17), Amaze-EndRdx/Stun(17)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40), Zephyr-ResKB(45)
Level 16: Increase Density -- S'fstPrt-ResDam/Def+(A)
Level 18: Cinders -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(21), Lock-Acc/EndRdx/Rchg/Hold(21), Lock-%Hold(23)
Level 20: Speed Boost -- Zephyr-ResKB(A), Zephyr-Travel(23)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/Rchg(29), Aegis-EndRdx/Rchg(29), Aegis-ResDam/EndRdx/Rchg(34), Aegis-ResDam(36)
Level 26: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(27), RedFtn-EndRdx/Rchg(27), RedFtn-EndRdx(31), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(40)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
Level 32: Fire Imps -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(34)
Level 35: Transference -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/Rchg(37), Efficacy-EndMod(37), Efficacy-EndMod/Acc(37)
Level 38: Fulcrum Shift -- Acc-I(A), RechRdx-I(43)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 44: Disruptor Blast -- FrcFbk-Dmg/KB(A), FrcFbk-Acc/KB(45), FrcFbk-Rchg/KB(45), FrcFbk-Rchg/EndRdx(46), FrcFbk-Dmg/EndRdx/KB(46), FrcFbk-Rechg%(46)
Level 47: Summon Tarantula -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(48), C'Arms-Dmg/EndRdx(48), C'Arms-Acc/Dmg/Rchg(48), C'Arms-EndRdx/Dmg/Rchg(50), C'Arms-+Def(Pets)(50)
Level 49: Inertial Reduction -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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: Spiritual Core Paragon
Level 50: Arachnos Core Superior Ally
Level 50: Void Radial Final Judgement
Level 50: Barrier Core Epiphany
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Always on Justice