Local_Man

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  1. The above posts made some good points. Controllers don't have to worry much about Defense if you have good control -- mezzed foes don't attack. Recharge is generally the best bonus to shoot for, although a Fire/Rad doesn't need it as much as some others, like an Ill/Rad. It is generally a bad idea to sacrifice the benefits of your control powers for set bonuses, as your control powers will provide more overall benefit.

    Char: This power is an important source of damage if you solo at all. If you want Recharge, you can go with 4 Basilisk, and then add some damage -- An Acc/Dam Hami-O and a common Damage IO work.

    Radiant Aura: If you want Recharge, 5 Doctored Wounds.

    Ring of Fire: In my opinion, there are only two reasons to take this power. (1) In low levels, it provides some addidtional damage against single targets, and should be slotted for damage. It is common to respec out after getting Fire Imps and Hot Feet fully slotted, but you can keep it if you still want that little bit of extra single target damage. In late levels, it can be used to immob bosses and AVs, but I don't see a ton of value in that except for certain situational uses, like AVs who like to run around.

    Rad Infection: Overslotted. My preferred slotting is 3 Enzyme Hami-Os, as in three slots you get max ToHit Debuff, Defense Debuff and EndRdx. Next I would go with 4 Dark Watcher, for the ToHit Debuff -- frankly, most folk have enough accuracy that Defense debuff, while nice, isn't needed nearly as much as ToHit Debuff. By the way, this one power makes up for a lot of your need for Defense by slotting up for ToHit Debuff.

    Fire Cages: The main goal is to slot for Accuracy and EndRdx. The damage is not huge, and damage procs may do more total damage than slotting this power for damage. Slotting for Immob duration, while somewhat useful, isn't as important since the power recharges faster than it runs out. One of the best procs here is the Gravitational Anchor Chance for Hold.

    Flashfire: Take it at 12, slot it up for Acc, Stun, Rech. The damage is minimal. The Stupify set is pretty good if you can't get the purple set, but replace the "Chance for Knock" proc with a Rech. (Why take Hurdle at 12 when you can take Flashfire there?)

    Health: I don't 3 slot health on a character with a self-heal unless I'm putting procs in there.

    Hot Feet: The goal is to slot for Damage and EndRdx and a little Accuracy. Slow is nice if you can fit it in. The Obit set has almost no EndRdx. I have this frankenslotted with Dam/EndRdx and Acc/Dam/EndRdx from Scirocco's, Dam/Slow and EndRdx/Rech/Slow from Tempered Readiness, an Acc/Dam Hami-O and a common EndRdx. The slow helps keep foes in the area longer to allow Choking Cloud a chance to hit.

    EF needs 2 EndRdx.

    Choking Cloud needs capped Hold, and as much endRdx as you can. Accuracy? Not really that important but OK if you can fit it in. My Ill/Rad guide explains the machanics of the power and why you need to max slot Hold. You want to lengthen the hold duration to allow as many pulses as you can to build the chance for hold up. The Lockdown +2 Mag is great here if you can fit it in, but only after you max out Hold and EndRdx.

    Ling Rad: If you have enough Recharge and global Accuracy, you can knock this back to a single Accuracy. It needs Acc and Recharge, as its main use is for the -Regen against AVs. It is nice to use on everything else, but you don't need much EndRdx if you have everything else properly slotted. Tempered Readiness is not a good set here.

    Acrobatics? Get a knockback IO. That's enough most of the time.

    I'm not a fan of the Fighting Pool for Controllers. More control and damage is a better choice. I chose the Psi Pool for Indomidible Will to reduce the times my CC+HF toggles are knocked off. Psi Tornado is nice, and the shield reduces damage enough that my heal can handle it most of the time.
  2. Quote:
    Originally Posted by Jiblets View Post
    When you hover over the power in 'Enhancements' --->'Manage', the tooltip window says that 'allowed enhancement set categories' includes only one IO set - Slow Movement. Yet when you slot a Slow IO in the power, you can see in the Detailed Information window that Slow Movement is not effected in any way.

    Working as intended, thusly an evil plot to part /rads with their hard earned Infamy and Slots for no appreciable return, or a known fowl-up on the part of the Devs, and we can take it for granted they are working hard to repair this outrage as quickly as possible?
    I pulled up one of my older characters, a Fire/Rad, who has Ling Rad slotted with 1 Acc, 2 Rech, Acc/Slow and EndRdx/Rech/Slow from Tempered Readiness. It shows that the base 75% Slow to run speed has been increased to 110% with the above slotting. So, my character shows that slotting slow has an effect on Ling Rad.

    However, remember that there is a 90% cap on Slow. Anything over 90% will have no effect until you are going up against higher level foes, where the Slow will have a lesser effect.
  3. Quote:
    Originally Posted by Brakkus View Post
    Exactly the answers I was looking for.... Thanks all!!! I am leaning towards earth/kin and plant/kin now. Anything Earth is enjoyable for me to date and Plant I have never ran with but will consider. Thanks again!!!!
    Earth is one of my favorite primaries . . . as you might be able to tell from my Earth/Rad guide, linked in my sig. Earth works best as a ranged AoE controller who relies upon the team to do damage. The Earth set has very little damage, but lots of control plus tons of Defense Debuff to make it easier to hit tough foes. In my opinion, Earth is great on large teams, and is a great teammate for an AoE blaster. Where it has a problem is that the AoE controls are, in some cases, not instantaneous, so the Earth Controller can draw some aggro and take some damage. With a tank on the team, the tank can draw that aggro, but a scrapper isn't as good at holding aggro as a tank.

    But Plant brings AoE control early, with a fast-acting cone. Once you throw seeds, then the only aggro you get is from bosses and anyone who was missed by Seeds. It also has some good AoE damage to contribute to a small team. Plus, the Creepers can draw some aggro. If I was choosing between Earth/Kin and Plant/Kin, I would go with Plant/Kin for a duo. In fact, that's the choice I made a while ago. (My Plant/Kin is named, "Flora the Explorer.")
  4. Quote:
    Originally Posted by eryq2 View Post
    Yea, /kin pairs well with everything. I know my wife has a fire/kin and i have an elec/sd we run with together when we're not pling lowers and its a nice combo. But built right, the shield shouldn't need alot of heals. The FS benefits mine more than the heals by allowing me to deal over 1000hp of damage with SC alone.
    In the end game with IOs and soft capped, Shield shouldn't need heals . . . but until you can get enough of the right kind of IOs, a Shield scrapper can take a fair amount of damage.

    And I don't agree that */Kin pairs with everything. It does not pair well with a ranged Blaster or Defender or ranged Controller. If the OP had wanted to pair up a Controller with, for example, a Fire Blaster, I would have suggested an Earth/Rad as a better choice.

    Leveling up, a Plant/Kin provides more damage mitigation for a scrapper than a Fire/Kin, but still contributes a fair amount to the damage of the pair. The Plant/Kin lacks strong single target damage, but the scrapper makes up for that.

    However, from experience, I suggest that the Plant/Kin get some kind of stealth -- whether it be Super Speed or one of the nice Stealth IOs (or both). You have to get in just the right position for maximum use of Seeds, and sometimes that scrapper may not hold all the aggro.
  5. Quote:
    Originally Posted by Brakkus View Post
    Hello knowledgeable masses of Cox,
    I am new to the controller types. I have a brute, corruptor, dominator, and 2 scraps, all lvl 50. My buddy is starting out a fire scrapper, what would be a good complimentary primary and secondary to play with?? I have NEVER played a troller, could use some tips from the experts...

    Thanks in advance for any and all knowledge given,

    Brakkus
    There are a lot of options . . . While Plant/Rad would be a good option, Plant/Kin might be better if you really want to maximize your speed.

    Speed Boost will make sure your buddy never lacks in endurance or recharge. Siphon Power and then Fulcrum Shift will boost his damage to huge levels. And even ID will buff his Resistance and protection from Knockback (assuming he is Fire secondary, although you may want to consider Shield -- a Fire/Shield puts out huge amounts of damage once he gets Shield Charge). You will have a melee heal for him -- which heals a lot more than Rad's heal.

    I have a Plank/Kin at the moment who was designed to pair with a Shield scrapper . . . awesome pair. The scrapper gathers the foes into a nice group while you heal, then Seeds, Roots, Fulcrum Shift and your buddy can wipe out the group with a single Shield Charge. And your Speed Boost helps Shield Charge come back faster!
  6. Quote:
    Originally Posted by Great_White_555 View Post
    Alright...i have the Dam/End and Acc/Dam/End from Dirvish and Dam/End, Acc/Dam/End, and Acc/Dam from Multi strike and a common EndRdx IO in Hot Feet. Removed the hold in Cinders to FS for another Common Accuracy IO and slotted Fissure and Seismic Smash with 3 Dam IO's and 1 Acc IO.
    The hold duration in Cinders is fairly short without enhancement . . . I wouldn't take it from there. I generally use Cinders to fill in control when Flashfire is recharging, so I want its duration to be decent. The Immob in Fire Cages is expendible, since Fire Cages already recharges faster than its duration. Or you could pull the EndRdx out of Siphon Power. Or maybe the Recharge out of Air Sup -- it recharges pretty quickly already.
  7. A few quick things:

    The slotting for Hot Feet above was a level 50 slotting that works because you can use a Hami-O, which you can't use until level 47. The problem is that you don't have enough accuracy -- you need about one SO's worth. Consider swapping out the Dam/Slow and EndRdx/Rech/Slow with an Acc/Dam and Acc/Dam/EndRdx from sets until later.

    I would find a way to get 2 Acc in Fulcrum Shift.

    Fissure and Seismic Smash are damage powers with some nice secondary effects, but they should be slotted first as damage powers. Start with 1 Acc, 3 Dam, and then add additional Acc, Rech, Stun or Hold as you choose. Again, by those levels, endurance shouldn't be a problem, so you really don't need to slot for EndRdx in those powers . . . just use Transference if you get low.
  8. OK, this build is much better, but still needs some work.

    Char: For teaming, you generally want hold duration. For solo, you want some damage. For SO slotting, I start with 1 acc, 1 Hold, 1 Rech, and then the other three slots can be any mix of accuracy, hold, damage or recharge depending upon how I need to use it. I generally don't put EndRdx here because the power is too important with all the other things it does. For IO slotting, you have a bunch of options. Need damage? 5 Decimations + 1 Hold. Need control? 4 Basilisk Gaze plus an Acc/Dam and Damage. And if you don't need the recharge or other bonuses from the sets, then use Hami-Os -- 1 Acc/Dam, 2 Dam/Mez, 1 Acc/Mez, 2 common Recharge IOs.

    You used SO slotting in much of the build, but threw in some IOs here and there. When building a final IO build, it often helps to understand how the sets work and what bonuses you are looking for. Individual bonuses are pretty small, but added up, the bonuses can make a huge difference. However, IOs can be used while leveling to "frankenslot" powers and get greater enhancement than you can get with SOs alone. For example, in a damage power, two Acc/Dam enhancements from two different sets will give more enhancement than an Acc and a Dam. You can "mix-n-match" sets for a huge benefit, even if you don't get set bonuses.

    For example, in Hot Feet, my Fire/Rad uses Dam/EndRdx and Acc/Dam/EndRdx from Sciroccos, Dam/Slow and EndRdx/Rech/Slow from Tempered Readiness, an Acc/Dam Hami-O and a common EndRdx. That caps EndRdx and Damage, gives me enough accuracy and a little Slow. The Slow is needed less for a Fire/Kin because Fire/Kin kills faster, but that's an example of "Frankenslotting."

    However, before you can "Frankenslot" effectively, you need to understand the important enhancements needed in each power. The SO slotting is good to "try things out" before figuring out what the power needs to be slotted for.

    In Stamina, I prefer 4 Performance Shifters, including the proc.

    Speed Boost only needs 1 EndMod.

    I would move Cinders to 24. It is your fill-in control when Flashfire+Fire Cages is recharging. Cinders, like almost all AoE control powers, have an accuracy penalty, so start slotting with 2 Accuracy. Then Hold and Recharge -- I usually 5 or 6 slot it.

    ID is a nice place for a Steadfast -knockback proc in the default slot.

    Bonfire: I like this power, but it is situational. Because it is a knockback field, it only works for damage if you spam Fire Cages every 12 seconds. I prefer to slot it with a single Recharge, and then use it as a barrier.

    I'm not sure why you are bothering with Hover if you can take Fly at level 6. Air Superiority has some nice uses, however. Or you could drop this entirely to fit in another APP power.

    Smoke is . . . OK. I have it on my Fire/Kin, but skipped it on my Fire/Rad. The problem I have with Smoke is that it has an unenhancable range. If you get too much closer than its max range, the Fire Imps will aggro on what you wanted to not notice you were there. It's kind of like . . . "OK, we're sneaking here . . . Oh, crap, there goes the Imp!"

    Transference: This is a good place for a full Efficacy Adapter set.

    Fireball: The purpose of Fireball is damage. That means that you should slot it for Damage. 1 Acc, 3 Dam is minimum slotting, with more Accuracy and Recharge if you can fit it in. Besides, once you have Transference, endurance shouldn't be much of a problem.

    Consume: Why take this? You have Transference. Fire Blast is a great power for single target damage. I would even take Rise of the Phoenix over Consume. I use the Earth APP set on my Fire/Kin for Fissure and Seismic Smash.
  9. However, it is pretty simple why not. When the Hami-Os were first created, we had two types of Endurance enhancements, one for Endurance buffing (Recovery) and one for Endurance Debuffing (End Drain). At some point fairly early, but I don't recall what issue (maybe 3 or 4?), the two types were joined into Endurance Modification enhancements.

    The orginal set of Hami-Os and other multi-type enhancements, which at the time were a lot stronger than SOs, did not have either type of Endurance buff or debuff. All of this was long before Enhancement Diversification.
  10. Plus, some of us have updated our guides with newer information. One thing to look at is whether the Original Poster/Guide Author has posted in the thread recently.
  11. OK, now that you have reposted the build to make it easier to read, here are a few additional comments in addition to the above.

    Ring of Fire: There are two reasons to take this power. In low levels and mostly for people who mostly solo, it works as a damage power for a set with low single target damage so it should be slotted with damage. In higher levels, you really don't need it for damage, so those few who take it usually respec out. In upper levels, you can use Ring of Fire as a Boss and AV immobilize power, but that's only if you don't have something more useful to take.

    Instead of Ring of Fire, take Char here. It is a key power early and can be slotted with Acc, Damage, Rech, Hold and even EndRdx. If you solo, you may need damage in this power. If you team, then you may want to slot it for hold. It depends on how you play. A single target hold is far, far superior over a single target Immobilize because the hold keeps them from shooting at you.

    Transfusion: This needs to slotted with Accuracy, Heal and Recharge. Personally, I like even amounts of the three. The Numina's Regen/Recovery proc only works for 120 sec after the power has been used, so it will only work if you are using Transfusion pretty constantly -- it is much better to put this proc in Health where it will be constantly on. However, a Fire/Kin doesn't really need that proc since you have a heal and a recovery power. It is expensive and mostly wasted.

    Siphon Power: Standard slotting is 2 Acc, 1-3 Rech, with an EndRdx optional. The power is optional once you get Fulcrum Shift, but nice to have against single targets. It really depends on how you intend to use your character.

    Fire Cages: This is not a high damage power, and to use the Ragnarok set in it is a waste. 2 Accuracy, 1-2 EndRdx is base SO slotting. Damage procs generally do more damage.

    Super Jump: One Jump is plenty. You have other places for your slots. Also, unless you are a 60 month vet, you will have to take Combat Jumping (or Jump Kick, but don't) first. Personally, I like Air Superiority/Fly for travel for my Fire/Kin, but there are lots of options. But you can't take Super Jump until 14 unless you are a 60 month vet, and then only after you have a pre-requisite power.

    Hot Feet: Standard SO slotting is 3 EndRdx, 2 Damage, 1 Acc. You want to maximize EndRdx first, then damage and get some accuracy in there. Fit in Slow only if you have maximized Damage and Endrdx.

    Siphon Speed: Standard SO slotting is 2 Acc, 2-3 Rech. The slow is a lesser aspect of the power.

    At level 12, you take Flashfire. Any build without it is simply wrong. It is a key power. Slot it with 2 Acc, 2 Stun, 2 Rech for SOs. The Stupify set, with a Recharge in place of the knockback proc, is a reasonably priced IO slotting.

    Leadership is, if you take it at all, a low priority set of powers. Some people love it, but I'm not a big fan of Leadership for most controllers. In any event, you need to get the core powers before taking this. Plus, Leadership without Fitness/Stamina means you will always be out of endurance.

    At 14, you can take your travel power, then Swift or Hurdle at 16, Health at 18 and Stamina at 20. Then you start taking other powers like Speed Boost (one EndMod is enough), Cinders and other optional powers until 32 with Fire Imps, Transference at 35 and Fulcrum Shift at 38.

    Running out of time, but pretty much every power choice and/or every slotting choice needs work. There are a lot of choices people make based upon their playstyle, so I suggest actually playing the character, built better than what you have, before trying to put together a final build.
  12. First, you need to post the build in the format compatible with the Boards. It is hard to read like this

    Second -- this build needs so much help, it would be better to start over. No Flashfire? It is a cornerstone power. Hotfeet slotted with Pacing of the Turtle? It is your main damage power.

    No offense, but you need to read some of the other Fire/Kin Threads and the Fire/Kin guides, and start over. Your build suggests that you don't know enough about how to play the character to properly build one. The IOs you posted will be very expensive, and you need to learn to walk before you can fly.
  13. Quote:
    Originally Posted by klaus_NA View Post
    So iam lvl 25 now, i just uptaded all my enhancements, have some lvl 25 IOs but mostly DOs because im poor
    Things got better, i can feel my damage is doing something and the siphon power that i skiped is very nice
    Hot feet is doing 13 dmg per second wich is pretty good but even with a 3 sloted stamina and a EndRedux i cant keep hot feet on for too long or i am out of endurance very fast.
    I am now pushing to lvl to 32 to get imps, i heard when you get them they its when the build start to be awesome, so im just waiting now.
    It is easy to pick up enough influence for SO slotting . . . just go to Wentworth's, find some stuff that has a bunch for sale and zero bids, and bid way below vendor price. You can do it with Salvage, but you will get more faster with recipes. Buy as many as you can, and then run to a vendor (store) to sell them. Keep doing it until you have as much as you need. Even better is to put in low bids and let them sit for a day. King's Row is a great place to do this, as the Wentworth's is right next to one of the Longbow vendors.

    You will want to slot up Hot Feet with EndRdx as soon as you can. Standard SO slotting is 3 EndRdx, 2 Damage, 1 Acc. However, you can replace the third EndRdx with a Dam/EndRdx from a PB AoE damage set.
  14. Quote:
    Originally Posted by ketch View Post
    Actually, spamming Roots is more viable than Fire Cages because Roots offer nearly twice the damage of other AoE immobilizes. At low levels, it's quite easy to toss Roots on a mob in Perez Park then duck under cover while it recharges. This coupled with enough damage from confused mobs courtesy of Seeds of Confusion makes Plant a very easy set to enter.

    In early levels, Plant will out damage Fire unless you're willing to make the trade off of massive amounts of safety by entering melee with a endurance heavy toggle.
    It is not "nearly," it is "exactly" twice the damage according to the numbers at City of Data. At level 50, Fire Cages does slightly more than 10 damage unslotted, so with Containment and slotting for damage, it will be nearly 40 for each time it is cast (after the first one). Plant Control gets nearly 80 damage for the same cast and the same slotting. Then you have to add in the damage done by foes who are confused and attacking each other -- and since you are already doing damage to those foes, you are getting most of the XP for the damage done by the confused foes.
  15. Quote:
    Originally Posted by Nemu_ View Post
    Deceive doesn't draw aggro, the CP proc does if it fires. I wouldn't trade aggro free control for 5% ranged defense, unless I already have tons of ranged defense to stack on top.

    Anyway between GI, SF and PA you don't really need to build for defense. Deceive also works well for those few that break off and chase you.
    Ketch is correct. I have that Contagious Confusion proc from the purple Coercive Persuasion set on all 3 of my Illusion Controllers at level 50. That proc does not draw aggro.

    You might be thinking of the damage proc from Malaise -- that one can sometimes draw aggro, so it is better to skip it in Deceive or Mind's Confuse.

    The main thing to build for with an Illusion Controller is Recharge . . . you want Phantom Army up as much as possible. Defense isn't as important when the attention of the foes is on the Phantom Army.
  16. My Broadsword/Shield scrapper leveled up as part of a team of 4 scrappers -- 2 BS/Shield, 2 DM/Shield. With Grant Cover and Phalanx Fighting, we were softcapped as soon as we could fit in these powers. We alternated pairs of Shield Charges -- we would all run into the middle of groups, wait a second for AAO to saturate our damage bonus, then hit Build Up, Shield Charge and Whirling Sword, and everything was dead.

    One of the best parts about a BS/Shield scrapper as an end game build is that it is pretty easy to soft-cap it thanks to Perry. You can focus on IO sets that give Ranged and AoE defense, and then one Perry at the start of the fight will soft-cap your melee defense. While an Elec Melee/Shield can do more AoE damage, BS/Shield is easier to softcap, provides very impressive AoE damage with Build Up, Shield Charge, Whirling Sword and Slice, and is better at single tough targets with Hack, Disembowel and Headsplitter. My BS/Shield, named "Bull Shield," is one of my favorite characters.
  17. Take a look at this thread just a few down to see a discussion on World of Confusion. The AoE is just too small to do much good. You will get much more benefit from Psi Tornado.
  18. Quote:
    Originally Posted by Morganite View Post
    You know, I've heard this a lot, and I don't really get it. Mine felt very strong at level 8 when I got Hot Feet and I started soloing hazard zone spawns. Admittedly, blue and green ones, but I was still mowing them down in nothing flat. And by the early 20s I was taking on even or +1 groups... and sometimes dying a lot, but still taking down enough mobs quickly enough that I didn't even care.

    I don't know, is it just me having not played any characters with significant amounts of control or AoE before? o.O;

    -Morgan.
    Compare it to a low level Plant Controller for AoE control with damage, and you'll see what I mean. Low level Illusion, Mind and Grav controllers do very good single target damage even in low levels. Fire controllers have to chip away with Damage over Time, and Kinetics gives you no defensive powers to protect you -- you live with your heal. One big problem is endurance . . . Hot feet uses a lot, and Fire Cages uses a lot if you spam it -- before Stamina, that is a very tough combo. Even after Stamina and SOs, you need to slot it with lots of EndRdx until you get Transference.
  19. Quote:
    Originally Posted by klaus_NA View Post
    Hello, i just got back to the game after 5 years, so i am again a complete newb in everything.
    Im now leveling a fire/kin controller, because my fire/ice tank is so terrible its not even funny.
    The thing is, what im supposed to do?
    My char damage is a joke, the only thing i do is fire cage then go afk
    If i try to use hot feet i have to be in melee range and 90% of the time i get smashed and die in 2 hits.
    Im just lvl 23 btw, does it get better later?
    Fire/Kin is not all that strong in low levels. It is not until you get Fire Imps at 32, Transference at 35 and then Fulcrum Shift at 38 that the build becomes powerful . . . and then it is still pretty fragile. Kinetics has only one "defensive" power, Repel, that almost everyone skips. Before getting some kind of super IO build, a Fire/Kin mainly survives by (a) killing stuff fast and using its heal to make up for the damage it takes, or (b) relying upon teammates to take the aggro.

    Fire/Kins are very good for certain things, but not that great for others. They are good at killing large numbers of weaker foes, but not great at going after tougher foes. They are so popular because they are good for farming -- but many other controllers are more effective in lower levels and in other situations. Want to handle single tough foes? Illusion/Radiation is known for being able to handle AVs. Want maximum AoE control? No build has more AoE control than and Earth/Trick Arrow, but don't count on doing tons of damage. Mind/TA is pretty close behind, but has more single target damage in low levels.

    There are a bunch of Fire/Kin threads on the Controller boards. Look at the guides and other threads, and you should get a pretty good idea of how to play your character.
  20. I agree with Ketch that skipping Spectral Wounds is a huge mistake -- unless you want to gank your ability to do damage. Find some way to fit it in, as it is a fast damage power that really does a lot of damage if you learn to maximize the benefit of the Spectral Damage. Also, do you really need both SI and GI?

    Take a look at my Illusion/Radiation guide for a lot of suggestions on slotting your Illusion powers, plus some strategy tips on how to play those illusion powers. The slotting of Phantom Army in my guide is better than yours -- you are giving up too much damage. I would suggest 4 Expediant Reinforcement (leaving out Dam/End and the Resistance Proc), and then add either the two triples from Call to Arms or Dam/Rech and Chance for Build Up from Soulbound Allegence. Also, Phantasm cam be improved with the same 4 Expediant Reinforcement and an Acc/Dam Hami-O, and use one less slot.
  21. Local_Man

    Fire/Rad Help

    Quote:
    Quote:
    Speaking of standing around running toggles, how does World of Confusion play out with such a build? It seems like it would fit right in, tactically, but is it worthwhile?
    I've never tried Psi Mastery. My fire/rad has Stone Mastery. However, looking at WoC, I'd say it's not worth it. Radius is only 8' compared to 15' in Choking Cloud. Plus, in my experience, CC provides nearly 100% control after the first few seconds, so the additional control from WoC would be completely unnecessary.
    I use the Psi Mastery on my Fire/Rad, mostly for Indomidable Will to reduce the incidents of toggle drop. However, I don't intend to use World of Confusion.

    A friend of mine tried World of Confusion out on his Fire/Rad . . . and was very unimpressed. If WoC was another hold, allowing you to stack holds, then it might be worthwhile, but with such a small area, it is pretty worthless. I'm tempted to try WoC out on my Ice Controller who uses Arctic Air, as that would allow stacking confuses.

    Other than on Ice Controllers, the only use most people seem to get out of WoC is as a mule for a fairly inexpensive purple set. The Contagious Confusion proc will make WoC marginally more effective, but not as anything you can really rely upon. The Aoe is just too small.
  22. Local_Man

    Grav farmer

    Quote:
    Originally Posted by Frosticus View Post
    Not to get too far into an meaningless argument, but:
    grav is nowhere near the tops for st damage. By saying it does good st damage you are imply that every troller save plant does good single target. If that is your position then ok.

    It has poor aoe control. Well poor relative to every other control set.

    It has superior singe target control, but not superior enough to allow it to control harder mobs than other control sets. Any control set can neutralize a boss or a non ptod EB/AV. But grav isn't superior enough to tackle the next class of enemies so the additional single target control is generally irrelevant*

    *It does make up for the lack of aoe control to a small degree on small teams, but certainly not versus large spawns.

    Also wormhole can work very well on high damage teams (ie pretty much every single team formed in the game that isn't fighting +3's or higher). I greatly enjoy WH'ing the next spawn right into the one we are currently fighting. It makes very good use of aoe's and debuff patches that have been placed.
    The only exception I would say to the above is that Singularity allows a Grav Controller to stack holds on single targets more than other controllers. Sure, Jack Frost and Animate Stone's Seismic Smash have holds, but Singy pretty much spams the hold (and immobilize) where other pets use other attacks.
  23. Quote:
    Originally Posted by Vermain View Post
    Not really? I guess you could argue that Rad has more control than Kinetics, but that's not Fighting's fault. It's perfectly possible to get the full gamut of Fire controls and still have plenty of room to softcap S/L. S/L is great for teaming because it leaves you less vulnerable to a whole slew of mobs and helps to keep otherwise annoying control abilities (like Freakshow Hand Claps) off of you so that you can keep the damage coming.
    You have to give up three powers to fit in the Fighting Pool. That means that you have to somehow squeeze out three more powers. The classic build has to leave out 4 powers from the primary and secondary to fit in 2 travel powers and 3 Fitness powers plus Hasten. That is assuming you save 4 slots for APP powers. So, to fit in the Fighting Pool, you have to find a total of 7 powers to skip. Fire has a few powers that are skippable but nice to have -- Ring of Fire, Smoke and Bonfire. Kinetics has Repel that is clearly skippable, and IR that is skippable if you take a travel power. Siphon Power is skippable for a farming build but nice to have for single targets like Bosses and AVs. I would never skip Speed Boost, but if you only solo, it is skippable.

    Now, Kinetics has some options to find those three extra power choices . . . you can cut to one travel power if you take IR for travel, but you give up the benefits of the pre-requisites (Air Sup or Hover, Combat Jumping, Hasten or Recall Friend.) An alternative option is to use Super Speed for travel, with Hasten as the pre-requisite. So far, you have picked up one of the three needed.

    Let's assume you are taking Hasten+Super Speed. Then you are skipping Smoke, Repel, Ring of Fire and IR. So, to fit in the fighting pool, you will have to skip either two APP powers or something like Bonfire and Siphon Power. Any of those make you give up something useful.

    Now, it may be a trade off you are willing to make, but it is certainly a trade-off. Personally, I really like having those powers and would take them on a team build over some extra survivability.
  24. Quote:
    Originally Posted by Coh_Man View Post
    Hiya, I rolled all of em, Fire/Kin/Ice-Stone-Fire, but not Psi. I really want to roll a psi toon, i've heard and seen great things. But, I'm not really sure on the build. I've been having trouble getting high resistance, and a decent amount of recharge aswell, maybe even 15-20% defense if im lucky! If any of you can help, please do!


    -This toon will be used for farming (Mainly)
    -Criteria: I would like a travel power, SS/SJ either or, and i would like to pick up SB.


    Thanks for all the help guys and gals!
    There are a lot of Fire/Kin threads and guides. I suggest you try out making a build with Mid's Hero Designer, post it here, and then let folks make suggestions. That will give people an idea of what you like and don't like.

    My fire/kin uses the Stone APP set, but I really like the Psi set for my Fire/Rad -- the biggest benefit is that his toggles don't get turned off very often due to mez. Max Slot Indomidible Will for Recharge. Everything else is optional.
  25. Quote:
    Originally Posted by DragonShadow View Post
    I have a fire/kin at the mid 30's and really starting to enjoy the build now, but while looking at other builds I've noticed that most select the fighting pool with either boxing or kick selected along with tough and weave. My question is why this pool? and what does it do for the build?. Is is just to allow extra slotting options or is there a purpose behind it? I've noticed that while fire imps do a decent amount of damage, while aggroing everything in range, they tend to be a bit squishy. Does this pool help them out as well as the user?

    Any help or answers to this question will be appreciated.

    Thanks.

    DragonsFyre
    For the most part, the Fighting pool provides little benefit for Controllers . . . unless you are trying to maximize your personal Defense. The Fighting Pool provides no benefit to your pets. If you have enough defense from IO sets, then you can get a fair amount of benefit from Weave. This is mainly because as you get more and more defense, adding small additional amounts provides a greater and greater benefit as you get closer to the softcap. Boxing or Kick has to be taken to get to Tough and Weave, and generally they are not used or rarely used.

    I would suggest skipping these powers as you level up. Wait until you can get all the other IOs needed to maximize your Defense -- if you choose to go that route. Some of us don't -- some of us do not want to make a max farming build, and like to play our Fire/Kins as team characters. For most controllers, you should be more interested in building for Recharge rather than Defense. If you do want to maximize your Defense, then take the fighting pool as part of a late respec.

    Instead, try out some of the other powers in the primary or secondary as you level up. For example, Bonfire can be a lot of fun and quite useful in the right situation. It takes some thought and some trial-and-error to learn when it can be effective.