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Posted

So I have mostly played damage dealing characters and yet I would like to have an alt who is desirable for teaming. I think I may have found both in a Fire/Kin controller. I am finding that I don't enjoy scrappers as much once I get them to 50 as they don't have much variety with mostly damage sets like claws or martial arts. But I also have an 50 Earth/Storm controller and I loved the variety of what I could do with her even though she was so very squishie.

 

So how about this first attempt at a Fire/Kin controller? Any thoughts? Do I really need the 5 force feedback + recharges which I have right now in this first build. Feels like overkill and I am sure others have some ideas on how to better slot this and do I even want Repel as a huge endurance toggle? Seems very situational and likely wouldn't need it in teams but perhaps it would be useful when soloing which I occasionally would like to do.  

 

Thanks in advance!

 

https://api.midsreborn.com/build/download/FMxELe3w7peeht4P

 

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Posted
22 hours ago, Rustbeltcomics said:

Do I really need the 5 force feedback + recharges which I have right now in this first build.

 

IF you have the extra slots, sure. They are not as needed once you have Siphon Speed.

 

22 hours ago, Rustbeltcomics said:

do I even want Repel as a huge endurance toggle?

 

If you're a repel user currently and you like it, sure. I wouldn't take it. Repel and Inertial Reduction tend to be the skippables.

"Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown  (Wise words Unknown!)

Si vis pacem, para bellum

Posted

Thanks for your builds and thoughts. So is Earths Embrace not a must have for the extra hit points.  Also tell me how durable your build is with under 25% defense. Do controls make it safe to have lower defense? What attacks do you lead with to avoid aggro? Can you solo with your builds and what attacks are best for small mobs while soloing? I like Arcane Bolt but don’t see it in your builds. 

Posted (edited)
1 hour ago, Mattmba said:

Thanks for your builds and thoughts. So is Earths Embrace not a must have for the extra hit points.  Also tell me how durable your build is with under 25% defense. Do controls make it safe to have lower defense? What attacks do you lead with to avoid aggro? Can you solo with your builds and what attacks are best for small mobs while soloing? I like Arcane Bolt but don’t see it in your builds. 

For me, I typically open with flash fire and fire cages. Then start wittling away with fireball, bonfire, and boosted imps after fulcrum shift of course. 
 

This generally keeps the mobs locked down and transfusion is a surprisingly strong heal that keeps me alive for the damage that does come through. 
 

Strategy is pretty much the same whether soloing or teaming. 

Edited by BassAckwards
Posted
3 hours ago, Mattmba said:

Thanks for your builds and thoughts. So is Earths Embrace not a must have for the extra hit points.  Also tell me how durable your build is with under 25% defense. Do controls make it safe to have lower defense? What attacks do you lead with to avoid aggro? Can you solo with your builds and what attacks are best for small mobs while soloing? I like Arcane Bolt but don’t see it in your builds. 

After making a few changes, I made a recording of the build against +4x8:

 

 

Controller (Fire Control - Kinetics).mbd

Posted

Thanks so much for the great video and a really strong build. I have used several of your ideas and want to summarize my thoughts and questions.

  1. I tried to not need tough and weave as they use endurance I am not sure I will have but I built them in now. I tried seeing if I could build in enough -tohit but it doesn't work well. I took out Hot Feet to save on endurance but is Hot Feet a great power to keep in my build somehow?
  2. I really like having Arcane Bolt, Mystic Flight and Rune of Protection in my build. Arcane Bolt is a great single target attack to put Cupid's Crush into plus a Change for + Recharge. I really like having Rune of Protection for the strong status protections even if it is only up 60 seconds every 180. It gives me a nice boost to my resistance and another place for IOs. I also feel the 50% of additional hit points/Heal in Earth's Embrace provides a much stronger build without too much loss of damage.
  3. Why don't you use any Force Feedback: Chance for +Recharges in your build? I have four in my build and so I didn't even take Hasten.  I see my recharge hits the 300% cap if just a few of the procs activate. 
  4. I took out Siphon Speed because I don't love slamming into cave walls with all that speed I can't control. What powers would you suggest I take out and what powers would you recommend adding?

 

image.thumb.png.5f3ff181ee86a62aeb9fb9bdefa1d3e9.png

 

https://api.midsreborn.com/build/download/FMPtERQzv5mmXUGU

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Posted (edited)

Here are a few tips to get you started:

 

1. Recharge - Hasten is a must. Force Feedback procs have a short duration, cannot stack, and aren't guaranteed to go off. So at most you'll have +100% and out of combat they're inactive.

 

2. Procs - Damage procs in powers that summon a pseudopet like Bonfire have a low chance to activate every 10s of the pet's duration on each mob. Outside of pseudopets/toggles, Proc chance is dictated by the enhanced recharge of a power, so fast recharging powers have a low chance to activate procs, and an increasingly lower chance if you place recharge enhancements into them (like you did with Arcane Bolt). In addition to enhanced recharge, the power's area factor is taken into account, meaning the bigger the area your power's AoE the lesser chance there is for the proc to go off. However, self-casting procs like Force Feedback and Energy Font check on every target affected by AoE, so even if your proc chances are at the minimum, if you check the proc chance against 10 mobs there is still a decent chance for it to go off.

 

3. Hot Feet - Hot Feet may feel expensive early on, but it is one of your main sources of early AoE damage along with damage procced Flashfire and energy font procced Fire Cages, especially once you buff your damage up with Siphon Power and later on Fulcrum Shift. Besides its damage, it gives a fear effect to mobs while also slowing them, giving you good soft CC which combo well with other soft CC like Bonfire.

Edited by Auroxis
Posted

I was trying this and the build was energy intensive at lower levels making leveling a pain ..

 

Higher levels with Stamina slotted with mods and transference which is 28th ish level it is painfully slow .. fight and get energy back fight one mob and so on ..

 

Does anyone else find this ?

 

My gravity/kin was not near this painful

Posted
On 3/16/2025 at 1:09 PM, omegacypher said:

I was trying this and the build was energy intensive at lower levels making leveling a pain ..

 

Higher levels with Stamina slotted with mods and transference which is 28th ish level it is painfully slow .. fight and get energy back fight one mob and so on ..

 

Does anyone else find this ?

 

My gravity/kin was not near this painful

Which build were you using? I was creating a level 50 build with the assumption the incarnates and badges would help with endurance. I also tend to slow down my attack chains in controllers to leave me endurance for the larger endurance powers when they come back up. Likely tough and weave should be added later in the build as you level. 
 

You can also add in a few SO endurance reductions starting with the toggles and then the higher endurance powers. Get more endurance in stamina also. You just need to sacrifice some damage procs for endurance until you have incarnates. 

Posted (edited)
1 hour ago, Mattmba said:

You can also add in a few SO endurance reductions starting with the toggles and then the higher endurance powers. Get more endurance in stamina also. You just need to sacrifice some damage procs for endurance until you have incarnates. 

This bit is important. Procs "cost" you both Set Bonuses and Enhancement values. So procced up Seismic Smash for example is expensive (18.5 End) so if you've gone the whole proc route for it and Fissure for example that's 1/3rd of your Blue Bar.

This is also the reason I never Proc up my single target hold on Controllers. Lots of folk here do but I like having an effective hold with good Acc, Hold, Recharge and EndDiscount. I want to be able to quickly lock down a +4 boss and keep them there, so that's my preference (almost always 6 slotted Sup Will of the Controller). I'm a Controller, not a blaster. Someone on the team (or my imps) can murder them. I'm just going to keep them there to do so. 

 

Post your build @omegacypher and folk will make recommendations. 

 

For Hotfeet a lot of people run Oblits, which isn't as good in terms of End reduction compared to 5 Ice Mistrals (not the proc) and 1 random Acc/Dam/End IO like this. 6 Winters is okay too, but expensive (plus the set bonuses aren't that amazing since you'll likely be building for Smashing / Lethal def ahead of melee to stack with epic def shields, and that's only 2.5%). 

 

5 Ice Mistrals + 1 rando IO is cheap as chips too (maybe 4-5 million for the 6 IOs) and gives Acc, Slow protection and Recharge as set bonuses and also boosts the Slow movement bit of Hotfeet (along with good Acc, Damage and EndDiscount). 
image.png.d33470dae7fad3af5a64adb58125f991.png

Edited by Carnifax
Posted
21 hours ago, Carnifax said:

This bit is important. Procs "cost" you both Set Bonuses and Enhancement values. So procced up Seismic Smash for example is expensive (18.5 End) so if you've gone the whole proc route for it and Fissure for example that's 1/3rd of your Blue Bar.

This is also the reason I never Proc up my single target hold on Controllers. Lots of folk here do but I like having an effective hold with good Acc, Hold, Recharge and EndDiscount. I want to be able to quickly lock down a +4 boss and keep them there, so that's my preference (almost always 6 slotted Sup Will of the Controller). I'm a Controller, not a blaster. Someone on the team (or my imps) can murder them. I'm just going to keep them there to do so. 

 

Post your build @omegacypher and folk will make recommendations. 

 

For Hotfeet a lot of people run Oblits, which isn't as good in terms of End reduction compared to 5 Ice Mistrals (not the proc) and 1 random Acc/Dam/End IO like this. 6 Winters is okay too, but expensive (plus the set bonuses aren't that amazing since you'll likely be building for Smashing / Lethal def ahead of melee to stack with epic def shields, and that's only 2.5%). 

 

5 Ice Mistrals + 1 rando IO is cheap as chips too (maybe 4-5 million for the 6 IOs) and gives Acc, Slow protection and Recharge as set bonuses and also boosts the Slow movement bit of Hotfeet (along with good Acc, Damage and EndDiscount). 
image.png.d33470dae7fad3af5a64adb58125f991.png

I actually went the Ice Mistral route the other day for Hot feet and I was shocked at how cheap getting those 5 IO's was.  I think I got them for 1M each.  Definitely a good idea for slotting up hot feet with some good set bonuses.  Think this'll be my standard for Hot Feet going forward.

Posted (edited)
23 hours ago, Carnifax said:

This is also the reason I never Proc up my single target hold on Controllers. Lots of folk here do but I like having an effective hold with good Acc, Hold, Recharge and EndDiscount. I want to be able to quickly lock down a +4 boss and keep them there


This.

I will often completely ignore slotting for duration on hold powers on other ATs - Epic/Patron Pool "Char" or "Dominate" mainly get treated as "high DPA ST blasts that take more procs than usual"... however on Dominators/Controllers/Fortunas I'll frankenslot for hold duration plus a mixture of damage aspect, set bonuses and proc damage.
I'm not quite as keen on local recharge aspect; because I tend to have oodles of global recharge anyway and it negatively affects proc damage so much. But I can appreciate sometimes folk just want to be able to stack the magnitude as fast as physically possible. 

image.png.5333271235470cfe85af4566e4099b80.png
This is my default; a Gladiator's Javelin Acc/Dam + Proc, a Dam/Mez HO, the ATO proc, and an Unbreakable Constraint Hold Duration + Proc... which results in >95% hit rate vs +3 foes plus ED-capped Hold Duration and almost ED-capped Damage aspect plus 3 damage procs. And a smidge of local Recharge aspect (urgh!) from the ATO. Whilst there isn't any local Endurance Cost Reduction aspect; it's providing a total of +6.5% Recovery (roughly 0.12 Endurance per Second) from Set Bonuses.
image.png.df1004996c26fb04cf636d0e098ef976.png
image.png.1697fd9fc505f3388c022a1e64288c83.png
This one has four damage procs instead of three, in exchange for a little Hold Duration and Accuracy aspect. I only use it on characters with a lot of Global Accuracy (because 95% hit rate vs +3s is my non-negotiable benchmark!) and an Intuition Radial Alpha (which brings both the Hold Duration and Damage aspect to just under the ED cap).

image.png.15dd0cbd2d6214cfb5ef5a49b2336754.png
This one may also be worth including. I procbomb Elec Blast (not Elec Control!) Tesla Cage because its inherent damage is so poor (except on Sentinels) but a single Acc/Mez + 5 damage procs can transform it into a decent blast which fills a noticeable gap in Electric Blast's ST attack chain whilst still allowing it to permahold a +3 LT. Taking an Intuition Radial Alpha as well will (just about!) let it permahold a +0 Boss... but because the rest of the Elec Blast powerset benefits more from Endurance Modification than from Hold Duration and Range I tend to roll with Musculature Radial instead.

 

Edited by Maelwys
  • Like 1
Posted

Yep. All my "secondary" holds I proc to the gills. For example I don't think I've ever slotted Trick Arrow > Ice Arrow for holds across the 3? 4? I have. It's a debuff which happens to take lots of procs from my PoV. 

 

On my Trick Arrow / Elec Blast Melee Defender (great fun, would recommend) I think the proc chances weren't as fantastic in Tesla Cage, because it can chain but haven't checked it recently and my build has it somewhat procced up still 

image.png.032e276c1816429f27d542ffbe622c8a.png

image.png.aeeb3b7ffe6539cb77b24f60a2d0b241.png

 

For Seismic it's expensive in terms of End but worth it. 550+ damage per hit and a Mag 4 hold (even if it's short) is fantastic.

 

For example my proc happy Ice / Traps controller has a focused / I-want-the-set-bonuses single target hold but poison trap, fissure and Seismic are procced up. 

image.png.e7f196ca153a08afc02aef94ccadf5e9.png

image.png.0cd23c14a50024515b2e1cf3139a6685.png

image.png.49086a1173460a4f342ed07d69cac4d8.png

image.png.559d99a19c897b0d405ff52c62959b12.png

 

 

  • Like 1
Posted

Great discussion. I admit to not previously understanding when to take procs and when not to so this post has been very helpful. I see your points about using Minstrel to save on endurance for Hot Feet.  I also have taken procs out of all but one power (Bonfire). I am not sure why endurance is much of an issue on this build though once you get Transference at level 28. I wouldn't have most of the procs built out until much later than level 28 anyway. So here is a revised build idea that is both much cheaper and I think more balanced with still great recharge but also better endurance management.  I also like it because the S/L defense is over 43%. Still tweeking the build but I realized I didn't need Hurl Boulder with Arcane Bolt recharging in under 2 seconds. Still wondering how necessary the three Teleportation pool powers are but I admit I like the idea of Fold Space right into a Bonfire and being able to hit them all with Fulcrum Shift. 

 

image.thumb.png.1835df09c3512ed1a20c68bd3310cb1e.png

Posted

I think this would be my build if I was going Fire/Kin (from combining my Fire/Marine and DP/Kin). Not quite at s/l cap, although ingame it might be. That's mostly because I took Combat TP over Combat Leaping. It's pretty cheap though (relatively)

 

This totally leans into my love of being in close with both the Fire/Marine and DP/Kin, hence Cross Punch instead of Arcane (netting some recharge, acc and s/l/m defense as set bonuses). I'd personally take Fire Cage over Cages but left Cages in here. 

 

Fully Fulcrumed and with Containment Seimic does 1022 damage, which is hilarious. Shame to miss RoP and/or Fold Space but can't make it all fit. 

image.thumb.png.f9ecd019e7d800a8bb6a1b468065e86b.png

_[Controller] (Fire Control - Kinetics).mbd

Posted

This is how I would do it.

 

Considering you are damage capped with Fulcrum shift, damage slotting is superfluous.

 

Accuracy is taken care of with 70% accuracy slotting and Vigor Core. Which also boosts your healing and endurance reduction which I have not slotted for.

 

Relying purely on Transfusion and Transference for endurance management.

 

You could take Ageless if you wanted, but also could get on with Barrier to shore up the defenses. YMMV.

 

 

image.thumb.png.e5cc77cc40afc68527e48c542399bba2.png

Controller (Fire Control - Kinetics).mbd

@Black Assassin - Torchbearer

Posted

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