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Isn't a DPS build also just looking at ST damage? I would assume Kat could do rather well in the ST damage department, but DB has the better AoE options. I went DB/elec for the end game teams that steam roll. It's currently 28, so I have a little more ways to go before I really get a better feel for the character. I purposely held off on the AoEs until late 20s so it's just coming into it's own since I'm at a point where 3 out of 4 powers will be AoEs.
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I broke down and got GR in vast part to due to Elec control. I just had to go Elec/kin due to my namesake being Kin/elec defender. It's like Local Man having to go /rad. :P I love JC so far. Even if it's less useful later on(I'm only 12, so no clue), I will still view it like I do Earthquake on Earth. It's extra insurance just in case you need that little extra control. Most childlike glee in a set I've had since maybe Claws, but that is like back in i6 range. Once I get slotting figured out(it seems fairly open in part due to quicker recharge times), I don't see much getting in the way of me being 50. But yeah, huge fan of JC. It's a perfectly built secondary control.
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Something not stated yet, I would slot Cobra Strike for disorient over damage. It's really a control power versus a damaging power. The passive type powers, Health and Stamina most noticeably, can be left one slotted and dump those slots into DP, which is criminally underslotted for a level 39.
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Ice should also be easy to make bright white. Not sure you could explain some of the animations though. I assume since /sonic seems to be out /ice is out due to the animations. Of the three, I would say /rad and /psy would be the better ones. /rad would likely get an edge just because it has the better AoEs, offers one thing Dark lacks in debuffs(-def), and doesn't have much mitigation itself, but Dark has enough to cover it. /psy will have better ST damage, so it will be easier to solo with outside of facing something that resist /psy. When things do, they really do.
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I play almost exclusively blue side. I have rolled more defenders than I care to count. I can't even imagine trying to get motivated to roll a corr since I'm beaten the defender thing into the ground. Yet, if I were starting today, there is a small amount of defenders I would even consider rolling because I would roll the corr version instead.
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A plus for defenders is that they get the support powers first. Some things like Sleet and Transference are long waits on defenders. On a corr, well, at least you are sitting down already.
A plus for corrs is they don't have to take the default attack, although they do have to take the default support power. I like not taking Flares on Fire blast.
Unofficial opinion that I'm sure will change soon enough is that I like defenders better for buff sets since they get the better numbers and it's easier to hit the buff cap if there is one, ie FF soft capping a team. I like corrs for the debuff sets even with the lower numbers because it's harder to hit the caps, ie -res, so you won't notice the lesser numbers anyway. This would seem to line up with the philosophy of good using buffs and evil using debuffs. Kin is a tweener set really with buffs/debuffs and has worked well with "lesser" numbers so I would say Kin works better with corrs. Fulcrum + Scourge is a beautiful thing. -
MA vs. Kat.
For a new player Crane Kick's KB might be annoying to deal with. Hell, I'm a 5 year vet and it bugs the hell out of me. It feels like it should be part of an attack chain, but it tends not to be since you just knocked your target away. Yes, there are ways to deal with KB, but it's still annoying and likely even more so for a new player. Kat is basically attack and toss in DA as needed. Since Crane Kick can be gotten at level 8, it's quick to get a character to that level and see what it's like to decide if you want to stay with it, or not. -
WP gets a HP boost from High Pain Tolerance, and then others like Invul get it based on a click, ie Dull Pain. You can also boost max HP via accolades.
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I tend to think that if you are skipping the core powers due to a concept then maybe there is a better set out there that fits the concept and doesn't leave you gimp. I'm not saying it's 100% true, but I tend to find the right powerset to fit whatever I'm going for and picking the need powers from the powerset. I've seen some odd stuff on Virtue, but to be honest it's becoming my default server to play on.
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And it's the part I agree about. Teams can be built in such a way that adding a FF is just there to look at combat numbers and see just how high your def is. FF is a limited set that is awesome in certain situations. In fact, it's pretty much the best thing to have in those situations. However, you only need one FF and to be in that situation. If you aren't, give me another support set. Any will do, but I have a feeling the Emp will be bored so that doesn't rank that high either.
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Take 8 /rads and if they use EF on something it's a -180% res debuff. Even if the target in question resist it on any level, it's dead. -
Oh look, another /ff controller to avoid teaming with. I do not get picking a set and then not taking the powers that define the set. At all.
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Dark/sonic will be very control heavy to where you could skip on some of it. Since Rad has RI, I pause at the whole being mezzed issue. One plus about Traps is that you get extra pets and those can distract others from attacking you. I know the traps themselves have little saved my MM from aggro and thus death more than once. Another note about Traps is adding /dark would give you T.T. and force targets to stay near your traps. For my own personal playstyle, I would rank them Dark, Rad and Traps, but then I have a level 50 Rad/sonic and not even a level 1 Dark/sonic. I deleted my Dark/sonic during one of my numerous alt purges. I would probably go Sonic/dark blue side corr these days.
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The amount of mezzes you get highly depends on playstyle. Case in point, my Kin/elec got mezzed A LOT in end game content, but that's due to standing so much to the tank and tossing out AoEs. My Kin/sonic was virtually the opposite just because she sat back more. This says nothing of my TA/a who pretty much laughs at the idea of getting mezzed.
Assume situations while on a team. -
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Quote:42% is based on if you slotted just a single level 50 common IO. I would go level 35 common IOs for anything you 3 slot and then level 50s on anything else since ED will make 3 slotting level 50s far less useful than some people think. And honestly, if she is just doing "heroic," SOs/common IOs are more than enough.
I'd thought the easy way to give her a moderate bump would be to just replace all her current SOs with level 50 common IOS to go from 33% to 42% on each, although if she's already collected enough to be +3 on her SOs it's not nearly as large a gain since she'll already be at 38% on those. -
Yes. Because some of the years the dunk contest sucked hard enough that having a Spud Webb sized player would have been enough of a novelty to win. Now, if some of the premier players(I'm looking at you Kobe and Lebron) had been doing the contest then no. The NBA Dunk contest really is a shadow of it's former self.
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Quote:TA still ranks towards the middle of the pack for soloing early because it doesn't have a -tohit debuff worth a damn, and no, Flash Arrow doesn't count.I agreed up until the part about TA. Pre-OSA Trick Arrow still has a grab bag of tools that are useful for solo playing. The sleep in PGA, while pitiful in team situations, can allow you to completely remove one or two troublesome targets before the rest of the mob wakes. If you combine Glue Arrow with Acid and/or Disruption you can lay out some strong AoE damage. This would be where /Ice or /Archery come in.
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Outside of /shield, I like /dark for a team based scrapper due to it's damage aura and controls.
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I wouldn't go /dark as a soloist. It's lack of a 3rd ST attack is annoying. Don't come complaining when you get asked to solo something like BP, or CoT either. /ice and /sonic are my two picks for soloing.
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Debating Dark versus Rad is like debating your favorite ice cream, or pizza. In the end it's still ice cream, or pizza you are talking about.
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Quote:As someone who has more levels playing Kin than anything else, +1. I do not get skipping SB, or just using it as needed. I'm not saying it needs to be applied 100% of the time(and I've dealt with more than my share of the ever annoying teammates who thought so or even wanted to be boosted when when they already were), but to not actively try to keep it applied just makes my head hurt and it's an easy way for me to one star a player. Fulcrum is nice. Fulcrum and SB is even better.I can understand being frustrated by continually speed boosting the team, but Speed Boost will have a significant effect on the effectiveness of the team -- mostly due to the Recharge buff. I consider SB to be a key power in the set and one of the main reasons to have a Kinetics character on the team.
Personally, if a Kin joins my team and won't SB the team, I generally make a note of the person and won't team with him again. I don't make a stink about it and generally don't say anything. I also won't kick somebody for that, but I can choose to avoid him in the future.
Side note. As much as I love playing Kin, I did hit a wall with the powerset to where I couldn't play it. I was literally repulsed by the idea. This happened in vast part due to SB. I just simply went and played other builds. After a long break from playing Kin I came back and find it fun again. I even got another one to 50 and then rolled another. This time, I swear it's my last one.