El_Six

Apprentice
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  1. This is the perfect sonic/kin to not have on your team.
  2. I'm admittedly sick of all the people who WHINE about the "bugs" of Transfusion, Transference, and Fulcrum Shift! Regardless of whether they were intended to work as they currently work or not in this regard, I posit it's a damn good reason none of these powers has been downgraded.

    Furthermore, kinetics is a skillset. Part of why it's my favorite is because it requires the practitioner to PAY ATTENTION. This means NOT targeting the almost-dead minion with these powers. This means ACTIVELY keeping tabs on the battle and using positional powers to ensure effectiveness. Given the speed and recharge bonuses the set provides, and the resultant accelerated rate of battle, the requirement for the user to exhibit these attributes is further magnified.

    So no, don't change it. Keep all the lazy and inept people off my set. You are not welcome.
  3. Name: Fast and the Furious

    Shard: City of Villains, Freedom

    Overall Theme: All Kinetics corruptors (the fast), and all Brutes (the furious).

    I started this SG as a sort of villain response to the Pinball Wizards, as people were always asking if we had one. Since only one AT in COV has Kinetics, I decided to add Brutes into the mix, as my personal experience was that corruptor/brute had great synergy.

    The required Kin powers are Speed Boost, Increase Density, and Tactics. Like Pinball Wizards, Siphon Power, Transfusion, Transference, and Fulcrum Shift are all core powers.

    Brutes have no requirements, but a Taunt aura and/or actual Taunt are strongly encouraged, as is Stimulant, partly for its sleep protection, but partly to keep them from running off while everyone buffs. The major hurdle for Brutes is understanding that they don't need a full fury bar when they have a few Fulcrum Shifts on them.

    Backstory: N/A, but it's cool if you make a biker costume.

    Group Make-up: Teams are usually less than 25% Brute.

    Combat Strategy and Power Combinations: Strategy wholly depends on how many Brutes are on the team. Obviously everyone is kept at the recharge cap with Speed Boost. 8 man Kin teams have worked best with liberal use of Team Teleport (see demo at bottom of the post), followed by Fulcrum Shift, Transfusion, and either AE powers or a nuke. Brutes can otherwise obviously charge in and handle the alpha, and they will typically run off soon after in search of more prey while everyone cleans up. This is not always the best thing, so it's nice to have a second brute to stay behind. However, the pace is definitely insane, and we use Vengeance heavily to mitigate our wrecklessness. We've tried to be more disciplined like the Pinball Wizards, but it just doesn't seem to work that way when both ATs are damage primary.

    EDIT: Oh, and sad to say it, but we seem to also provide one of the avenues to making Dominators actually dominate. Having a single Dom on the team (from World Domination, Inc) changes strategy radically in the same way that it changes for Pinball Wizards with a Controller on the team.

    Notes: Fast and the Furious is part of the Repeat Offenders network, which also includes Damn Dirty Apes, Death From Above, The Faithful Fiends of Fallout, Malicious Multiplicity, Order of Oblivion, Repeat Offenders, Shock Troopers, World Domination Inc, and S.A.R.S. Whew!

    Demos:

    Team Teleport:
    http://silenceandnoise.com/coh/demos/CrackNemesis.zip

    Ice Mistral SF:
    http://silenceandnoise.com/coh/demos/CrackArchus.zip
  4. Here's an OLD screenshot back from release:

    L6 the Poseur
  5. Also see the latest two featuring villainous portraits of the duo in my avatar!