Energizing_Ion

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  1. [ QUOTE ]
    I'm playing around with a Kin/Rad and loving it. Had messed with it once before but I understand it a lot better from this guide and the replies.

    THANKS!

    One thing I seem to recall was that siphon speed also speed up hover so that you could get a decent fly speed. Is this correct? It was a while back that I tried this kind of character...

    [/ QUOTE ]

    Sorry for replying so late but...yes from what I hear Siphon Speed does make Hover go faster
  2. Ah rats...and I just noticed today that Entangling Arrow had a -recharge aspect to it :P

    I guess I should have seen TA being "nerfed"/fixed...it was very powerful.

    Any way you can make Flash Arrow auto-hit for Defenders?
  3. [ QUOTE ]
    Add me to the list of people who think that there's nothing seriously wrong with this powerset, but that it's under the wrong archetype. With no heal, no resurrect, and no team buff, this is a controller power, not a defender power.


    [/ QUOTE ]

    Well FF doesn't have a heal or a rez....kinetics don't have a rez.

    I think TA is just fine for Defenders...just because there are no buffs in the set doesn't mean the debuffs are reverse psychology buffs for the team
  4. [ QUOTE ]
    i'm curious to see if an ignited oil slick will result in the same "fear" that causes mobs to run from burn...

    [/ QUOTE ]

    Interesting idea....

    If only the devs would bump us archers/sonics up about 20 lvls for us to test higher lvl powers... :P
  5. Just a quick update on what I think so far.

    I agree with others that TA should NOT be a Controller secondary.

    TA is too much Dark Miasma in the sense that it has a big "controllery" feel to it.

    Also I just tested the -damage effect on a sg mate in the arena and the damage debuff is a little more than 20%. He was brawl'ing me for 20 dmg. then I hit him with PGA and only hitting me for 15 dmg.

    Also with both GA and PGA on him Brawl recharged in 8 seconds (without hasten on...with hasten on I think it was 3 or 4 seconds).
  6. I just got Poison Gas Arrow and I agree with others...I think the animation/effects for PGA and Glue Arrow need to be swapped around.

    And I read that someone said that when you have a mob held with Ice arrow that when you use Glue arrow that it un-holds the mob...this is untrue...or at least from what I've seen...
  7. I only played a little bit (got the first three powers) and I like all the animations for them but like others have said the sounds for the powers are kinda "blah". The first one is just the Council's gun shooting and the cone attack one (Howl I think) is kinda like the Werewolves.

    *shrugs*
  8. I like TA so far.

    Entangling Arrow: It is okay but like others have said...I'd rather have a hold than an immob. Not only that but the animation isn't that great...you shoot an arrow and all-of-a-sudden the mob has a net coming out of the ground...I know it'd probably be really hard to implement an actual next shooting forth but....*shrugs*

    Ice Arrow: Like this power a lot Don't change it

    Glue Arrow: Not sure about anyone else but I notice when I use it my framerate goes down for the first few seconds...maybe it's the animation/sound/whatever but...it definitely goes down but goes back to normal when the animation goes away. Great power otherwise...good like Tar Patch/Snow Storm and it affects recharge

    Flash Arrow: As others have said this power seems to "Miss" a whole lot and can't take Acc. enhancements. Nice animation to it but I really can't tell if the -Acc/ToHit Debuff really works or not on the mobs...How long does the debuff last? I noticed the animation effect on the mob(s) goes away after a few seconds.

    I haven't been able to get high enough to test any other powers but definitely looking forward to it
  9. I'm one of those guys that like Galaxy City. My main started out in Galaxy so when I hit lvl 50 I went back to BAB to "let him see how ub3r I am" BAB saw my main when he was lvl 1 (going on 2) and when I was lvl 49 going on 50

    I tried to go to each trainer at least once just for fun...I think I did accomplish that too.
  10. [ QUOTE ]
    I'm new to the defender genre and this build really interests me. What I'm wondering is in your build, the one you call tankfender, what is your travel power? I can't figure out what it is, unless I don't understand how one of the other powers work.

    Thanks for posting this.

    [/ QUOTE ]

    No problem

    I probably should update my build a bit but IR (Inertial Reduction) is my main travel power. However at lvl 6 (I think it's 6) you can get Siphon Speed and when I was first lvl'ing up my Kin/Rad I had Siphon Speed as my main travel power until lvl 18 (for IR). Now that I am lvl 50 I have both IR and Siphon Speed for traveling.

    Any questions let me know
  11. [ QUOTE ]
    One of the first rules of game design is that when realism conflicts with fun, fun wins.

    The goal of base raiding is to make it an event, something both sides can look forward to, strategize for, and participate in. Unannounced raids might be "realistic" (and I use quotes here because we are talking about a comic book) but they sure aren't much fun for the defenders. If I have to be on line all the time, am forced to bail missions because I have to go defend my base, or find someone trashed our base at 11 AM just because my SG has to deal with real-life things like jobs and work, well that is not fun.

    To be fun, a base raid has to feel exciting -- and fair. That means fair to both sides. That means giving both SG's notice so both groups can organize their members, make arrangements to be online and develop plans. Scheduling will actually strengthen SG's -- it gives them more purpose, more "We need to be online at this time."

    We are also looking at some other options for "instant raids" for pick up play, but again finding ways to keep things from being a no-fun grief fest.

    [/ QUOTE ]

    Just a thought but can you make it so that there is a "flag" of sorts for this?

    Like if a SG really wants to be in the "instant raiding" they can sign up or check off a little option when creating their base that says, "You can raid this base at any time"?

    Seems easy enough to do but I don't/can't think of all the ramifications of doing so. And of course if the SG did check that "instant raiding" checkbox when making their base when someone raids it maybe give the defending SG a message like,

    "X SG is on the outskirts of your base! Within 2 minutes they will be inside of the base...please report to the base immediately!"

    Just my thoughts.
  12. Bye Vy...sad to see ya go but I hope you enjoy Lineage II
  13. [ QUOTE ]
    [ QUOTE ]
    That's better than the LEEEEEROYYYY video!

    [/ QUOTE ]

    Haha, I had forgotten about the "LEEEEROYYYY" video until you brought it up. But yes, this trumps that...

    That really is great work though, and I hope to see more of your villain ones (the Hellion one was good too).

    [/ QUOTE ]

    Just watched it and I agree...great movie!
  14. Ty to all the devs that made this game!

    I hope that this game will continue on
  15. [ QUOTE ]
    [ QUOTE ]
    Due to the upcoming Power Sets Manticore is actually a Trick Arrow, Archery Defender.

    [/ QUOTE ]

    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    I thought for sure SONIC was going to be the Defender Set and Archery was going to BLASTERS. Whoo-boy, this is big news. I'm definitely rolling me an Archery/Archery Defender, baby!

    [/ QUOTE ]

    My thoughts exactly!

    And Swan being a Kinetics!?!? Oh yeah...I knew I liked her for a reason
  16. Well I'm glad you have found it useful
  17. Okay since I've seen a few posts about asking for a guide to Kinetics/Radiation Blast I thought, "eh, why not make one?"

    This is my first "guide" so be gentle with me

    So you've decided to be a Kinetics with Radiation Blast as a Secondary powerset eh? Well good for you! By choosing Kinetics you are a valuable assest to most any team and are good to great at solo'ing (depends on what mob type you face).
    There are quite a few ways you can go with Kinetics/Rad. Blast...you can go for a more team-oriented defender or a more solo-oriented defender or you can go somewhere in the middle There really is no wrong way for this powerset/combination...it is YOUR character...have fun with it! If you don't like a certain way/power then there are 3 respecs. available to play around with

    Let me say that I'm kinda in the middle with my build. Right now I only have 4 attacks; which is good enough for me but I could have more and be more of an "Offender (offensive Defender)". I also have Hasten, Stamina, Maneuvers and Tactics...so when you are reading about enhancement slottings, just remember that I have slot differently since I have the above powers.

    Okay let me go on with my build...I'll start with the primary powerset (Kinetics).

    ===========
    Kinetics:
    ===========

    Transfusion:
    =========

    The best AoE heal in the game. This is a mob-centered AoE...so tankers and scrappers (and those that think they are scrappers/tankers) are you friends with this power. This is one of the best powers for solo'ers...I know I have solo'ed my lvl 43 (almost 44) Kinetics/Radiation Blast a lot more than I expected and I survived by this heal. This (along with Transference) is hard to get used to when you have blasters (energy/energy comes to mind) or with Peacebringers/Warshades (Kheldians) with their knockbacks...but don't worry you can either try to teach the "knockbackers" that when they knockback an oppenent when you use Transfusion/Transference they don't get the heal or you just cope with it and learn to try to target other mobs that aren't being blasted away by the Kheldians/Blasters.

    One of the things I like to do now is jump in the middle of a group of mobs, use Fulcrum Shift and get off Transfusion right before I get knocked down so that when I get knocked down and my health drops, the heal heals me right when I get knocked down (so that when I get back up I basically have full health and ready to fight ).

    I have this 6-slotted. 1 Accuracy and 5 Heal enhancements.

    Siphon Power:
    ==========

    A good solid debuff that debuffs a mob by 25% and you gain 25% more damage per buff. You'll be using this alot before you get Fulcrum Shift (FS) but after you get FS you will still use it to debuff those bosses/AVs.

    This buff can benefit teammates as well. If any teammate is around you when you use SP and SP hits/lands then you and anyone around you will get the 25% dmg. increase....it seems like a 20 foot radius or so...can't really tell.

    I like the animation for this power; heck the animation is one of the reasons I went with Kinetics...seems like you are really "stealing/draining" the enemy.

    Right now I have 3 slots in SP. 1 Accuracy and 2 Recharge enhancements.

    Repel:
    =====

    A protective shield that encompasses you and repels anything that comes near you away. This is a very fun power to play around with and at times very handy (ie. you can keep a boss pinned on the ground/wall while others are blasting it/taking it down so that the boss can't fight back). This is power costs endurance...not just by having it on but when you knockback any mob it costs endurance. So the more mobs you knockback/repel away costs you more endurance. Very nice/cool power in the earlier levels.

    Quick note on this power, while it does repel anything in melee range away, some mobs can get off a melee attack before they are repelled.

    I used to have this on EI but I got rid of it for another power. This is one of those powers that if I had more power choices I would keep.

    If I got this power again I would have at least 2 Endurance Reduction enhancements in it.

    Siphon Speed:
    ==========

    This is a single-target debuff that debuffs the mob's movement speed (and in the next issue (#4) it will debuff their attack rate as well) and buffs your movement speed (and in the next issue (#4) it will buff your attack rate as well). This power will make you faster than someone with Super Speed (as long as they haven't put running enhancements in Super Speed).

    The animation is really cool but once you get used to the animation you'll wish it was shorter (the animation takes like 2 seconds).

    I had this power for a good 36 or so levels and I found it useful (not just as a temp. travel power but as a good debuff. when I had it I really found it useful to use it against AVs (particularly against Bobcat) so that they can't run away (or at least not very fast).

    I will be getting this power back in my line-up around lvl 47 or 49 (depends on if I want phase shift first or not :P) and can't wait for it.

    I would put 1 Accuracy enhancement in it and possibly 1 Recharge...but with Hasten maybe I won't need too...we'll see.

    Increase Density:
    ============

    This is a great buff for your teammates. This protects against almost ALL status effects which include: Stun, Disorient, Immob., Hold and Knockdown/back...the only thing it doesn't protect against is Sleep but you can wake people up with a heal so it's not that big of a deal.

    Not only does I.D. protect people against status' effects but it also gives resistance to smashing and energy attacks...so if you wanted to you could slot ID with 6 resistance enhancements. The major pain about this power is that it only lasts one minute

    Also in the earlier levels (around 8/10) some people say not to get ID until you get Speed Boost because ID slows people's running speed down....but again it's kinda nice to have around when someone gets held/stunned.

    Right now I only have 1 Damage Resistance enhancement in this power. I would like to put 6 slots in this with all Damage Resistance but I don't see that many slots available unfortunately.

    Speed Boost:
    ==========

    Another great buff in the set. If you do choose this power be forewarned that you will have to have a nice little list of who wants this power and who doesn't. Usually people like the buff but some people can't handle the speed

    The power grants the teammate increased recharge speed, increased endurance recovery and a running/speed boost and lasts for two minutes.

    Right now I have 2 Endurance Recovery enhancements in it.

    Please note that even though you can put a recharge enhancement in SB, it does NOT affect the teammates recharge recovery.

    Inertial Reduction:
    =============

    A caster-centered AoE which enables anyone (including the caster) around the caster to be able to jump like they had the Super Jump power. This is what I use for traveling and it works out just fine. I've noticed that with the actual power Super Jump you can jump about 15 feet higher than you can with just IR...so no big difference between the two.

    Again this is a one minute buff but usually good enough to get ya where you need to go.

    If you plan on getting Super Speed or another travel power you can probably skip this power with no problem.

    I have no enhancements in this power yet but when I get to lvl 47 or so I'll add a Jump enhancement.

    Transference:
    ==========

    You'll never know how you survived/leveled without this once you get it. This is just like Transfusion in that it is a mob-centered AoE heal...except it heals your endurance and not your HPs. With just one endurance recovery enhancement in this power I can get my endurance bar back to halfway when Transference lands...and with 2 endurance drain enhancements I can drain an even conned minion out of all his endurance and a red conned boss about 3/4's of his endurance. This power will allow you to solo bosses very easily (usually). And without any endurance...the bosses can't fight/attack you back

    You only need 4 endurance to cast this so if you want to use your "nuke" power go ahead and do so and when you get 4 endurance (one second...maybe less/more) you can get your endurance back in no time.

    I have this slotted with 1 Accuracy, 2 Endurance Drains, 1 Endurance Recovery and 2 Recharge enhancements.

    Fulcrum Shift :
    ==========

    Warning...once you get this power you will act and become a tanker!

    Now that you are warned....Once you get this power you'll understand what I mean in the first sentence. Now everytime I see a big group of mobs together I want to jump in and FS them.

    This is mob-centered AND a caster-centered buff/debuff. What happens is this...

    You target X mob which is surrounded by lots of little Y and Z minions...You use FS on X mob and if the Y and Z mobs are close enough they also get debuffed and if a teammate (or yourself) are close enough to all the mobs you get all the buffs from all the mobs that were debuffed. Sounds complicated?

    Okay if X mob has 5 minions around him (for a total of 6 mobs) and you are in the middle of them and use FS and if FS hits all of the mobs then you get 7 buffs (1 from each mob debuffed and I think the defender/person who casted FS gets 1 buff no matter what...so 7 for the defender and 6 for any other melee person).

    With Kinetics/FS you will most likely not need to put lots of damage enhancers in your powers since FS and SP can put you to the damage cap very easily (damage cap is 400% I think).

    The buffs seems to last about 25 seconds (maybe 30) and FS recharges every 60 seconds.

    Oh and going back to my examples above...if the defender/caster is not in melee range (let's say he's hanging out by the blasters/controllers) and he uses FS on 6 mobs, anyone who is close enough to the defender/caster gets one buff per mob debuffed as well....so no negative effects like Transfusion/Transference where people have to be in melee range.

    I have this power 6-slotted with 1 Accuracy and 5 Recharge enhancements.

    =================
    Radiation Blast:
    =================

    Note: In the Radiation Blast set, ALL powers debuff the target/mobs' defenses...so that it makes it easier for you/teammates to land other attacks/buffs/debuffs.

    Neutrino Bolt:
    ===============

    This power is the first in the set (duh!) and so you have to get it. When I made my character I used it for the first time...noticed it did more damage than Brawl and recharged faster than Brawl...I liked it from the beginning

    I have read that if you slotted this power with Damage enhancements that it is the best/most powerful attack. Meaning if you only used one power over and over that Neutrino Bolt would come out ahead in damage over time.

    This is a great power that I still use as of now. Granted it does do minor damage but I don't use it for the damage...I use it to debuff the mobs to help me land Transfusion/Transference/other attacks.

    I only have 1 Accuracy enhancement in this power...again if I had more slots to spare I'd probably put some in this power to make it do some more damage.

    X-Ray Beam:
    ============

    A moderate damage attack and pretty decent range to it too. The best thing about this power is the sound it makes and the animation (you shoot laser beams from your eyes! ).

    I had this before I respec'ed it out for other powers to be described later (I got rid of it around lvl 36 or so).

    Nothing much to say about this power...it does it's job and if I had more power choices I would get this power again

    I'd slot it with 1 Accuracy and maybe throw in a Damage enhancement or two in there depending on what you need it for.

    Irradiate:
    ===========

    This is a good attack even though it is a PBAoE (Caster-Centered AoE). This is a DoT (Damage over Time) attack and it reduces any mob that is close to you defenses by a good 30% un-enhanced.

    I think this attack works quite well for Kinetics since you will probably in melee range most of the time and since it debuffs the mobs' defenses quite a bit you can easily land the heals/debuffs from your Kinetics powerset.

    Although this power is good I didn't get it until I was lvl 26 or 28. I originally got Aim but then resepc'ed out for this power. This does use quite a bit of endurance so maybe earlier on you might not want to use it a whole lot.

    I have this power 6-slotted; 1 Endurance Reduction and 5 Damage enhancements. Some may ask why I have 5 damage enhancements since I have FS/SP but I don't think I'm always at the damage cap (if I'm solo'ing I only usually have like 2 or 3 mobs fighting me at once soo..) so I have the damage enhancements in there just for fun/incase.

    I might switch out one or two damage enhancements for Defense Debuff enhancements or just put the slots elsewhere...we'll see.

    Electron Haze:
    ==============

    This is a high damage cone attack. It has a chance for knockback which is why some Kinetics don't take it but I have taken it and I am glad I did. I originally got Neutron Bomb because of the cool graphic animation of Neutron Bomb but the damage was just too low for me and I heard good things about EH.

    With some getting used to you'll know how to use EH more effectively (like where to stand/where the mobs are and what not).

    Again this is another endurance eater so might not want to use this a whole lot until you get Stamina or put another Endurance Reduction in it.

    Don't worry too much about the knockback; it seems to knockback only a few times so it's not like it knockbacks the mob all the time.

    Right now I have EH 6-slotted with 1 Endurance Reduction and 4 Damage and 1 Cone Extension enhancement. I used to have 5 damage but replaced it with a cone enhancement (to increase the cone's width *I'm guessing it's the width it extends*) and I have actually seen a difference at how many mobs I hit with the cone extension enhancement. And the damage is still there so it's all good

    Proton Volley:
    ==============

    Oh how I want thee Proton Volley. This is your sniper attack that does high/good damage. The animation and sound for this power are really fun/cool! It basically shoots 4 (maybe 5?) balls of radiation goo at the mob and the sound sounds like a photon torpedo from Star Trek

    Being a sniper attack it is an endurance drainer so you probably shouldn't/wouldn't use this all the time...it's meant for pulling really.

    I don't have much experience with this power...only used it on the test server like once...soo..

    If I had it I would probably put 1 Accuracy enhancement, 1 Endurance Reduction enhancement and maybe a Damage or two in there.

    Aim:
    ====

    Aim is basically Build-Up for Defenders. It gives you a 100% Accuracy bonus and a 50% Damage bonus for 10 seconds. I got this at 28 but quickly respec'ed it out for Irradiate.

    I first got Aim because I thought I would really need it to land my heal/transference more regularly but I noticed I was doing just fine...it was only when I was facing like +3 or +5 lvl minions that I needed to use it (which I don't usually do...I usually only fight oranges/reds at most if I'm solo'ing...I know *gasp* how does he do it folks? ).

    In addition to that I didn't have Hasten at that time so for 10 seconds I could land my heals more reliably but after that...well...I just didn't feel it was worth it.

    If I got it again I would put enough Recharge enhancements in it to make it "perma-Aim"...meaning once the effect wears off I could use it again. The recharge time I think is like 90 seconds so probably like 4 or so Recharge enhancements (with perma-Hasten) would do it.

    Cosmic Burst:
    =============

    Aaah, Cosmic Burst. You are able to get this power at lvl 28 and I would highly recommend getting it at 28. This is a high damage attack that not only does good damage but also disorients any mob (unless it's a boss) in one hit. Two hits with Cosmic Burst to a boss and usually the boss is disoriented.

    Only side effect is that it is a short range attack..about the range of Irradiate (where Irradiate's effect stops).

    So if you are more of a Defender and staying away from melee (near blasters/controllers) then you probably don't want this power...but I'd say try it out; you never know when it might come in handy

    Right now I have it 5 slotted with 1 Accuracy, 1 Disorient Duration, 1 Recharge and 2 Damage enhancements.

    I find that with that 1 Disorient Duration enhancement that I can use CB on a mob and by the time the disorient effect wears off I can use it again on the same mob (even on a purple lieutenant!).

    Neutron Bomb:
    =============

    This is a targetted/ranged AoE attack. This power has one of the cooler animations in the game I think. I tried this power out and even with 5 damage enhancements in it I was only doing like twice (maybe 3x) the damage of Neutrino Bolt. Even the radius of the AoE is quite small; which is a shame cause the power would be nice to keep. I respec'ed this out and got Electron Haze around lvl 40 or so.

    This also takes a nice chunk of endurance to use and the animation seems to be too long for the damage it deals out.

    This (along with Aim and Proton Volley) would be suitable for Defenders that stay on the outsides of battle (near blasters/controllers). But if you are like me and like to be near melee range a lot then...sorry to say you probably won't use this power a whole lot. :sad:

    Atomic Blast:
    =============

    This is your "nuke" attack. Does "extreme" damage (from what I remember it does about 600 or so damage when I first got it at lvl 38) and since it is a huge attack it takes 6 minutes to recharge and it eats up/drains all your endurance if you use it to defeat mobs.

    One of the better aspects of AB is that not only does it do extreme damage but it also holds the enemies that it hits/lands on (that is if they don't die...er..get defeated by the attack).

    As I've said earlier I have done the "Fulcrum Shift, Irradiate (to make sure I'll hit as many mobs as possible) then Atomic Blast" to get as much damage dealt as possible and in about 2 seconds I can use Transference and gain all my endurance back But don't let the devs know...they might "look" at us

    Right now I only have 1 Recharge enhancement in this power but if I have any slots I'll possibly put more recharge reduction enhancements in it.

    That's the power descriptions...not how about some builds eh?

    First one is what I thought would be good for a ranged Defender (not melee Tankfender like me ):

    Slot[01] Level 1 (Starting Primary) : Transfusion /Empty
    Slot[02] Level 1 (Starting Secondary) : Neutrino Bolt /Empty
    Slot[03] Level 2 : Siphon Power /Empty
    Slot[04] Level 4 : X-Ray Beam /Empty
    Slot[05] Level 6 : Siphon Speed /Empty
    Slot[06] Level 8 : Increase Density /Empty
    Slot[07] Level 10 : Hasten /Empty
    Slot[08] Level 12 : Speed Boost /Empty
    Slot[09] Level 14 : Super Speed /Empty
    Slot[10] Level 16 : Proton Volley /Empty
    Slot[11] Level 18 : Swift /Empty
    Slot[12] Level 20 : Hurdle /Empty
    Slot[13] Level 22 : Stamina /Empty
    Slot[14] Level 24 : Maneuvers /Empty
    Slot[15] Level 26 : Transference /Empty
    Slot[16] Level 28 : Tactics /Empty
    Slot[17] Level 30 : Aim /Empty
    Slot[18] Level 32 : Fulcrum Shift /Empty
    Slot[19] Level 35 : Neutron Bomb /Empty
    Slot[20] Level 38 : Electron Haze /Empty

    After lvl 38 you're on your own...at 41 you can choose from the Ancillary Power Pool so I'm not going to suggest anything...although my char. has the Psychic Power Pool just for the Dominate power (single target hold) and the armor (resistance to psychic damage).

    Now for a possible Tankfender build:

    Slot[01] Level 1 (Starting Primary) : Transfusion /Empty
    Slot[02] Level 1 (Starting Secondary) : Neutrino Bolt /Empty
    Slot[03] Level 2 : Siphon Power /Empty
    Slot[04] Level 4 : Irradiate /Empty
    Slot[05] Level 6 : Hasten /Empty
    Slot[06] Level 8 : Increase Density /Empty
    Slot[07] Level 10 : Swift /Empty
    Slot[08] Level 12 : Speed Boost /Empty
    Slot[09] Level 14 : Hurdle /Empty
    Slot[10] Level 16 : Maneuvers /Empty
    Slot[11] Level 18 : Inertial Reduction /Empty
    Slot[12] Level 20 : Stamina /Empty
    Slot[13] Level 22 : Tactics /Empty
    Slot[14] Level 24 : Grant Invisibility /Empty
    Slot[15] Level 26 : Transference /Empty
    Slot[16] Level 28 : Cosmic Burst /Empty
    Slot[17] Level 30 : Invisibility /Empty
    Slot[18] Level 32 : Fulcrum Shift /Empty
    Slot[19] Level 35 : Electron Haze /Empty
    Slot[20] Level 38 : Atomic Blast /Empty

    Again after lvl 38 it's up to you...the above build is basically what I have. I'm going to get the Psychic armor at lvl 44 then at 47 I'll get Phase Shift and at 49 I'll get Siphon Speed.

    Again please have fun with your character...it is yours after all.

    I'm not a numbers kinda guy so if you want to know the numbers for any Kinetics' power (or you want a different/better description of the power) click the link here.
    http://boards.cityofheroes.com/showf...Number=2123962 (Ladios_Sopp's guide to Kinetics)

    Any thoughts/comments are appreciated
  18. Probably the last one....which to me would be fine
  19. Maybe for Christmas we'll get lots and lots of goodies!

    The baddies will be sent to prison!
  20. [ QUOTE ]
    [ QUOTE ]
    On the second call I even simply missed a mob that had hidden itself, and I would've sworn there was none left, but they were so nice as to even teleport me to them!

    [/ QUOTE ]

    lol, almost the exact thing happened to me... Only I missed a glowie. It was so awkward but the friendly GM's even told me where to find it so I was gosh darn happy! ^^

    A big thanks to the excellent in-game GMs for both quick response but also for overall fuzzyness! ^^

    [/ QUOTE ]

    hear, hear!

    I too missed a glowie and it was a timed mission...there were 3 lvls in this indoor mission and I thoroughly looked at lvls 2 and 3 thinking that I already went through the first lvl. So I did a petition and was thinking the worst (they aren't going to help before the time runs up).

    Within a minute or two DM_Cheryl came to my rescue She was very nice and looked around and found me the glowie I missed...and guess where it was? Yep that's right...on the first floor. She even teleported me there

    MISSION COMPLETE it said as I finished disrupting the Freakshow's PCs!
  21. [ QUOTE ]
    We all hope that the promotion has been better than sucktastic.

    [/ QUOTE ]

    Man that word is...funny on so many levels

    And congrats on the new position
  22. [ QUOTE ]
    Let's sing the song of Doom!

    Doom.Doom.Doom.Doom.....

    (shameless Invader Zim reference)

    [/ QUOTE ]

    OoOoOoOohHhHhHhHhHh.....Statesman gets a star for that....I never knew he was an Invader Zim person