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I thought that was Dampened Spirits (Tohit debuff).
Adj Targeting is a 5% recharge buff, iirc. -
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But I still maintain it might make more sense to have, say, Maneuvers & Assault with Inertial Reduction instead of Super Speed, Combat Jumping, and Super Jump.
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Unless you're talking a levelling build, assault can be redundant with Siph power and Fulcrum shift, especially on a large team. On smaller teams I can see the use, but it becomes obsolete on larger teams.
I'd think maneuvers/tactics might be a better go. Depending on slot weight, you might be able to grab a few semi-useful set bonuses while you're at it. I don't feel like doing the maths, but a gaussian proc might work out to average about as much as assault (in theory). -
You missed the lolstealthedit. Originally it was a paltry list that basically said to PUT PRPLS IN POWRS PLZ.
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M-M-M-MULTIPOST
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BIG TIME!
Zen
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I'm not sure that's something you're supposed to take as a compliment.
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When it comes to forum PvP, any reply is a compliment.
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I'm not here for PvP. I jsut want badges. WHY WONT U LEAVE ME ALONE. -
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M-M-M-MULTIPOST
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BIG TIME!
Zen
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I'm not sure that's something you're supposed to take as a compliment. -
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E: f,b
[/ QUOTE ]orly?
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YES THATS WHAT I SAID -
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A DB Brute will always have a nice advantage over most melee types because of the nice Regen boost they get from 1 target, and if they have Aid Self that just makes melee duels even easier for them.
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/WP has the +regen per target. Let's not confuse sets.
Also, very /signed on the BRUET LOEV DPS comment. -
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i have a 50 rad/arch and must say it is one of the most impressive combos ive seen. As of yet im the only one of my kind ive seen on Champion but i think you may see a few more.
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You're not alone in terms of powerset combos on champion. Konoko (If you're familiar with him) runs a rad/arch lowbie from time to time. He's running a Fire/EM atm, but I'll point him at you if he has questions.
I might run one myself at some point, as the synergy between RoA, EF, and LR are striking. -
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If you play Kinetics/Sonic, I am sure we are going to have different outlooks on different powers.
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Absolutely.
As per usage stuff, it's a minor nitpick, but I figured it was fixable (I'm guilty of patching up my own guide post-production, so I don't have any problems with that).
In retrospect, you're right that I approach clarity with a CM mindset. Part of it comes from PvP usage, a good part of it comes with running LGTFs, and a little comes from running a /sonic Corr villainside. I also run it on a controller, so I have the luxury of Indomitable Will from the Psy epic pool up often enough to make reactive use against sleep a viable tactic.
As per howl, I think it remains a difference of opinion. Typically, howl can be used on approach to clustered mobs. Since sonic's buffs are primarily proactive toggles or buffs, so it's not a detractor to debuffing, especially considering that liquefy's recharge is atrociously long. Assuming a tank or controller is able to mitigate aggro, the extra -20% res across multiple foes is significant in the late game, since it effectively boosts most attack damage by an extra 40% (base damage+~100% dmg via enhancement). It makes AoEs more effective, and synergizes well with high AoE damage ATs and powersets. When used as a followup to liquefy, it's has a lower chance to miss, and complements the other debuffs in liquefy. Further, stating that Lt and minion removal as a detractor seems to be a red herring; neither set functions less effectively as a result of fewer foes.
However, at this point, we both have enough good points to agree to disagree. I just wanted to put mine out in the open. ^^ -
I have to give this one a mixed review.
Minor nitpick: Recheck the guide for spelling and spelling/usage errors (affect vs. effect, hole vs. whole, etc.)
Middling nitpick: Clarity is a bit of a slow recharger. Barring recharge set bonuses, it's advisable, imo, to add one recharge redux enhancer, if only for ease of preventative use and increased readiness in the face of AoE mez or multiple ST mezzes on several key members. If/when debuff toggles, reactive healing and/or controls drop, seconds can make the difference between red teammates and dead teammates. This allows it to be used as both a reactive and proactive protection power.
This isn't to say your suggestion is totally wrong, though; endurance redux is good for alleviating the end cost of vigorous teammate clarity-ing if you're able to use it preventatively.
As per the guide: There's a good amount of good information in there, but the usage errors bother me, as do some of the recommendations (like howl. Excellent team debuff. Just don't use it while using Siren's solo). Some of the extra bits are a nice touch. -
Minor error I caught after the edit window so graciously closed on me is that screech's -res lasts for 12 seconds. Dreadful wail's lasts for 20.
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Oh. I should put it here too, for the sake of putting it here too:
A Guide to Kinetics/Sonic Blast Defenders v2.0 -
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Appendix C) I11 and you: Maximizing your damage maximizer. INCOMPLETE
The problem with Kinetics as an IO-able powerset is the fact that 2 of its powers are unenhaceable by set IOs, 1 of its powers is only partly aided by IO slotting (and not much, since the power's focus should be recharge and not speed buff/debuffing). Be glad, before it was 4 powers that were unslottable. This is not to say there's no fun things to do with each of the powers. In fact, you can make very good use of some of the new sets.
To start;
There are a few things that you SHOULD make room for immediately in almost every set IO build, much less that of a Kin/Sonic. They are:
Numina's Convalescence: +Regen/+Recovery (In Health)
Miracle: +Recovery (In Health)
Aegis: +Psionic/Mez Resist (In Resist toggle or ID)
Niceties are:
-KB procs (PvE only)
Luck of the gambler: +7.5% Global Recharge
Travel Stealth IO (Not in IR)
Let's analyze these sets on a power-by-power basis:
Note that where I list sets:
Set name: (Bonuses), Procs/Added effect
Kinetics
Transfusion:
Takes: Healing, Endmod
Power Sets:
Numina's Convalescence: (+Heal, +Regen, +MaxHP)
Doctored wounds: (+Heal, +Recharge)
Performance Shifter: (+Damage, +Recovery), +Endurance proc
Efficacy adaptor: (+Recharge)
Siphon power:
Takes: None
Repel:
Takes: Knockback
Siphon Speed:
Takes: Slow
Tempered Readiness: (+Recharge)
Pacing of the Turtle: -Recharge Proc, (+Recovery, +End, +Accuracy)
Increase Density:
Takes: Resist
Aegis: (+Runspeed, +AoE Defense), +Psy/Mez Resist
Impervium armor: (+Recovery, +Psi Def, +End ), +Psy Resist
Speed Boost:
Takes: Endmod
Performance Shifter: (+Damage, +Recovery), +Endurance proc
Efficacy adaptor: (+Recharge)
Inertial Reduction:
Takes: Jumping
Note: Jump sets aren't really worth slotting, IMO. The jumpspeed set bonus is negligible and the slots of endurance are somewhat trivial, and the MaxHP boost seems less than ideal for the extra slot.
Transference:
Takes: Endmod
Performance Shifter: (+Damage, +Recovery), +Endurance proc
Efficacy adaptor: (+Recharge)
Fulcrum Shift:
Takes: None
Sonic's powers overlap a LOT of sets, so let's look at by category.
Sonic Blast:
Shriek, Scream, Shout, Screech:
Takes: Ranged Damage
Power sets:
Devastation: (+regen, +MaxHP, + damage), Hold Proc
Decimation: (+End, +MaxHP, +recharge), Chance for Build up-Unique proc
Entropic Chaos: (+Regen, +MaxEnd, +recharge)
Apocalypse: (+Dam, +regen, +Recharge)
Howl, Shockwave, Siren's song
Takes: Ranged AoE
Power Sets:
Positron's blast: (+Recovery, +Acc, +Recharge)
Purple Ranged AoE set
Shockwave
Takes: Knockback
Power sets:
Kinetic Crash: (+Recharge)
Screech, Dreadful Wail
Takes: Stun
Power sets:
Stupefy: +KB proc, (+Recov, +HP, + Recharge, +Ranged Def)
Purple Stun Set
Dreadful Wail
Takes: PbAoE Damage
Power Sets:
Scirocco's Dervish: (+ Regen, + Accuracy, +AoE Def)
Purple PbAoE Set
Amplify:
Takes:Tohit
Power Sets:
Siren Song
Takes: Sleep
Power Sets:
Call of the Sandman (+HP, +End, +Recharge)
Fortunata Hypnosis (Purple): (+Recharge) Placate Proc
As a rule, set bonuses are best applied by concentrating on one really good thing, and applying it in multiples. +Recharge is very popular, as are +defense and +damage, in general. +Accuracy is extra-useful on a kin because of its dependency on hit rolls. I won't suggest the best route to go (I need to keep SOME secrets to myself), but hopefully this should give you some idea of what sets to use. Note the following:
*Almost all recharge bonuses come at the 5th slot. If you want to make a recharge monster, it will be VERY slot heavy in the high +recharge bonus powers
*LotG: +Rech, and Aegis:+Psy/Mez resist, and the -KB procs are passives. Miracle, Numina, and the stealth IOs require power activation. Slotting Miracle and Numina procs in health are the best course of action
*Set bonuses do not stack beyond 5 of the same value, regardless of origin. If you get 1 6.25% recharge bonus from Stupefy in Screech, and then 3 more from Decimation in your ST blasts, and another 2 from Positron's blast in Shockwave and Howl, only 5 of those bonuses will be active.
*Permahasten is viable in this build. Assuming you can get an average 60% bonus from Siphon speed at high recharge values, and the 70% bonus from hasten 3-slotted with IOs, you only need about a +45-50% set recharge bonus to reach permahasten. Of course, with that much recharge, permahasten is a pittance, seeing as you're already at +105% recharge (Permahasten and a half, for the numerically lazy) and recharge bonuses generate diminishing returns on recharge time. I generated a build that reaches +120% recharge with stacked siphon speeds, which far surpasses the minimum needed for permahaste.
*Mixing sets often works exceedingly well; Keep an eye out for handy bonuses like accuracy in the middle of sets (3 or 4 slots) to be combined with useful things like +Recovery, +regen, +MAXHP/End, or +Mvmnt speed at 2 or 3 slots in. While it's not relevant tot his guide, a good example is mixing Dark Watcher's Despair and Undermined Defenses in Radiation Infection at a ratio of 4:2. It grants the recharge bonus of DWD at 4 slots, but also the damage bonus of UD at 2 slots, while maximizing both aspects. Transfusion is a more relevant example, wherein mixing endmod sets with healing sets gives you the accuracy you need, while boosing the healing aspect of the power to satisfaction.
*Some powers need only be taken for shoehorning purposes. Personally, I like Maneuvers for slotting Luck of the Gambler Recharge globals, or adding a slot to combat jumping for an extra KB IO or kismet +tohit IO.
*I'm not done with this whole mess yet. There's a lot of new data to pore over, and I just havent played with the set proper yet.
Credits to Mids Hero Designer for IO info, and for being a super-handy tool in itself. -
Appendix B: The Kin/Sonic in PvP: Composing your own Symphony of Slaughter
Note: This isn't a guide to playing your kin/son in PvP, so much as it highlights little noteworthy things. Solo, Team, Arena, Zone, and Base raiding are all different animals, so the advice and statements here don't specify any of them unless specifically noted.
The Kin/sonic does great things in PvE. It is a +damage pushing, a speed boosting, transferencetastic, engine of pure buff/debuffing nastiness. In PvE.
However, in PvP, it loses the benefit of tightly packed foes and AI dumber than a brick dipped in molten idiot. What it does pick up is a giant red bullseye that screams "Cage, Kill, or Mez Me." This is for any kin, but /sonics add an interesting layer of threat to fighting. Most kins are relegated to the realm of buffbot; SB, ID, IR, when possible. Shoot transfusion/transference for the surprise end drain, or if your foe is thick enough to stand toe-to-toe with someone else for more than a few seconds when completely unnecessary. Siph speed to slow down called targets, and FS if someone hardy enough manages to get cluster-[censored]. Buff. Buff. Buff buff buff. Can't stop buffing or you'll die.
Sonic is one of the few secondaries that has the benefit of some use in PvP. /Rad and /Psy are pretty much the only others that I know get used meaningfully, with the latter being a staple of the ever-popular Rad/Psy.
For PvP, your shining star is Screech. For a 1.6 second activation, you impart upon your foe a sizeably long -res debuff, and catch un-CM/Clarity/ID'd squishies in a mag 3 stun that lasts a reasonably long time. Since you have to take shriek, you can follow up with that as to boost ally damage by 40% post-enhancement.
Must takes are: IR, SS, SP, Transference, Transfusion, and ID and SB. FS is still a strong choice, but not always the gamebreaker that it is in PvE. It gets optimal use in arena team battles and base raids, where quarters can be close, and foes tend to bunch up around targets. Repel is nigh worthless, unless you're playing PvP Soccer (which IS fun, albeit kind of silleh).
In the secondaries, I strongly suggest taking at least screech and amplify, if only to provide the means by which to tag uppity defense types with end drain or siphon speed if the opportunity arises.
If you're soloing or on small teams, all the ST blasts are worth investing in, with a special aside regarding Scream. Scream's rapid AoE ticks make for an interesting opportunity to catch Aid Self users off guard; If you're good at predicting when an aid selfer is going to use the power, a well-placed scream can make a big difference. It's also good for giving allies a bit of extra time to catch up with an uppity stalker, though it's not as good as a fire blast or fire control's incessant AoE tick.
IR and Super Jump: Two great tastes that taste great together!
It's important to note that Inertial Reduction and Super Jump are NOT redundant. There will be times where it's extremely important to have both, including, but not limited to:
Heavy -recharge situations (Adv. SJ)
Evasion situations (Adv. SJ)
Precision landing (Adv. IR)
Kiting/Jousting (Adv. IR)
Chasing/Evasion prevention (Adv. IR+SJ)
The problem with IR lies in its activation time and status as a click power; it is a rooting, moderately long animation. If you should be so unfortunate as to lose active IR during a chase, or if you happen to ahve been plagued by a fair amount of -recharge and it's not ready when you need it, that leaves you a big, open target. Of course, SJ isn't a prize pig itself. Suppression makes it difficult to apply debuffs and attacks and keep going, and the drift inherent in SJ makes it slightly harder to control. IR has a huge advantage in this respect in that it lacks suppression and allows you to do fun things like pull sharp 90 degree turns to throw off chasers and break LoS.
ID and SB: Super-special buffs for super-special situations.
Paired together, ID and SB are among the most potent buffs in PvP, and are possibly only outmatched by Clarity and Clear Mind in PvP-specific utility (+percep, conf/fear protection).
ID, in addition to providing the unique knockback resistance, also provides Repel resistance. No other power provides repel resistance to allies, excepting vengeance, which is not only a contentious power, but a conditional one as well. ID effecitvely nullifies force bubble with two applications, and hurricane's repel with just one. It also provides an extra kick of energy and smashing resists, components of three very prevalent powersets: Energy melee/Manipulation, Ice blast, and to a much lesser degree, fire blast. I can testify to stalling out energy melee brutes in the last two minutes of a base raid on the last dimensional anchor with another kin and diligent ID spamming. (Remember, Res buffs are multiplicative against +damage. 90% en/sm resists against +850% damage means they're punching at +85%)
SB is also more than just a recharge booster and endurance pump: it grants slow resistance. In PvP, slow is a killer. It buys chasers time, keeps you from running, and is key to a fair amount of team PvP tactics. If a foe can't run, you don't have to worry about wasting damage spikes and debuffs. Case in point, slow is also a critical element of the ever prominent Rad/Psy; its potent toggles are meaningless if a target can flee without a second thought. Lingering radiation is a key element in the rad debuff nightmare.
Granted, these aren't the only reasons you'd use the buffs. All the stuff that's useful in PvE is useful in PvP as well, but I wanted to note the extra special bits. Also, it's a hearty recommendation to slot for some range if you can, especially in zone or arena. Mobility, as always, is king, and the more room you have to buff, the more effective you can be.
Credits to City of Data for numbers, and fellow Earthguard and HVND folk for tips. -
Appendix A: -Res, +Dmg, and You: How to Punch a Hole through the "Damage Cap."
Prior to the advent of Sonic Resonance and Sonic Blast, -Res came in three forms. Rad's Enervating Field Dark's Tar Patch, and Storm's Freezing Rain. These powers provide gratuitous amounts of -res, 25-30% in each situation. Going over the "damage cap" never really entered into the equation usually because with kinetics plus other sets, the extra 25-30% is really kind of piddling, especially in the face of -regen, -def, and a slew of other neato secondary effects that rad has. However, with the addition of Sonic Blast to the defender repertoire, a more thorough analysis of how -Res and +Dmg interact is worth considering, as stacking can push -res values up to -100% at a time, with only one toon and a lot of neurotic button mashing.
Let's clarify some very important terminology first. A "Buff" or "Debuff" Is any modification that comes as a result of power or inspiration activation, and can be seen in the little tray in the upper right or on the team buff bar.
Damage buffs
The general behavior of buffing and debuffing is that similar buffs/Debuffs are additive. That is to say, when buffing someone with Siphon power, it adds to their base damage values, specifically 25%. So, stacking two generates a 50% damage bonus multiplied to base damage (25+25=50). If I were to throw a small red insp on top of it, that would push it to 75% (25+25+25=75%). Enhancements factor in additively also; a total of 90% in damage enhancement will be added to the aforementioned siphon power boost and red insp to sum up to +165% of base damage (25+25+25+90).
When considering damage debuffs, they basically act like negative damage buffs; so, a +30% damage buff and a -50% damage debuff will sum up to a -20% damage debuff.
So the damage calculation for +damage-related buffs is:
Total Damage= (Base damage)[100%+(Total active damage buffs and debuffs)+Enhancement values]
So in the above example:
Total damage= (Base damage)[100%+(2(Siphon Power)+red insp)+90%]
= (Base damage) [100+(50+25)+90]%
= (Base damage) (265%)
So, with all those buffs, you're doing 2.65x base damage.
The sum of active damage buffs and enhancement values is set to a fixed maximum depending on AT. This is what is commonly referred to as the "Damage Cap," but it is by no means the maximizing number for how much an attack can do, as we'll see in a moment. Incidentally, it's also set to a fixed minimum, which is why you can theoretically debuff a foe by 100%, but they'll still do damage when they attack.
Damage, -Res, and Foe Modifiers
Resists do something similar, with the following calculation:
Total Damage= (Base damage)(100%-(Total Active Resist Buffor Debuff))("Innate" Foe resist or weakness)
The value is negative here becuase a resist debuff increases the total damage , while a resist buff will decrease it, but it follows the same modification rules as damage. Resists also exercise a minimum and maximum value (Most commonly seen as the "Resist Cap" on tankers, scrappers, and Sonic defender and Fire Corruptor superteams.
Now, some of the sharper among will you say, "Kossy, you're full of lies, 'cause you said like buffs combine additively, and the foe resists are being multiplied! You liar, I hate you."
And I'd buy you a flower and a pretty card and somehow garrote you with them. Upon regaining consciousness, I'll have scribbled the following to a note on your forehead. "'Innate' foe resists aren't buffs. They're tied into the enemy data itself and are not the product of powers. Yes, some foes run toggles, and some might even have autopowers, but those are factored into 'buffs,' as defined at the very beginning. This is why I dumped you in a seedy, trash-filled back alley instead of somewhere less disgusting, you cad."
Blending it all together: -res, +dmg, and total ouput
'Til this point, I've only been assuming that we have been applying ONLY one or the other. So, what happens when you combine the two?
Magic.
Total Damage= (Base Damage)(1+Active Damage Buffs+Damage Enhancement values)(100%-Total Active Resist debuff or buff)("Innate" Foe resist or weakness)
That's right, the values are multiplied together. If we were to think about it another way, with a 50% res debuff applied, a +400% damage buff (defender cap for Damage buffs) ends up becoming a total of +650%. (50% of the 400% buff plus another 50% from base damage)
"650?" you say, "But the damage cap is +X% for X AT. How are we doing more damage than the game allows us?"
Well, if you recall, I only stated that that specific cap exists only for "+damage". In the above case, we are capped for "+damage" on a defender, but the other stuff is calculated independently. -Res and innate foe weakness do not factor in to +damage buffs, since they're not "+damage" buffs, and so it contributes to damage values.
Having gotten a big head about this whole thing, Arcanaville would ideally leap in, knock me down with a well-placed kick in the back, and then proceed to smack me about said head with something large and comical and tell me that that's not how it works.
And she'd be right. The game, in all its glory, calculates all these bits separately, checking damage buffs and finding the total value, then applying res (de)buffs, and then finding the total value for that, then level modifiers, then Innate resistance modifiers, blah, blah, blah. But, since it's all products, Arcanaville will leap off of my back, and agree that it doesn't really matter, since the order doesn't matter as long as the bracketing is proper, and fly off into the night, the ninjawesome math-wielding vixen that she is.
The other thing is that there's much more to this equation than what I listed, but for the purposes of Kin/Sonics, we only really care about damage and resist buffing in these equations. "Innate" foe resist/weakness is there to make a point about how the system works.
Blah Blah Blah Blah Maths is Wonderful: What does it mean?
"Equations is fine and dandy, but what does that means?" you ask, having picked up a decidedly redneck mannerism. That means your job isn't done once you've mashed FS twice on the full 10 targets and end recovered and SBed everyone to nigh offensive omnipotence. You still have work to do: blasting work. In fact, focused blasting will nearly double the output you and your kinetics overdosed friends will provide to that specific foe. Three stacked blasts (+60%) means that you've effectively given them another fulcrum shift and then some, plus their modified damage values, plus any other buffing they may have picked up.
Thanks go to Arcanaville for helping me verify this. -
Breaking the Damage Barrier: A Guide to Kinetics/Sonic Blast Defenders 2.0
Version Notes
V2.0- Not much has changed in Kinetics or Sonic Blast specifically, so the content is pretty much the same, but with adjustments for Enhancement Diversification, a few changes in perspective, and much more accurate data. Added three appendices regarding +damage and -res interactions, the Kin/Son in PvP, and a section on Set IO Slotting. Hopefully I can post all three without being interrupted.
V1.0- Released shortly after the birth of the Sonic and Archery sets, my data mostly relied on Chott's Hero Planner and other guides. The original version had several errors based on faulty data. It was also suppsoed to be a "living" work, but I was unaware that forum posts have edit windows.
Introduction
Kineticists have been known to reach the damage cap by virtue of using Fulcrum Shift on large numbers of targets, flooding other players' icon bars with itty-bitty damage symbols. With the advent of I5's target capping, Fulcrum Shift is now maxed at 10 targets, making this task significantly less simple. However, it brought with it a prime secondary that synergizes exceedingly well with the raw damage boosting potential of Kinetics: Sonic Blast. While seemingly redundant, the purpose of this pairing not only allows you to reach that cap (albeit with a little more fuss than pre-cap days), but to "break" conventional damage limits by applying stacked -res debuffs in addition to damage buffing. Pairing readily stacked -res debuffs with the power-accelerating, end-recovering, damage-augmenting powers of Kinetics, Kin/Sonics are a rare breed of high support offenders, wherein their secondary acts not unlike another primary.
A solo build is also very feasible with these powersets. Relying upon Siren Song and Screech allows you to exert the control that kineticists need to get running. Even the Ancillaries have a word to put in edgewise in this regard, granting more control powers, and significant defense/resists.
This guide does not definitively crunch numbers (Though the appendix does a bit of that), but gives some values. See Ladioss Sopp's Kinetics Guide for more definitive kin numbers. I'm mostly adding commentary, and suggestions as to how to use these powers synergistically. One thing I will not do is post builds, especially for set IOs. I will critique them, as that ends up being more productive for the both of us. It teaches people how to build and think ahead as to what will work best without folloing a prescribed plan, while opening up opportunities for me to gain more insight into a pairing of sets I have come to love over the past two years.
Primary powers: Kinetics
Transfusion:
Available at: Level 1
Description/Comments: Use wisely, use often. It has among the highest healing percentages, as well as one of the fastest healing rates. Like most powers in this set, it is hit-dependent. It also reduces an opponent's endurance a tad, and applies a modest -regen debuff ont he foe. Useful, and very spammable on AVs and tough regeneratey types. Be very careful when you use this power toward the end of combat; if an enemy is defeated during the animation, the heal will not go off. The heal centers around the enemy; be sure to mention that to newbie teammates, and pick the correct target when healing. Ctrl-tab is useful for finding the nearest baddie for when your team is close together.
Base recommended slotting: 2 Acc, 3 Heal; you WANT this to hit whenever you use it. Slot it heavily with acc early; the heal is strong enough to last you until you can slot it up fully. When used in tandem with stacked siphon speeds, this heal comes up very quickly, eliminating the need for recharge reducers. Toss in an extra recharge, if free on slots.
Siphon Power:
Available at: Level 1
Description/Comments: Your damage buff before Fulcrum Shift. Use during battle gratuitously. It is a single target, hit-dependent buff that reduces and enemy's base damage by 25%, and increases your and surrounding allies' base damage by the same value. Timing is key to using this power well. If you time it correctly, you can work in tandem with blasters to buff your allies while they are pulling, or coordinate properly if you think they're going to use a big damage power. You may also use it while an opponent is being finished off, hitting them up for a small boost for the next fight. Unlike Transfusion, the buff will occur even if an enemy is defeated during the animation. There is a fair bit of debate as to whether this power is worth keeping post-FS. I'm inclined to say yes; not all situations provide the numbers you need to make FS an effective buff. 75% total off of a lone AV or EB is dandy, but double- or even triple-stacking Siphon power means that that can go up to 150% in cases where the AV is the only target left.
Base Recommended slotting: 1-2 Acc, 3 Recharge
Repel:
Available at: Level 2
Description/Comments: Creates a PBAoe effect that knocks enemies back when they enter its radius. Useful, comical, but adds nothing to this build; /Sonic offers better controls at levels when it matters. If you want cheap, powerful knockback, use Shockwave.
Base Recommended slotting: 3 End Redux. Repel eats endurance like crazy.
Siphon Speed:
Available at: Level 6
Description/Comments: A hit-dependent single target debuff/self buff. It sharply reduces enemy speed, while increasing yours. Two Siphon speeds will allow you to run about as fast as super speed. Older guides will say that this power, while useful early, loses its shine when a travel power becomes available. However, it has picked up a new trick since then, specifically +recharge (20%). The purpose of this build is to use the sonic attacks' secondary effect, -res. When used in tandem with your other powers, they make you do everything fast, buff fast, blast fast, everything, with no movement suppression penalty either. It's also useful for keeping monsters, AVs and other fleeing miscreants from getting that breathing room they so desperately need in long fights.
Base Recommended slotting: 1-2 Acc, 2-3 Recharge Reducers. 3 will get you 2 running at the same time with brief periods of 3 stacked, but you can slot these as needed. Numbers-wise, doublestacked siphon speeds is about equal to the average recharge that hasten provides when 3-slotted. Tri-stacked siphon speed is equivalent to 150% the average contribution of hasten.
Increase Density:
Available at: Level 8
Description/Comments: This is the first power that directly targets an ally. It is valuable primarily as a Mez recover/preventative. Unlike Clarity, Clear Mind and Stimulant, it does not protect against sleep, instead, trading it in for 25% resists against Smashing and Energy. However, it is a short-lived buff, and keeping it up in a team of more than 4 is fairly tedious and a heavy drain on endurance. I recommend instead to use it situationally: on the alpha-striking blaster, and the not-yet-uber tank, or anyone that needs to be a little less held. The inability to recover sleep is not necessarily as big a pitfall as you would think, as that can easily be recovered with Transfusion's heal. However, don't get this until AFTER you get Speed Boost, and use it only in tandem with speed boost. Most people don't like going slower if they can help it, and most people won't notice any slowdown when speed boosted, anyway.
Base Recommended Slotting: 1 Recharge, that's all you'll need in terms of slot efficiency. It would be an awesome resist buff if it lasted longer, but alas, it doesn't. The one recharge allows it to be ready in time to do the 1-2 punch of ID and SB down the team list.
Speed Boost:
Available at: Level 12
Description/Comments: A major landmark of the Kinetics set. This power does four things, and it does them very well. It buffs speed, bringing you a bit under super speed's run velocity. Valuable early, get it ASAP to make mission for friends traveling faster. It buffs Recharge, allowing your allies to attack with their strong powers more often (and even harder with your buffs). It buffs end recovery, making this the most sought-after power both before and after everyone obtains stamina. Finally, and my personal favorite, it reduces the duration of slow powers, making it invaluable against fighting Chimera's ninja, Earth Thorn Casters, and Mortificators.
Base Recommended Slotting: 3 End Recovery. If I could enhance recharge reduction buffs, I would.
Inertial Reduction:
Available at: Level 18
Description/Comments: When someone asks you to cast Super Jump on them, this is what you use. It doesn't have the vertical oomph of SJ, but it certainly has enough speed. Some people opt to use this as a travel power, granting Super Speeders and un-travel powered the needed vertical movement to get around areas like Faultline, Boomtown, and Terra Volta with ease. Optional, but highly recommended for PvP. If you would rather have the real deal, you can skip this. I prefer to have the extra power available to me, though. An additional benefit, it is not affected by movement suppression, making this a use power in PvP.
Base Recommended slotting: 1 Jump, 1 recharge. One jump is plenty, but 3 works for the travel-obsessed. With the loss of permahasten, one recharge puts this comfortably int he realm of small overlap such that you don't have to hammer this mid-jump.
Transference:
Available at: Level 26
Description/Comments: Awesome. Simply awesome. It's huge end recovery and a major endurance drain on your opponent. Recovers the endurance of you and your allies when they are in range of the targeted foe. Get ASAP. Some people prefer to opt out of stamina in exchange for 3 other powers, but I don't. I like having increased end recovery so that I can run toggles with fewer hassles, and so that this power doesn't have to be a crutch.
Recommended Slotting: 2 acc, 2-3 recharge, 1-2 end recovery. Slot hard with Acc, you WANT this to land often. Having it up sooner make it usable as a sap power against meaty bosses, and less of a liability should it miss at the worst possible time.
Fulcrum Shift:
Available at: Level 32
Description/Comments: The crown jewel of the set. It does a damage debuff to foes around the targeted opponent, and gives one damage buff around each enemy affected. It also grants one 50% damage buff to all allies near you upon activation. It's one +50% damage buff plus a 25% damage buff for each opponent affected, to you and all your allies. When heroes could gather giant hordes of baddies, a kineticist could easily FS over 100 targets, bringing everyone in the team to their damage cap. Must have.
Base Recommended Slotting: 2 acc, 3 recharge, Must be accurate. You're hitting a slew of targets with this one attack, and missing can mean the difference between a 30 second scuffle and a 2 minute brawl.
Secondary Powers: Sonic Blast
Shriek:
Available at: Level 1
Description/Comments: Reasonable damage, with a 20% resist debuff. Bread and butter for your res debuffing. I11 ranged set normalization dictates this should activate slightly faster than it used to.
Recommended slotting: 1-2 acc, 3 Damage
Scream:
Available at:Level 2
Description/Comments: Your second bread and butter -res power. It does a good deal of damage in lots of little ticks. Has a resist debuff of 20% for ~7 seconds
Recommended Slotting: 1-2 Acc, 3 damage
Howl:
Available at: Level 4
Description/Comments: The only non-nuke aoe -res in your arsenal, this will be the cornerstone of your -res debuffing in PvE. It's a fairly wide, deep cone, and does as much damage as shriek. Has a resist debuff of 20% for ~7 seconds
Recommended slotting: 1 Acc, 1-3 Recharge, 1-3 Damage. You want to shoot this off as often as possible. the -res debuff is valuable, and the more enemies it hits, the more effective aoes will be.
Shockwave:
Available at: Level 10
Description/Comments: Massive knockback is what this power does best. The damage is rather miserable; but it hits many targets and gives you some breathing room. Useful solo, maybe not so much on teams. Has no resist debuff.
Recommended Slotting: Unsure. Never used it. At least 1-2 Accuracy, some Recharge for ready availability.
Shout:
Available at: Level 16
Description/Comments: This is the set's strong blast, and it comes it with a noticeably long activation time. It also provides a longer resist debuff than shriek and shout, but still at the same value: 20%.
Recommended Slotting: 1-2 Acc, 1 Recharge, 3 Damage. Big damage is good, the extra recharge helps it cycle around a little more often.
Amplify:
Available at: level 20
Description/Comments: Useful for hitting anything and everything. Use it before crucial attacks, buffs, or heals.
Recommended Slotting: 3 recharge. Amplify is invaluable in tight situations for your kin buffing and debuffing, where an unfortunate miss means a teammate or teammates faceplant instead of trotting away.
Siren Song
Available at: Level 28
Description/Comments: A cone sleep with minor damage, Siren Song is invaluable solo. The cone itself is wide, but shallow. Does not debuff resists. Still, a valuable attack when you want to buff/debuff in peace, or if you need to get some heat off of your from all that howling, and fulcrum shifting, and siphon powering, and... Just make sure that you know what is and isn't sleep resistant.
Recommended Slotting: 2 Accuracy, 1 Range, 1-2 Reacharge, 1-2 Sleep.
Screech
Available at: Level 35
Description/Comments: Single target stun with low damage. Unlike the other two "utility" powers (Shockwave and Siren's Song) this power has -res, and is probably one of the best -res powers in /Sonic. The value is still the ever-familiar 20%, but it lasts for a humonguous 20 seconds. Combined with the Mag 3 stun, it's a fantastic opener for tough foes. If Siphon Speed is stacked, you should be able to stun bosses. Debuffs resists.
Recommended Slotting: 1-2 Accuracy, 3 Recharge, 1-2 Disorient. A must have.
Dreadful Wail
Available at: Level 38
Description/Comments: Nuke, with more benefits than most. This not only reduces enemy resists longer than all the other pwoers in the set, it also can disorient them, making this a fairly useful nuke for a defender. If you pop a blue right after, you can use transference to negate the crash.
Recommended Slotting:1-3 recharges, 3 damage. Use with Amplify and Power Build Up if you have it.
Pool Evaluations:
Medicine:If you need a resurrect, take it. I don't recommend it. The other powers are fairly trivial. You already have a strong heal, as well as decent mez protection/removal. However, if you absolutely must must must must, have to or else you'll diebe able to rez or heal outside of battle, go for it.
Presence:The Fear powers are okay, but not all that useful. If you want crowd control, go with Siren Song and/or the Psychic Mastery pool.
Fighting: You could go with tough/weave, but something tells me the slots are better spent on other, more ancillary shields.
Teleportation: Recall friend is nice, but without a rez power, it's mostly for carrying the dead and lazy, since you have niftykeen speed granting powers. Still, TP is a decent travel power, while TP foe may be useable as a "foe line" allowing you to take a less than harmful minion and bring it into your midst for healing (that is, if you're not interrupted).
Flight: Fairly useful. While you want to be around your allies for Fulcrum shift and Siphon power, the long range aoe healing of transfusion and recovery of transference makes this a reasonable choice. However, on a team, really good kins will dive straight in; transfusion is often powerful enough to mitigate a sizeable chunk of an enemy alpha.
Leaping: Most people like toggling SJ. I like not having suppression, but to each their own. Combat Jumping gives you immobilization protection, which is very valuable for a character that needs to position him or herself around others fairly often. Acrobatics is also valuable to that effect; lots of foes have knockback, and the massive KB mitigation that Acro provides makes sure you're on your feet more often than not. Acro is must-have for PvP, but can be dropp in favor of -KB IOs, or 4 slotting of Kinetic Crash in Shockwave.
Speed: Hasten is a cornerstone to this build. You'll need it to fire off everything quickly. Go super speed if you want to toggle your fasty fastiness. Flurry and Whirlwind aren't worth your time.
Leadership: I definitely recommend tactics. Considering that kinetics powers need heavy acc buffage, this power adds about 20% acc when 3-slotted with tohit increases. This means your powers can be far more reliable, hitting the high level baddies that give you and your team sweet, sweet xp. Maneuvers is nice if you feel the need to add some defense, while assault pours on more pain (not so much more, but more nonetheless). Vengeance, is a fantastic power choice, adding huge defense to a primarily offensive primary, complementing your +damage with +tohit, and making damage buffing a little easier.
Fitness:This is really up to you. I think that having higher innate recovery is good for situations where you need to eek out that little extra end to shoot a transference or other vital power. It also mitigates the end costs tactics and any other toggles I may be running. Simply put: the more end you have in the first place, the less you have to worry about landing transferences/Epic pool drains.
Concealment: Stealth is great utility power. While Stealth can't make you fully invisible, it still saves you in case you misplace your landing with Inertial Reduction or Super Jump. Grant Invis is very useful for trials and TFs. Phase shift is of arguable usefulness, acting as a panic button shoudl things go very south.
Ancillary Pool Evaluations:
Power Mastery: Awesome synergy. You don't necessarily need Conserve Power, I think, but if you want to never have to worry abotu end, ever, knock yourself out. Power Build Up is probably the best "short boost" power available, increasing effects by about 150% (and that's +150%, so effects are 2.5x as potent), and granting a 50% damage buff. Temp Invulnerability grants high resists against smashing and lethal, the two most common damage types. Total focus has a long animation time, but it's crazy useful in situations where the team can't get that irritating foe off of you.
Dark Mastery: Strong synergy. Oppressive gloom is an HP cost aoe disorient, and can be useful to disable enemies for the one shot of transference or fulcrum you want to get in. Dark Consumption is a self-version of transference, but with shorter range, and is dependent on target quantity. Dark Embrace is this pool's shield, and confers resistance to smashing, lethal, dark, and toxic. These are fairly sparse later, with the exception of a few AVs, their minions, and CoT Death Mages. Soul Drain is a nice way to power yourself up without having to worry about stacking FS.
Psychic Mastery: Bweeeeoo! </Mentok> Strong choice. Psychic mastery adds a control element that the Kinetics set is lacking. Dominate is a fairly strong hold, while Mass Hypnosis can help you pick up the minions that you missed with Siren's Song. Mind Over Body is a strong shield, conferring resistance to smashing, lethal, and psionic, the last of which is a major player in late-game fights (Carnies, Psy Clocks, AVs, Rikti). Telekinesis is fun, and can be useful for rounding things up to make them all the better to Fulcrum Shift. It's currently bugged in PvP, and if done correctly is a death sentence to the unprepared. It's end-heavy though, so be careful.
Electric Mastery: If parts of you still want to play a Draineticist, you can invest in some of the elec powers. While it's not short circuit strength, you can still sap a good amount out of foes with these powers. Electric fence is a standard immobilization, adding - knockback. Nominally useful, but still nice if you want to single out a troublesome boss or minion with Shockwave. Thunderstrike is similar to Bone Smasher, with a chance to disorient. However, it also has an AoE component that does collateral damage with a chance to knock down. Charged Armor is useful, conferring smashing, lethal, and energy resistance, all three of which are common types. Power Sink is the strongest draining power in the ancillaries, draining endurance from foes and giving it to you.
Additional Comments:
*A viable strategy with the ancillaries is to drop stamina and use the end recovery/conservation power in tandem with transference. It frees two extra powers (except in the case of Elec Mastery), and works fairly well.
*A solo build is viable with this set. Using Siren's Song for crowd control, along with the single target stunning power of screech, you can gear these powersets toward a solo build.
*This is a very active defender set. You will ALWAYS have something to do in battle, and you'll need to be up close to your targets, both ally and enemy. The difficulty of this task varies between enemy groups. You may need to duck in and out accordingly, especially in the early levels, to avoid excessive aggro.
*Done properly, you can increase total damage output by at least 50% at a time just by firing. This is huge, considering that unlike its siphoning counterparts, this debuff increases the damage of enhanced attacks, synergizing with and resulting in greater output than two siphon powers.
Numbers and power descriptions are from City of Data and Ladioss Sopp's Kinetics Guide
Thanks go to Upsen Downs for advice, and Silver Shrike, Converted Clock, and Helms for teaming, proofreading, and moral support.
Thanks also go to the folk who commented in my first, old, old, old old old, guide post.
Note again, I will NOT post a build, but will happily critique yours. -
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I'll followup with a quick & dirty guide to each power, as needed...
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No need. I'm posting an updated version of my guide this afternoon. -
Actually, your post got me revising my old Kin/Sonic guide. As soon as I get a good look at Mids tonight, I'll be writing an IO appendix, seeing as 3 powers in Kinetics get a significant change in terms of slotting potential. If you'd like to contribute, I'd be happy to give you credit where due.
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Geez. I'll get around to it when I'm properly arsed to do it.
Bear in mind this was published when the set first came out. Also, the data I had was faulty. It listed the tier 1 as having a significantly longer activation time, lower DPS, and lower DPE than the tier 4 strongblast.
You're absolutely right that the tier 1, 2, and 4 make up the debuffing triad early, with screech added to the chain later on in the build. The way that the builder predicted it, shout would have rendered shriek obsolete, with screech as a viable replacement, but the data are simply incorrect.
In all honesty, I published the guide early (Level 24ish), primarily because it was an excellent combo, imo, and i wanted to get a jump on it. I was hoping I could make it a dynamic guide, but I didn't realize that the boards have an edit window. I haven't touched it since.
FYI, as a general rule, I don't like posting builds, usually because people gravitate toward them without necessarily reading the underlying concepts. The slotting advice is in the guide. While it does mean that fewer folk will read my guide, the ones that do will have intrinsically done their homework proper.
I disagree with your Accuracy 3-slotting of FS. Two usually suffices, especially with lv 50 IOs, but even SOs will do. In a build like this, slots are going to be a bit of a luxury. My solution to FSing high con/defense mobs is to take amplify, possibly tactics. Since you'll need successful hits to res debuff, heal, end drain/recover, etc. it's a bit of a no-brainer. Assault may seem a redundant step, but it's good for when your allies are sandwiches short of a picnic, or if you're below the target cap on opposing mobs.
For your build, and most kin builds, I'd suggest finding a way to get acro or some form of meaningful -KB. Kins need to be mobile, and without KB protection (KB being a very common thing) kins can find themselves pushed away from where they want or flat on their back from collateral AoE or uppity mobs. -
Slotting rules on MM pets are different from those of Controller pets.
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I need a hole in the head.
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I agree.