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Posts
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Joined
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I obey the 5sec rule on my scrappers... mainly.
The 3sec (like 5sec rule but shorter) rule on my blasters... sometimes.
However my controllers don't obey any rules. -
To OP I'd suggest swapping Amplify into the lvl30 slot and moving everything else down a slot, by the sound of it you plan on using Tornado for damage, which in PvP you will want to slot for accuracy, taking it at 30 would only allow one slot. Amplify while really useful admittedly on a defender is not as great as on a blaster and will be less useful (IMO) so taking later and only allowing 1 slot won't be a serious issue.
I also would prefer TP on this build as you can then TP Foe and KB them into corners where there is no resistance or escape... (Thinking about an old (or current don't know now) tactic of Tainted Greek's in Warburg.) -
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Anyway, if you're decided on taking that combo, I'd skip the following powers:
Kinetics: Repel, Increase Density, Inertial Reduction
Energy Blast: Power Blast, Sniper Blast, Power Push. (I like Aim for critical moments where I MUST hit the target or before nova).
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Repel I'd agree but the other two especially on a defender are pretty damn great. And as the OP has already said he'll be teaming with a blaster mate, leaving out the one power that stops mezzes (not sleep) would be criminal if not stupid.
Inertial Reduction gives you the ability to entirely skip a real travel power, freeing up space for different powers/slots. Siphon Speed will be part of your attack chain (if not go Rad instead) so at level 6 you have a SS power (must hit) and then at 18 you get SJ both without dabbling in a travel pool. Plus one gives a 20% recharge bonus per application (when well slotted can stack 2-3 times) and the other is nice for team mates.
If you already are fixed on a knockback secondary there is no real reason why you shouldn't take Repel, it is a very situational power and END hungry, I find it occasionally useful on my Kin/ defender. I deleted my Kin/Nrg due to the knock back, but I could see why someone would want one.
Only thing I'd say about Nrg is that four slots in Power Push can be slotted with one of the KB sets (Kinetic Crash) to grant a mag3 KB Protection, which while not quite up to Acrobatics standards is not to be sniffed at (same could also be done to repel).
As for the rest, it depends. Until you hit 32/33 I'd certainly reccomend you go Assault -> Tactics -> Vengance (not a big fan myself). Mainly as while siphon power is okay it won't get you anywhere near a damage cap. After FS is available I'd swap to Maneuvers -> Tactics -> Vengence. With FS getting a damage bonus is of little real interest IMO, while having a slot to pop a recharge IO (Luck of The Gambler) into could be handy if you're rich.
Stamina will be handy until you get Transference unless you plan on letting your team mates play on low health, both Kinetics and Energy are rather spammy powers, and Kinetics certainly is not especially END light. After 26 you could probably do without Stamina if you knew for sure that you would hit every time you needed it... I know I don't.
Personally I also drop Combat Jumping into the build (along with Fitness/Hurdle) another spot to pop one of those expensive +Recharge IOs, I also drop a stealth IO and normally a jumping IO in there, it also grants some protection from Immobilize which because you need to be in the thick of the combat is also useful.
I don't feel able to actually provide a build as such as while I play both sets quite a bit (lvl50 Fire/Kin, lvl45 Kin/Dark & lvl50 Nrg/Dev) I don't actually play the two together.Besides I'm sure other here will disagree with my opinions anyway.
But if there is one thing from the above you don't drop from your build, Increase Density should be it. Well unless you plan on soloing to fifty or only plan on playing with non-squishies. -
Never ever seen a NPC not being used as a sacrifice in DA, apart from an excellent place to farm magic salvage its a totally wasted zone IMO.
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Its not a farming build which is why I found slots for the hold.
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More a general point about the differences between farming and missioning builds. The OP doesn't like ST mezzes which for a non-farming build is daft. IMO. -
I have a highish Defender now (Kin/Dark) but really hate her...
I want to roll at least one Offender, what are the best sets? Probably play as a duo so I can self buff, just given up on FF/Rad as the damage is horrible, I liked the bubbles. -
A single target Hold is IMO a waste for a farming build of any kind, unless you are planning on farming Bosses over Lieutenants. However in a missioning build both single target Holds and Immobilizes are perhaps not essential, but certainly very useful. Any mob higher than a lieutenant will nearly always need two or more applications of a Mez to make any Mez stick, while Ice has the extra slow (like gravity) which will always stick (to mobs that don't resist slows; Warwolves for instance). Often you will be in a situation where you need an extra mez to stop the boss hitting you or team mates.
Yes an AoE (targeted or PBAoE) will do the trick but at a higher END cost, havin the availability of a single ST hold or immob can make or break your chances of survivability.
All that said the real use of the ST Mezzes come when you face an AV, in this situation while a stacked hold will hold an AV, eventually. It is far surpassed by the normal ability to stick said AV to the ground with a low END cost Immobilize.
If you can't control the target you aren't doing your job.
If you can't control the mob you only do half damage.
If you can't control the mob you might as well roll a defender.
ST mezzes are not needed in farming builds for just that reason, no farmer worth his or her salt is going to be facing single mobs, ST mezzes are not cost effective in that situation. For everyone else they are. -
I wonder when this thread went from being 'Beginners Fire/Kin Build' and became 'Play around in Mids and see what the most expensive build you can come up with is'...
Very few of the builds in this thread are actually beginners builds (even the one I posted (as LostNinja) isn't technically a beginners build) perhaps rtaher than saying what you would build if you had stupid amounts of inf people would be better off posting builds that they really did start off with before they used it to farm said inf. Or ask GR to change the title. -
In a word...
Dark...
Not going to happen but I'd lurve a Dark/?? controller. -
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Frankly though I'd say nothing says "Dwarf" like an INV/Axe Tanker (or Maybe WP/Axe...)
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Oh yes that's my Warrior to a T however he's still lost in the Dead Mines at the moment, exploring was never his strong point. If/when Scrappers get Axe.... all bets are off. -
During my last holiday from CoH I spent quite a bit of time getting my Dwarven Hunter up to level 70 in WoW. Now however that inveterate explorer would like to come look round Paragon. Which blaster powersets would be best?
Best in the sense of matching with a Dwarf who isn't too technically minded, or much good with magic (steam is good). At least initially I have figured that AR/?? would be ideal especially as there is an unlockable Nemesis gun to use. However that does leave the matter of a secondary, for which devices just doesn't cut it... but then nor do any of the others.