Psiphon

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  1. Personally I just pop a purple if it's a big mob.
  2. Plant/Kin would be a better choice for team and solo.
  3. Quote:
    Originally Posted by Local_Man View Post
    Most other controller sets have something that will neuter foes to allow a controller to go into melee. Ice's Ice Slick. Earth's Earthquake or Stalagmites+Stone Cages. Fire's Flashfire+Fire Cages. Plant's Seeds+Roots. Even Mind's Mass Hypnosis. Once an AoE control is out, then other sets have the same opportunity for Fulcrum Shift + Fissure . . . and some sets have other AoE damage options.
    Not true!

    Illusion with it's multiple pets (4 of which are unkillable) plus Spectral Terror self stacking fear will negate damage from all mobs and it's permanent. Other combos tend not to work on bosses unless they crit, only mitigate some damage (Earthquake) or are not permenant.
    Ice could probably do similar through Arctic Air and Ice Slick.
    Plant also via capped ranged defense and playing just outside of melee.

    The problem with most control builds is the aggro is the controllers so you need to work harder to control instead of dealing damage.
  4. Quote:
    Originally Posted by Local_Man View Post
    Correct.
    The combo of Fulcrum Shift and Fissure can add up to a lot of damage. But that has nothing to do with Illusion. Fulcrum Shift will give a huge damage buff to Blind and Spectral Wounds, so clearly an Ill/Kin will be able to do some pretty good damage.
    Illusion ALLOWS the controller to deal the damage in melee. While playiing solo the pets are pulling the aggro from the controller, also because Illusion is a relativley passive primary the controller is able to concentrate on self buffs and damage.
  5. Quote:
    Originally Posted by Sprite Fire View Post
    not having played an ill/kin i might be wrong about this.

    but i don't think FS effects PA

    so it seems massively under-performing to me.
    As discussed earlier in the post, an Ill/Kin plays differently.
    Illusion (including inexpensive perma PA through Siphon Speed) allows the controller to deal the damage in melee. While levelling I've found it comparable to my Ill/Rad but once you gain access to the epics FS plus Fissure and Seismic smash will allow you to outdamage the Ill/Rad.
    Ill/Rad is the better AV soloer by a mile though.
  6. Psiphon

    traps/??

    Quote:
    Originally Posted by PhroX View Post
    Dark actually has pretty good AoE damage for a defender, though it's ST capabilities are indeed not that great.

    As for Sonic, well, it wouldn't suprise me at all if a Trap/Sonic could solo GMs.
    I recently started a DB/Traps for the extra damage; was undecided for ages whether to Defender or Corruptor.
  7. Quote:
    Originally Posted by Carnifax_NA View Post
    There's a wee bit of DDR in Foresight, but that's your lot. Widows do have a weakness to cascading defense failures (gotta have something, right?).

    Slotted up CT : Defensive, TT : Maneuvers, Foresight, Mind Link (which I have very close to perma now thanks to Frankenslotting with Def/Recharge along with Mental Training and Hasten), Surpressed Mask Presence and 1 slotted Combat Jumping along with a Steadfast Unique which I got as a lucky drop has me at 44.8% to Ranged and AOE and something like 52% to melee when Mind Link is up.

    I think that's the figures anyway, I can check Combat Numbers later and give you the full breakdown.

    Edit : I think I've one or two Defense Set bonuses as well, but they're from 3 slotting a cheap mid-level set into my attacks so nothing too tricky involved. My Fort/Widow is only level 37 so it's pretty cheap and easy to do.
    Thanks very much, just what I was after. Don't worry about the exact numbers.
  8. Quote:
    Originally Posted by Carnifax_NA View Post
    It's great being able to switch between the two.

    I join a PuG. If they're mostly Corruptors and Domis I go with the NW, knowing that she's nearly always softcapped to almost everything (with very little in the way of Set Bonuses, I got lucky with a Steadfast Unique drop) and can thus take alphas as needed.

    The PuG has a few stalkers, Brutes and/or MMs (I hate wading through pets to get to the enemy), or if we're fighting something like Carnies, then I go Fort and bring still-decent defenses and lashings of AOE to the party.

    Either way I'm leveling both builds as I go. Makes leveling more fun too, you get 2 builds to pick powers and allocate for when you ding.

    My Widow is the only character I've played where I not only use the Dual builds on a daily basis (or hourly if I'm feeling fickle) but where I wish I'd one or two more available, as I'd love to try out an AOE Melee Fort build as well.
    Thanks for all of the replies.

    A couple of quick questions on NW.
    I hear people say how easy it is to softcap defence, how exactly is this being done? I can see a few powers that add defence but the numbers are pretty low. Also I've had a quick look at the powers and can't see any DDR.
  9. I tried to log into my account just now and got an invalid certificate error when connecting to the following site.

    https://secure.plaync.com/cgi-bin/pl...language=en-gb

    I've never had this before when logging in; I erred on the side of caution and didn't proceed, can anyone advise on this?
  10. Quote:
    Originally Posted by Akia View Post
    Forgot to add, I took taunt last so that I could 5 slot my energy torrent for the recharge bonus. While I do group, this character is mostly for solo farming. I missed taunt being earlier when I did a TF this week I am just unsure how to keep my current slotting, and take taunt earlier.
    Here's the build that I'm working towards, it's expensive but you can adapt it for non purple sets.
    For solo farming Pyre will be a better secondary - Fireball does very nice damage. Endurance isn't an issue as inspirations are dropping all the time - I usually combine into reds and blues as required.
    I wasn't able to fit Taunt into the build but I've never had an issue holding aggro, once you get Fireball for ranged AoE damage it's even easier.

    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Saint George - Pyre: Level 50 Mutation Tanker
    Primary Power Set: Shield Defense
    Secondary Power Set: Super Strength
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Deflection -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(3), LkGmblr-Def/EndRdx/Rchg(3), LkGmblr-Rchg+(5)
    Level 1: Jab -- Amaze-Stun(A), Amaze-Acc/Stun/Rchg(43)
    Level 2: Battle Agility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(9), LkGmblr-Rchg+(11)
    Level 4: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(13), Mako-Dam%(15)
    Level 6: Active Defense -- HO:Membr(A), HO:Membr(7), HO:Membr(7)
    Level 8: Against All Odds -- EndRdx-I(A)
    Level 10: Swift -- Run-I(A)
    Level 12: Phalanx Fighting -- LkGmblr-Rchg+(A)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(15), Numna-Heal/EndRdx(33), Numna-Heal/Rchg(37)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(17), LkGmblr-Def/EndRdx(17), LkGmblr-Def/EndRdx/Rchg(50)
    Level 18: True Grit -- Mrcl-Rcvry+(A), Mrcl-Heal(19), Mrcl-Heal/EndRdx(19), S'fstPrt-ResDam/EndRdx(43), S'fstPrt-ResDam/Def+(46), S'fstPrt-ResKB(46)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc(37), P'Shift-End%(37)
    Level 22: Knockout Blow -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(23), Hectmb-Acc/Dmg/Rchg(23), Hectmb-Acc/Rchg(25), Hectmb-Dmg/EndRdx(25), Hectmb-Dam%(27)
    Level 24: Kick -- FrcFbk-Rechg%(A)
    Level 26: Shield Charge -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(33)
    Level 28: Rage -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
    Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(34), Aegis-ResDam/EndRdx/Rchg(40)
    Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(34), LkGmblr-Rchg+(34)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: Foot Stomp -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(39), Armgdn-Dmg/EndRdx(40), FrcFbk-Rechg%(40)
    Level 41: Char -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(42), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Acc/Rchg(42), UbrkCons-Dam%(43)
    Level 44: Fire Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
    Level 47: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50), RechRdx-I(50)
    Level 49: Super Jump -- Winter-ResSlow(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 2: Ninja Run


    Actually I just checked the build and this is an old one, the newer one is on a differant PC. This will give you an idea of the build though.
  11. Hi all,

    Very simple noob question on SoA.
    I was planning to make a Fortunata and Night Widow and allocated a slot for each of them. Having looked a little deeper it seems that they are variants of the same AT and as such it's possible to alocate just one slot and dual build - one for each.
    Is this correct or does a dual build have to be powers from the same branch?
  12. Psiphon

    Pet control

    Thanks for the feedback guys. It's good to know it's not just me being an idiot but disappointing that there isn't an easy solution.
    I'll have to work around it.

    Thanks again.
  13. Psiphon

    Pet control

    Question from a noob MM, currently levelling a Bots/FF MM and having some issues with getting them to do what I want.

    I've been trying to get the Bots to stay near me and shoot the target that I select - this keeps them under the Dispersion bubble and other buffs and allows me to heal them.

    I select "Go to" - spot near me.
    Then "Stay".
    After this I select "My target".

    The bots randomly run to the target and attack in melee. I assumed that the stance and positional were exclusive of each other so that you could position them and then get them to attack what and how you want but this appears not to be the case.
    Any idea how to achieve this?
  14. Psiphon

    I Want It All ;D

    Quote:
    Originally Posted by BrokenPrey View Post
    If you go with a Controller a Fire/Kin would be good too. Fire as good damage and Kin gives you more damage with Fulcrum Shift. It as a good heal in Transfusion and If your team as a lot of Melee it is a really good heal.

    If you go with a Defender as other have said a Dark/Dark is good, but I like my Dark/Ice better.
    I agree with /Kin.
    Personally I'd go with Plant/Kin - good around Controller and not as common as Fire/Kin.
  15. Quote:
    Originally Posted by Frosticus View Post
    sig. Though traps defenders can be built to withstand damage (of all types) to a degree that makes some tanks do a double take.
    Based on your experience what Def/Corr would you roll?

    I was considering Traps/Dark Defender for stacking -to hit with the bubble. Also the set has an immob and KB for mob repositioning - is this required? Dark isn't the most damaging blast set but seems like it would work well.
  16. Quote:
    Originally Posted by Muon_Neutrino View Post
    Three more things to keep in mind:

    First, while self damage buffs (only really present in kin, pain, and rad) will be larger for the defender, for the corruptor they'll be acting on a larger base. For rad and AM, it becomes:
    Defender: 0.65 * (1.0 + 0.95 + 0.30 + 0.25) = 1.625
    Corruptor: 0.75 * (1.0 + 0.95 + 0.20) = 1.6125
    So the defender has only a very small advantage, even though his damage buff is larger. For kin it actually favors the corruptor, since both will be pretty easily capping their damage and at that point the corruptor's higher base damage wins.

    Second, several resistance debuffs are applied by pseudopets that have the same debuff value between corruptors and defenders - namely sleet, heat loss, tar patch and fallout. So when comparing dark miasma or cold domination defenders and corruptors, the defender doesn't receive his usual buff/debuff advantage.

    Finally, while it won't matter at the level cap, during leveling defenders will get buff/debuff powers sooner, while corruptors will get attacks sooner. Depending on the powerset combinations involved, this may favor the defender, corruptor, or neither. For example, a */dark corruptor is better off in this regard than a dark/* defender, since they both get (an identical) tar patch early, but the corruptor gets damage powers faster. On the other hand, cold domination corruptors have to wait considerably longer for sleet/heat loss than defenders.

    Also, don't forget that defenders still don't have access to fire blast. If damage is your sole concern, a fire/ corruptor will probably outdamage any defender you can bring to the table. This isn't exactly relevant to a general comparison, but if all you're looking for is the highest damage, you'd probably want a fire/* corr.
    Actually I'm looking at making a Traps Def or Cor and wanted some opinions on the changes prior to rolling.

    Which combos work best with Traps?
  17. Thanks for the build, as a comparison this is the SD/SS/Pyre build that I'm working towards. It has got more recharge and survivability but I must admit the difference in recharge isn't as big as I thought it would be.

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  18. Thanks for the reply, just what I was looking for.
  19. Quote:
    Originally Posted by Iceboxer View Post
    This is how I used to think and I just don't see it as being true anymore. I'd love to be proved wrong tho. A SD/SS/Mu brute (best comparison to your tank), can def cap and still reach 6 second footstomp and 70%+ levels of +recharge (w/out hasten or FF proc).

    How much more recharge can a tank squeeze out? Maybe if you swaped the mako's & ToD's for Crushing Impacts, another 15 or 20%? I just don't see maybe another .5 sec recharge on footstomp (or any other attack) making up for that huge rage buff.

    All that said, the tank will still do really good damage and overall still be more surviveable. But not matter how you build em, that huge rage factor is too big to overcome with IOs. It's simply much much much easier in this game to build for damage mitigation (with IOs and pool powers) that it is to build for damage.

    The main reason I used will/ss & ss/will in my OP was to get an apples to apples comparison and with apples and apples, I see brutes very easily out damaging tanks. Are there combos out there where the gap is closer, sure. I'm sure if you put a dm/stone br00t up against a sd/ss tank it would be much much closer, but then again, the brutes damage mitigation would be closer too.

    I dunno, for me, after looking at those numbers, apples for apples, a brute easily outdamages a tank, as it should.
    Could you post a build please, I'd be interested in seeing how this can be done?
  20. Quote:
    Originally Posted by GuyPerfect View Post
    That just goes to show ya, though, that even with set bonuses and double Rage, a Brute can out-damage a Tanker without trying all that hard.
    One point not taken into account here - using my SD/SS/Pyre tank as an example.
    A brute will need to build for defence in order to cap defence and approach Tanker levels of survivability, a SD/SS/Pyre is able to build for recharge as defence is easily capped.

    Each Brute attack will do more damage due to the higher numbers but the tanks attacks will be coming up more quickly - this will also include any mitigation from the secondary.

    A brute will still out damage the tank but it won't be as easy as your numbers suggest.
  21. I seem to recall seeing a post saying that Defenders got a damage buff when solo.

    On the basis that this is true how do defenders and corruptors now compare damage wise when solo?

    Defenders will also have the advantage of higher numbers in their primary also.
  22. I would/did go for Shield/EM - Shield Charge gives you extra AoE lacking in EM.
  23. Quote:
    Originally Posted by Local_Man View Post
    Once you get Fulcrum Shift at 38, I agree that an Ill/Kin will outdamage an Ill/Rad . . . for as long as it lives. An Ill/Rad will live longer, staying at range, picking off foes one by one while PA and ST keep the group distracted and the ToHit Debuff keeps them from hitting you most of the time if they do attack.
    An Ill/Kin has no issues surviving, I can solo and survive +2/x8 in melee without much effort and +3/x8 at a push both without inspirations (apart from the odd BF) or Deceive. If an Ill/Rad can solo at +4/x8 then I'd say it has the edge in survivability, I doubt that it can though as the debuffs will pull more aggro than the pets can hold.


    Quote:
    Originally Posted by Local_Man View Post
    Before Fulcrum Shift, I'm not sure that an Ill/Kin will outdamage an Ill/Rad.
    I'd say it was about even.

    Quote:
    Originally Posted by Local_Man View Post
    Ill/rad has a very effective way to keep foes grouped for the Rad debuffs: PA, ST, Blind and Deceive. I pick an anchor for the Rad debuffs who aggro on PA, so they don't run. Spooky can also keep them in place. It is rarely a problem, and if it is, I just Blind the anchor or Deceive a runner. No Immob needed, since PA aggro plus an occasional Deceive keep the group together.

    Phanty's knockback isn't much of a problem to me. I stay back out of melee, so Phanty usually knocks foes away from me and towards the PA and the debuffs. He makes a nice bodyguard.
    It's not perfect but as you said it works. The effectiveness of this reduces though as the mob size increases.

    Quote:
    Originally Posted by Local_Man View Post
    Against very high level foes, Ill/Rad shines. The toHit and Defense Debuffs allow you to fight those high level foes, while PA and Phanty's decoy keep them distracted. The Damage and Resistance debuffs make up some for the higher levels. It may not be an ideal farming toon, but Ill/Rad can handle a wider range of situations than just about any build in the game. That's why I said that it is arguably the most flexible build in the game.
    Outside of AV's Ill/Kin is also extremely capable from soloing large mobs to taking on EB's (I've taken down Rikti L54 EB's without issue). AV's can be beaten but personally I don't think it's worth it due to the clicky nature of the buffs/debuffs.

    I stand by my original comment though outside of AV soloing an Ill/Kin will outperform an Ill/Rad due to the higher damage output - the new mission settings play to the strength of /Kin.

    Due to it's ability to solo AV's Ill/Rad is the more flexible as it spans a wider spectrum of play - it might not be the quickest but it gets the job done.
  24. Quote:
    Originally Posted by Local_Man View Post
    A perma-PA build, or at least a build that allows PA to be out almost all the time, negates your argument that Siphon Speed makes an Ill/Kin better. PA out AND hitting more often AND doing more damage is what Ill/Rad and Ill/Storm can do. Ill/Therm and Ill/Cold have some pretty good debuffs, too.
    My comment was based on levelling but a perma-PA Ill/Kin will still outdamage a Perma-PA Ill/Rad.
    An Ill/Kin will use PA as a supplement to it's own it's own damage and he will be operatiing at the damage cap for most of the mission.
    Fulcram Shift + Siphon Power + Siphon Speed + Fissure + Seismic Smash + pet damage > Accelerate Metabolism + debuffs + pet damage + Epic damage.

    Quote:
    Originally Posted by Local_Man View Post
    Increase Density? And how often do you really use it? Do you keep the entire team boosted every minute? I mainly use it as a way to break stuns, or to help a teammate who is getting knocked back a lot. But it is way too much of a pain to keep it up on an entire team. The Rad debuffs, however, are foe-anchored toggles. Pick an anchor, and it stays on until he is dead.
    Fair point, I used it the same way as you. Others might use it more actively though.

    Quote:
    Originally Posted by Local_Man View Post
    With your Ill/Kin, how much do you use Phantasm? How often does he knock back your target for your 5 siphon powers?
    I use Phantasm all of the time; the Knockback issue with Kinetics can easily be negated. After dropping PA jump to the far side of the mob so that they sit between you and the Phantasm. The Phantasm will move into melee range in an attempt to be close to you, that will allow him to be buffed (not 100% but most of the time) also any KB will take the mob towards you not away.

    While we are on the subject of synergy and KB it's not all sweetness and light with either Rad or Storm.
    Rad works best with a set with an AoE immobilise so that you can layer the debuffs and keep the mob grouped. Illusion lacks this so its effectiveness is effected by KB and computer AI (runners etc);s the mob seperates so the debuffs become less effective.
    An Ill/Rad has no way to effectively reduce/negate this.

    Storm has a location based debuff (Freezing Rain) which is also adversely effected by KB not only from Phantasm but also Lightning Storm.

    So basically a kin can negate the effects of KB by his own positioning of which he has complete control. A /Rad or /Storm however is at the mercy of map/terrain and computer AI.

    Quote:
    Originally Posted by Local_Man View Post
    And how often do you miss? Rad's heal, buffs and debuffs never miss. Transfusion is a good heal, but it only works if you are in melee and if it hits -- mine seems to miss at just the wrong moment.
    I play in melee all the time, the buffs miss occasionally but they are up so often its not an issue when playing at +2/x8. At +3 it starts to be as the amount of incoming damage threatens to overwhelm the regen, +4 definately.
  25. Quote:
    Originally Posted by Local_Man View Post
    I beg to differ that Ill/Kin is "more capable than either Ill/Rad or Ill/Storm." Ill/Kin may be more offensive, but is not nearly as flexible. Kinetics does not have the synergy with Illusion that Rad does . . . or Storm for that matter. Kinetics has no debuffs to make Phantom Army better. If you don't take Repel (and very few do), Kinetics has virtually no defensive powers. Rad and Storm have more tools to help the team when things are going wrong. (For example, Flash+EM Pulse will hold everything short of an AV.) Being a Controller is not just doing damage.
    It's true that the debuffs in Rad and Storm mean that while Phantom Army are out they will do more damage than a Kin. Kinetics however has got Siphon Speed so that PA will be out more often, during this time not only are they doing damage they are also tanking and thus increasing the survivability of both yourself and the team. The recommended slotting for PA is 3 recharge then a mixture of damage and accuracy so that PA are available as often as possible - this slotting is closer to the increased uptime of /Kin than it is to the increased damage of /Rad from debuffs.

    In regards to defensive powers I assume that you mean "for self" as Kinetics has Increase Density which is an ally buff giving resist to damage, immob, mez etc.

    Kinetics also has an extremely large heal which allows both the team and yourself to negate a lot of damage. Saying that Kinetics has no defensive powers is a bit like saying a Regen scrapper has no defensive powers - although technically true it has mitigation through heals; my current build can heal over 400HP every few seconds.

    As you said stacking EMP and Flash is nice as it allows a /Rad to hold bosses as well - but better than Flash (which will all but bosses) and Fulcram Shift which will cap a teams damage?