Kinetics/Radiation Blast Guide ver.1.0


Cruel

 

Posted

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


Leader of The LEGION/Fallen LEGION on the Liberty server!
SSBB FC: 2062-8881-3944
MKW FC: 4167-4891-5991

 

Posted

Thanks, I been lookin for a new char to play. This looks good!


 

Posted

Well I'm glad you have found it useful


Leader of The LEGION/Fallen LEGION on the Liberty server!
SSBB FC: 2062-8881-3944
MKW FC: 4167-4891-5991

 

Posted

Some comments from my own experiences as a level 50 Kin/Rad

Repel - Endurance reducers in this power do not affect the endurance "hit" that you take for each enemy the repel hurls back. Thus I've found it more useful to slot Recharge enhancers, so that I can use the Repel field as a pulse rather than a toggle. Click it, turn it off, enemies go flying, wait for it to recharge for when/if I need it again. Typically the only time I just leave it on is when I've cornered a single boss, and in this situation Endurance is no problem because I can just repeatedly use Transference on him.

Siphon Speed - I respecced out of this power a while back but used it for a good long time. A trick I learned to get around the animation (that may not still work but anyway here it is). If someone still has Hover and Siphon they could confirm/deny whether this still works:

If you Hover while using Siphon Speed, and disengage the Hover immediately after you click Siphon, the animation will continue while running at full speed. This saved me a number of times when Siphoning from mobs I really shouldn't have been messing with.

A recharge may be unnecessary for this power, considering in I4 a successful Siphon Speed will grant you some enhanced recharge (not enough to make the power worthwhile compared to Hasten, imo, but there we are).

Increase Density - I six slotted this with Resist Enhancers in the 40s and never regretted it. Sleep is its only weakness but it's a BIG one since sleep drops toggles. My squishie teammates often found the resists kept them going long enough to bring their toggles back up even when the status resists did not save them.

Inertial Reduction: For defenders without Stealth, this power can be rather deadly in Hazard zones without a supplemental travel power such as Hover to save you from a bad jump. A trick I learned in Crey's Folly that also worked in other Hazards is to stick near the War Walls and jump along on top of them when possible. With the exception of the Rikti Crash Site, enemies tend not to spawn close to the War Walls.

Neutrino Bolt - While I've often seen it said that this is the best damage power in the game, this is only true out of context of other powers. Every powerset typically cycles through several powers and eventually has little or no down time between them, eventually leaving Neutrino Bolt far behind. The true value of Neutrino (and it's companion, X-Ray) is the Defense debuff. X-Ray beam has an innate accuracy bonus, and I've found slotted for accuracy it very rarely misses. Against tough to hit enemies (higher level, force fields, Rikti Drones) I like to consider X-Ray/Neutrino my "jackknife" to wedge under enemy defenses so that the heavy hitters on the team can overwhelm them. More than once my team has been up against a tough enemy that quickly crumbled after I hit them with a few of these and then the scraps/blasters started connecting more reliably. The best thing about being Kin/Rad is that with Siphon Power and Fulcrum Shift, Damage enhancers are not as necessary, leaving you free to slot for additional Defense Debuff on these two starter attacks if you desire (from my own experience this worked very well). Note that Neutrino does NOT have X-Ray's inherent accuracy, but it is very fast, meaning you can stack one or two neutrinos on right after an X-Ray hits, basically shredding their defense. This is why I advocate having both.

Irradiate - I am not a big fan of this power. It seems to attract aggro to a far greater degree than the damage it does would suggest, and because it is a PBAoE DoT, you will always be there to soak up their hate. With a good tanker or controller, this isn't as much of a concern, so this is a matter of taste. I skipped it.

Electron Haze - I skipped this as well. Knockback typically doesn't bother me - UNRELIABLE knockback does. If this power knocked the enemy back 100% of the time it'd be a great mob positioning tool. As it does not always do so, and is virtually guaranteed to either knock them back when you don't want it to or not knock them when you need it to, I went with more reliable tools instead.

Proton Volley - An excellent power that doesn't mesh well with a kinetic primary. Typically you want to be in close before the enemy notices you, thus in my opinion a sniper attack doesn't fit well with that. This being said, it has one of the most awesome affects in the game and is an excellent choice for other primaries.

Aim - Skipped this as well. With your damage buffs you can afford to slot additional accuracy, with your defense debuffs you should rarely miss (see neutrino/x-ray strategy above) and the relatively small damage buff this provides (compared to the Blaster version and to Fulcrum Shift) is not worth a power investment for a Kin/Rad. Much like Proton Volley, this is a better power choice for other defender Primaries who cannot buff their own damage (such as perhaps Empathy or Force Field). Also, Aim cannot be made perma, though it can come close. Note that after three Recharge enhancers, this power begins to face seriously diminishing returns.

Cosmic Burst - Awesomely synergetic with Kinetics. You are typically close to the enemy anyway, so range is not a problem. With all of your damage buffs you can afford to slot this as a control power rather than a damage power (I currently have 2 accuracy, 2 disorient duration, 2 recharge) and still do excellent damage while keeping several enemies stunned simultaneously, or chain stunning a boss that I've just knocked over with a teleport/repel ambush.

Neutron Bomb - I agree with your observations on this power, however I feel it's a safer AoE to use than Irradiate, its damage is frontloaded (and roughly equal to irradiate), and the animation is awesome. I think it's the animation that keeps me from respeccing out of it, honestly.

Atomic Blast - I find the hold duration on this lasts just long enough to get a tick of endurance, Transference off a survivor (if there are any), and then Neutron Bomb the rest into oblivion. Extremely synergetic with Kinetics. I slotted it with one accuracy just to make sure it wouldn't miss against higher end opponents (it has an innate accuracy bonus) and five recharge.


Regarding the Psychic Power Pool - I agree this is the best choice for a Kin Rad. Dominate is nice and the Mind Over Body Smashing/Lethal/Psychic resist is very handy. However, don't overlook Mass Hypnosis. Powers that do not do damage DO NOT BREAK SLEEPS. Additionally Mass Hypno does not aggro targets that it misses.

So you could, say, Mass Hypno a group that hasn't noticed you yet, Cos Burst or Dominate the stragglers you miss, run in the middle, Fulcrum Shift, Atom Bomb, Hooray.

(The only thing that prevented me from taking this power on the live version of my Defender was that I was already 50, so the quick XP available from this strategy wasn't particularly appealing. If they ever raise the level limit, you can rest assured I will most definitely respec into Mass Hypno to take advantage of this.)

And Telekinesis isn't too shabby either. I just wish I had room for it.

My own build, for comparison:

Exported from version 1.4J of CoH Planner
http://joechott.com/coh

Archetype: Defender
Primary Powers - Ranged : Kinetics
Secondary Powers - Support : Radiation Blast

01 : Neutrino Bolt acc(01) acc(3) defdbf(13) defdbf(23)
01 : Siphon Power acc(01) acc(7) recred(11) recred(34)
02 : X-Ray Beam acc(02) defdbf(3) defdbf(13) defdbf(23)
04 : Tranfusion acc(04) acc(5) hel(5) hel(7) hel(9) hel(9)
06 : Hover fltspd(06) fltspd(11) fltspd(17) fltspd(19) fltspd(36) fltspd(39)
08 : Recall Friend rng(08)
10 : Repel recred(10)
12 : Speed Boost endrec(12) endrec(15) endrec(17) endrec(19) endrec(37) endrec(37)
14 : Teleport endred(14) endred(15) rng(50)
16 : Swift runspd(16)
18 : Hurdle jmp(18)
20 : Stamina endrec(20) endrec(21) endrec(21) endrec(25)
22 : Increase Density damres(22) damres(40) damres(43) damres(45) damres(46) damres(46)
24 : Aid Other hel(24) hel(25)
26 : Aid Self hel(26) hel(27) inttim(27)
28 : Cosmic Burst acc(28) acc(29) recred(29) recred(31) disdur(31) disdur(31)
30 : Teleport Foe rng(30)
32 : Fulcrum Shift acc(32) acc(33) recred(33) recred(33) recred(34) recred(34)
35 : Transference acc(35) acc(36) recred(36) recred(37) endrec(40) endrec(40)
38 : Neutron Bomb acc(38) recred(39) recred(39)
41 : Atomic Blast acc(41) recred(42) recred(42) recred(42) recred(43) recred(43)
44 : Dominate acc(44) acc(45) recred(45) recred(46)
47 : Mind over Body endred(47) damres(48) damres(48) damres(48) damres(50) damres(50)
49 : Inertial Reduction recred(49)

Some notes:

Not sure all the slotting in the above is really at the levels noted, but it's accurate to the best of my memory. This is a respec build. I originally took Inertial Reduction at 18 and took Teleport much later, but shuffled things around to fit Epics in. This build really could survive without IR at all, but it's the power that originally drew me to the set so I refuse to part with it. For a more efficient build, I'd put Mass Hypno where Dominate is now and take Dominate at 49.

Transference: Some folks will freak that I took this late, so take it earlier if you want. However, Radiation Blast is extremely endurance-friendly and with the teams I was on, their own endurance was not a problem Speed Boost couldn't handle at this level. The rare stray shot getting through after a transfusion or a transfusion missing/not healing enough were sufficient impetus for me to put off this power for a bit in favor of Medicine. Your mileage may vary.

Teleport: I took this pool more originally for fun, but it has been very useful. Recall is a great strategic tool and both Teleport Self and Teleport Foe were invaluable when soloing, especially when combined with repel to knock unsuspecting problem foes (Rikti bosses, Nemesis Snipers) into walls and stunning/holding/draining them before they could do much harm.

This build relies heavily on Siphon Power and Fulcrum Shift to supply damage instead of damage enhancers. Some prefer more consistent damage against smaller groups and slot accordingly. I find that smaller groups really aren't dangerous enough to sacrifice the flexibility other slotting provides and I can afford to be patient.

If I were to respec again, I might forego the Medicine Pool. It saved me a lot in earlier levels, both for reduced downtime and when a transfusion missed, but just isn't quite as handy now that I have some real damage resists of my own and the tankers/scrappers I team with at this level tend to be tough enough to survive with just transfusion. It'd be a tough call, though, I do like the security Medicine offers. I've lived without Hasten for 50 levels, but it is very tempting.

All in all, Kin Rad is a fun dynamic build that does well solo (though it's tough early on) and just generally makes the whole team better at what they do in a group. I've enjoyed it a lot and I hope any new players testing it out take a look at the original poster's advice as well as my own and use what works for them. The best part about this hero is that there are many, many, many ways you can go about the build and still be VERY effective.


 

Posted

Thanks for the tips everyone. Gives me more to think on as I build my Kin/Rad Defender.


 

Posted

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.


Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)

 

Posted

[ 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


Leader of The LEGION/Fallen LEGION on the Liberty server!
SSBB FC: 2062-8881-3944
MKW FC: 4167-4891-5991

 

Posted

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...


 

Posted

This is the build I am fooling with. Only up to level 6 currently so I have some time.

This includes some of the powers I love to have (fly, phase shift) though I don't take them until later when I'll need them most. A couple slots free at this point BUT I haven't put in increase density or speed boost yet. Can't figure out where to put them and when I'll need them most. I play both solo and group. I wanted some extra attacks early on for solo but I know I need to get boost and density in too... HELP!

Archetype: Defender
Primary Powers - Ranged : Kinetics
Secondary Powers - Support : Radiation Blast

01 : Neutrino Bolt Empty(01)
01 : Tranfusion Empty(01)
02 : Siphon Power Empty(02)
04 : Irradiate Empty(04)
06 : Siphon Speed Empty(06)
08 : Hover Empty(08)
10 : Electron Haze Empty(10)
12 : Swift Empty(12)
14 : Hurdle Empty(14)
16 : Proton Volley Empty(16)
18 : Inertial Reduction Empty(18)
20 : Stamina Empty(20)
22 : Aim Empty(22)
24 : Stealth Empty(24)
26 : Transference Empty(26)
28 : Cosmic Burst Empty(28)
30 : Hasten Empty(30)
32 : Fulcrum Shift Empty(32)
35 : Invisibility Empty(35)
38 : Atomic Blast Empty(38)
41 : Phase Shift Empty(41)
44 : Fly Empty(44)

-------------------------------------------

01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)

I also want to squeeze repel in if I can drop something else. I just think it is fun as hell and a great pin or emergency escape power. Hmmmm.


 

Posted

[ 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


Leader of The LEGION/Fallen LEGION on the Liberty server!
SSBB FC: 2062-8881-3944
MKW FC: 4167-4891-5991

 

Posted

[ QUOTE ]
This is the build I am fooling with. Only up to level 6 currently so I have some time.

This includes some of the powers I love to have (fly, phase shift) though I don't take them until later when I'll need them most. A couple slots free at this point BUT I haven't put in increase density or speed boost yet. Can't figure out where to put them and when I'll need them most. I play both solo and group. I wanted some extra attacks early on for solo but I know I need to get boost and density in too... HELP!

Archetype: Defender
Primary Powers - Ranged : Kinetics
Secondary Powers - Support : Radiation Blast

01 : Neutrino Bolt Empty(01)
01 : Tranfusion Empty(01)
02 : Siphon Power Empty(02)
04 : Irradiate Empty(04)
06 : Siphon Speed Empty(06)
08 : Hover Empty(08)
10 : Electron Haze Empty(10)
12 : Swift Empty(12)
14 : Hurdle Empty(14)
16 : Proton Volley Empty(16)
18 : Inertial Reduction Empty(18)
20 : Stamina Empty(20)
22 : Aim Empty(22)
24 : Stealth Empty(24)
26 : Transference Empty(26)
28 : Cosmic Burst Empty(28)
30 : Hasten Empty(30)
32 : Fulcrum Shift Empty(32)
35 : Invisibility Empty(35)
38 : Atomic Blast Empty(38)
41 : Phase Shift Empty(41)
44 : Fly Empty(44)

-------------------------------------------

01 : Brawl enhancement(01)
01 : Sprint enhancement(01)
02 : Rest enhancement(02)

I also want to squeeze repel in if I can drop something else. I just think it is fun as hell and a great pin or emergency escape power. Hmmmm.

[/ QUOTE ]

Well as you've probably read from the little guide I had...the powers you take kinda depend on what you plan to be. Do you plan to be in melee all the time (or near melee) or do you plan to hang back with the blasters/controllers and do ranged attacks? Both routes are plausible soo...

I'd suggest not getting both Irradiate and Electron Haze so early just because both are kinda endurance hogs by themselves...so if you attack a whole lot you'll be hurting until Stamina/Transference.

Here is a little build I whipped out real quick:

Slot[01] Level 1 (Starting Primary) : Transfusion /Empty
Slot[02] Level 1 (Starting Secondary) : Neutrino Bolt /Empty
Slot[03] Level 2 : X-Ray Beam /Empty
Slot[04] Level 4 : Siphon Power /Empty
Slot[05] Level 6 : Siphon Speed /Empty
Slot[06] Level 8 : Hover /Empty
Slot[07] Level 10 : Swift /Empty
Slot[08] Level 12 : Speed Boost /Empty
Slot[09] Level 14 : Hurdle /Empty
Slot[10] Level 16 : Irradiate /Empty
Slot[11] Level 18 : Inertial Reduction /Empty
Slot[12] Level 20 : Stamina /Empty
Slot[13] Level 22 : Increase Density /Empty
Slot[14] Level 24 : Stealth /Empty
Slot[15] Level 26 : Transference /Empty
Slot[16] Level 28 : Cosmic Burst /Empty
Slot[17] Level 30 : Hasten /Empty
Slot[18] Level 32 : Fulcrum Shift /Empty
Slot[19] Level 35 : Invisibility /Empty
Slot[20] Level 38 : Atomic Blast /Empty
Slot[21] Level 41 : Phase Shift /Empty
Slot[22] Level 44 : Fly /Empty
Slot[23] Level 47 : Aim /Empty
Slot[24] Level 49 : Repel /Empty
Slot[25] Level 1 : Brawl /Empty
Slot[26] Level 1 : Sprint-Prestige /Empty
Slot[27] Level 2 : Rest /Empty

You can move some of the powers around...I put I.D. (Increase Density) a little later out since you/your teammate really don't need the status protection until your 20s or so.

Got to go to work now so any other questions let me know


Leader of The LEGION/Fallen LEGION on the Liberty server!
SSBB FC: 2062-8881-3944
MKW FC: 4167-4891-5991

 

Posted

Nice!

I'll rework mine based on some of your suggestions.

I was playing with taking recall friend/teleport instead of hover/fly but then I remembered I wanted hover for the knockback protection. D'oh.

Oh well, you can't have it all I guess!

Still going to play with the pools and see what I can come up with.

Currently I'm at lvl 8 and took hover but of course a respec is coming up soon so luckily I'll have a chance to redo my choices and not have to wait until lvl 24.

Is it worth getting repel that late? Seems to me it would help more early on.

Why hurdle instead of health? I find I need to heal more than jump! Especially with IR at 18.

Do you find you need hasten or does siphon speed do the trick if you put a bunch of recharges in it?

Thanks for all the help and the great guide!

EDIT: Just realized I got the threads mixed up. Had posted a more recent template on the Defender boards here .

Will post an update shortly though. THANKS!


 

Posted

[ QUOTE ]
Well as you've probably read from the little guide I had...the powers you take kinda depend on what you plan to be. Do you plan to be in melee all the time (or near melee) or do you plan to hang back with the blasters/controllers and do ranged attacks? Both routes are plausible soo...

[/ QUOTE ]

That's the problem.

When I solo I tend to be in melee. Need to be close for heals and I use irradate to quickly take down minions.

When in a group someone is tanking (or scrapping) I'll hang back and cast heals on the melees and use neutrino and other distant attacks/buffs from afar.

So I need my build to work well in both situations.


 

Posted

Hi,

I have started toying with this build from SherkSilvers planner. This is a post i6 and ED build.

I have learned "when" you chose powers does affect potential slotting of them. And to some degree if you ever decide to go for a low level badge, and exemp, you may be screwed by your build.

I plan on playing a melee type toon but that won't have alot of power until well into their 30s. It seems alot of my toons only bloom in their 30s, since i now double slot Acc in SOs (hit more consistently, waste less end that and can hit higher lvl opponent).

I have played kinetics in COH and COV and am satisfied with my kinetic powers and slotting. I am fine with the stacking of Hasten and Siphon speed. That combination makes you hit the max recharge speed. After my 41 grav/kin teamed with 2 50s, they wanted me to quit my SG and join them, because the gradual speed build up of those two is unreal. Once you hit maximum recharge, the buffs are unreal and constant with an occasional pause. I played with them for hours....and i mean hours.

I am unsure if my slotting is good for the Rad part. I am not sure I think i need to slot some damage and not all resistance mods. All resistance mods would be great for team play, but might limit solo options.

01) --> Transfusion==> Acc(1) Acc(3) Rechg(7) Heal(11) Heal(17) Heal(17)
01) --> Neutrino Bolt==> Acc(1) Acc(3) Dmg(13) Dmg(19) Dmg(25)
02) --> Siphon Power==> Acc(2) Acc(5) EndRdx(23) Rechg(23) Rechg(34)
04) --> Irradiate==> Acc(4) Acc(5) EndRdx(11) Rechg(13) Dmg(19) DefDeBuf(25)
06) --> Siphon Speed==> Acc(6) Acc(7) Rechg(40) Rechg(42) Rechg(42)
08) --> Hasten==> Rechg(8) Rechg(9) Rechg(9)
10) --> Hover==> Empty(10)
12) --> Recall Friend==> Empty(12)
14) --> Fly==> Empty(14) Empty(15) Empty(15)
16) --> Swift==> Empty(16)
18) --> Hurdle==> Empty(18)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Speed Boost==> EndMod(22)
24) --> Increase Density==> Empty(24)
26) --> Transference==> Acc(26) Acc(27) Rechg(27) Rechg(29) Rechg(31) EndMod(31)
28) --> Electron Haze==> Acc(28) Acc(29) EndRdx(43) Dmg(46)
30) --> Cosmic Burst==> Acc(30) Acc(31) Dmg(37) Dmg(46) DefDeBuf(46)
32) --> Fulcrum Shift==> Acc(32) Acc(33) Rechg(33) Rechg(33) Rechg(34) EndRdx(34)
35) --> Neutron Bomb==> Acc(35) Acc(36) Rechg(36) EndRdx(36) Dmg(37) Dmg(37)
38) --> Atomic Blast==> Acc(38) Acc(39) Rechg(39) Rechg(39) Dmg(40) Dmg(40)
41) --> Mass Hypnosis==> Acc(41) Acc(42) Sleep(43) Sleep(43)
44) --> Mind Over Body==> Empty(44) Empty(45) Empty(45) Empty(45)
47) --> Telekinesis==> EndRdx(47) EndRdx(48)
49) --> Repel==> Empty(49)

'I am confortable with a melee build on a controller and defender. My exp with the two 50s mass herding took alittle getting used to. And i am sure that was prob pl-ing and not game dynamic. I wiould like info from regarding the rad side.

So far, i am already a 5 since i posted this. The first rad power is awesome in rech but not the greatest in damage.
thnx


 

Posted

Level: 14
Archetype: Defender
Primary: Kinetics
Secondary: Radiation Blast
---------------------------------------------
01) --> Siphon Power==> Acc(1)
01) --> Neutrino Bolt==> Dmg(1)
02) --> X-Ray Beam==> Acc(2) Acc(3) Dmg(3) Dmg(5) Rechg(9)
04) --> Transfusion==> Acc(4) Heal(5) EndMod(9)
06) --> Siphon Speed==> Acc(6) Acc(7) Rechg(7) Rechg(13)
08) --> Increase Density==> DmgRes(8)
10) --> Electron Haze==> Acc(10) Dmg(11) EndRdx(11) DefDeBuf(13)
12) --> Swift==> Run(12)
14) --> Speed Boost==> EndMod(14)
---------------------------------------------

Currently this is my set up and its very powerful solo and as a team player.

Haze IMO is an Absolute Must Have, its your first AoE and its powerful.

This is my current power profile the way I am thinking about doing.

---------------------------------------------
Level: 50
Archetype: Defender
Primary: Kinetics
Secondary: Radiation Blast
---------------------------------------------
01) --> Siphon Power==> Acc(1)
01) --> Neutrino Bolt==> Acc(1) Dmg(46) DefDeBuf(46) DefDeBuf(46)
02) --> X-Ray Beam==> Acc(2) Acc(3) Dmg(3) Dmg(5) Rechg(9) Rechg(15)
04) --> Transfusion==> Acc(4) Acc(5) Range(9) Heal(21) EndMod(31) EndRdx(45)
06) --> Siphon Speed==> Acc(6) Acc(7) Rechg(7) Rechg(13) Rechg(17) Acc(37)
08) --> Increase Density==> DmgRes(8)
10) --> Electron Haze==> Acc(10) Dmg(11) EndRdx(11) DefDeBuf(13) Rechg(17) Rechg(19)
12) --> Swift==> Run(12)
14) --> Speed Boost==> EndMod(14) EndMod(15) EndMod(45)
16) --> Health==> Heal(16) Heal(19) Heal(45)
18) --> Inertial Reduction==> Rechg(18)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(31)
22) --> Proton Volley==> Acc(22) Dmg(23) Range(23) Range(25) DefDeBuf(25) EndRdx(29)
24) --> Assault==> EndRdx(24)
26) --> Transference==> Acc(26) Acc(27) EndMod(27) EndMod(29) EndMod(31) Rechg(34)
28) --> Tactics==> TH_Buf(28)
30) --> Hasten==> Rechg(30) Rechg(34) Rechg(34)
32) --> Fulcrum Shift==> Acc(32) Acc(33) Rechg(33) Rechg(33) EndRdx(40) EndRdx(43)
35) --> Neutron Bomb==> Acc(35) Acc(36) DefDeBuf(36) DefDeBuf(36) DefDeBuf(37) EndRdx(37)
38) --> Atomic Blast==> Acc(38) Dmg(39) Dmg(39) DefDeBuf(39) Rechg(40) Rechg(40)
41) --> Thunder Strike==> Acc(41) Acc(42) Dmg(42) DisDur(42) DisDur(43) EndRdx(43)
44) --> Charged Armor==> DmgRes(44)
47) --> Power Sink==> EndMod(47) EndMod(48) EndMod(48) Rechg(48) Rechg(50)
49) --> Vengeance==> DefBuf(49) Heal(50) TH_Buf(50)
---------------------------------------------
01) --> Sprint==> Jump(1)
01) --> Brawl==> Acc(1)
01) --> Vigilance==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------


Any Suggestions or Feedback will be taken into consideration.


 

Posted

Unless you normally triple slot Acc in other builds, you are overslotting Acc (for PvE - I know no interest in PvP). Rad blasts bypass some Def to start and you can shread the remaining Def with the -Def in your blasts. I'll get into this more later.

[ QUOTE ]
01) --> Siphon Power==> Acc(1)
01) --> Neutrino Bolt==> Dmg(1)

[/ QUOTE ]
There's no need to ignore this power. NB is a great little powers. It has the same DPA of X-Ray with a quicker recharge. XR does use End more efficiently though.

[ QUOTE ]
02) --> X-Ray Beam==> Acc(2) Acc(3) Dmg(3) Dmg(5) Rechg(9)
04) --> Transfusion==> Acc(4) Heal(5) EndMod(9)

[/ QUOTE ]
EndMod? Is there something that I'm missing? Isn't this just going to increase the End drain of the power?

[ QUOTE ]
06) --> Siphon Speed==> Acc(6) Acc(7) Rechg(7) Rechg(13)
08) --> Increase Density==> DmgRes(8)
10) --> Electron Haze==> Acc(10) Dmg(11) EndRdx(11) DefDeBuf(13)

[/ QUOTE ]
You don't need the DefDebuf in this power.

[ QUOTE ]
Haze IMO is an Absolute Must Have, its your first AoE and its powerful.

[/ QUOTE ]
You are wrong here. I agree that Haze is a must. It is your most powerful AoE until your "nuke". However, it is your 2nd AoE.

Irradiate is your 1st AoE and it is an absolute must have. This power does the same damage as X-Ray eyes. It just does it over 10 quick ticks. It has a very quick animation. If you hit 3 mobs with it you are expending almost the exact same end as 3 XR shots, and it can hit a lot more than 3 mobs in its AoE.

All that aside, Irradiates biggest benefit is its Def Debuff. It has a 30% Debuff that lasts for 15 secs. With 2 DO recharges, you can fire the power every 15 secs. I slot this up with 2 Acc/2 Dam/2 Rchg and lead off with this attack. Afterwards, everything else is going to hit. My Rad/Rad has no Acc slotted in any other attacks and I rarely miss even purple cons after just Irradiate.

The rest of the powers have neither a significant debuff, nor a long duration. Pull out the DefDebuffs.

[ QUOTE ]
This is my current power profile the way I am thinking about doing.

[/ QUOTE ]
With Stamina and Tranference, you don't need the EndRx in Transfusion.

The slots in PV really seem wasted to me. You won't be able to use this in combat at all. I wouldn't even take it with a Kin.

I just noticed that you have Tactics too. You definitlely will need fewer Accuracy enhancers unless this is a PvP build. If that's the case,

Take Cosmic Burst. I can understand taking all of the AoEs because of Fulcrum Shift, but CB is fantastic. Stong damage and a disorient. The short range should not be an issue for a Kin.

Consider taking the Dark Mastery pool. Oppressive Gloom can really help mitigate incoming damage. The damage that you take from it is far, far less than you would if the mobs were attacking. The Dark armor is much better against S/L than the Elec one. And finally, you get Soul Drain just in case you weren't at the damage cap with FS just yet.

SA


@Griffyn

"40 characters is my limit... okay, 50... 50 is my limit... okay, 60... 60 is my limit... okay, 70..."

 

Posted

Trasnfusion wihout End Mod drains little to no END .. Slotting 1 SO (have it on another Hero) Transfusion on that hero is 1 Acc, 2 Heal, 1 End Mod++ amd it draws about 10% END from a successful attack.

As for Proton Volley I may change it out at say 32+ but it gives me a LONG Range Pulling Attack that DeBuffs Defense. As for why some powers have more than usual amounts of slots is ALOT of the powers don't require more than 2 slots total.

The following just need initial slot:
Swift
Assault
Tactics
Denisty Increase Since its normally a before combat I removed the END Reducer).

The Following only need 2-3 Slots Total:
Health
Stamina
Inertial Reduction
Hasten

So I can Max slot ALOT of my Powers. I use Sniper Shot often on my Dark Dark Defender. I find it makes a great pulling tool. If I can Snipe something and as its closing for melee blast it dead more power to me.


 

Posted

I started my build based on my planning. I did move haze in the chain, more to like lvl 10 or 12.


I must say, this is an effective toon even using TOs. When i play it, i continually out lvl my contacts in a short period of time. Maybe we just need a new guide for i6 on this toon type.


 

Posted

When I said Electronic Haze was the first AOE I was correct. Irradiate is a PBAoE (in otherwords works best if you get surrounded). I may respec Irradiate into the build later when I have Transference & FS since by then I'll have more than one PBAoE Attack. IMO Irradiate would better if there were more PBAoE attacks to go with it. Personally I'm not into maximizing this attack only to die. I'm not knocking it, just saying its nothing I'd take without other PBAoE's to use with it.

Have a Question on Speed Boost, does slotting END Mod's work only on initial use or does it improve END Regen over time?
(seeing as its normally an in mission power I see no reason to use Run Enhancements).


 

Posted

[ QUOTE ]
When I said Electronic Haze was the first AOE I was correct. Irradiate is a PBAoE (in otherwords works best if you get surrounded).

[/ QUOTE ]
No, you were wrong. A PBAoE is an AoE.

Irradiate is an AoE and a PBAoE.

Electron Haze is an AoE and a Cone AoE.

Neutron Bomb is an AoE and a Targetted AoE.

When you say "AoE" you include all of these powers. "AoE" is used to differetiate attacks that can hit multiple targets from the "Single Target" or "ST" attacks in a set.

[ QUOTE ]
I may respec Irradiate into the build later when I have Transference & FS since by then I'll have more than one PBAoE Attack. IMO Irradiate would better if there were more PBAoE attacks to go with it. Personally I'm not into maximizing this attack only to die. I'm not knocking it, just saying its nothing I'd take without other PBAoE's to use with it.

[/ QUOTE ]
And you plan on healing yourself how?

[ QUOTE ]
Have a Question on Speed Boost, does slotting END Mod's work only on initial use or does it improve END Regen over time?

[/ QUOTE ]
Speed Boost does not give the target End. It gives them a +Recovery buff. If you slot for EndMod, the buff is stronger and End will recovery faster.

[ QUOTE ]
(seeing as its normally an in mission power I see no reason to use Run Enhancements).

[/ QUOTE ]
Yes, adding Run is a bad idea. Same goes for Recharge.

Pre-Stamina or Transference, slotting End Reduction helps if you play on large teams. On small teams it a waste.

SA


@Griffyn

"40 characters is my limit... okay, 50... 50 is my limit... okay, 60... 60 is my limit... okay, 70..."

 

Posted

Mine is level 13 atm...I find it interesting that some of you took a travel power. Since Kinetics come with Inertial Reduction, I'm just waiting until level 18 to get that, and slot it with jump enhancers.

This lets me have 2 extra slots along to way to play with new power choices.


Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes

 

Posted

Why take swift before speed boost? I'd definitely take speed boost first. Don't forget: you're the dealer.


 

Posted

Has this guide been reworked for Issue 8 or 9? I'm trying to build it now and enjoying it.

Irradiate does generate an enormous amount of aggro, but if a tank does its aggro grabbing first, Irradiate is a good defense debuff over the area. Helping yours and your teammates attack hit. So I still like it. Irradiate is one of the best Defense debuffs of Radiation Blast set.


 

Posted

[ QUOTE ]
Has this guide been reworked for Issue 8 or 9? I'm trying to build it now and enjoying it.

Irradiate does generate an enormous amount of aggro, but if a tank does its aggro grabbing first, Irradiate is a good defense debuff over the area. Helping yours and your teammates attack hit. So I still like it. Irradiate is one of the best Defense debuffs of Radiation Blast set.

[/ QUOTE ]

To answer your question no it hasn't been updated...I've been too lazy to update it :/


Leader of The LEGION/Fallen LEGION on the Liberty server!
SSBB FC: 2062-8881-3944
MKW FC: 4167-4891-5991

 

Posted

My second (and main) character is my Kinetics/Radiation Blast defender, and let me say from slow beginnings to fantastic level 50, it was fun. These powersets together have earned me the title of honorary blaster on teams where I was the only (or one of a few) ranged players and was out-gunning blasters and scrappers.

Some thoughts on powers: Radiation Blast is a fantastic set. However, despite being (at least in my practice) one of the best overall defender attack sets, I only have about half of the attacks offered in use. Because I sit just behind the tanks and scrappers (How else are you going to get a great Fulcrum Shift off?), I don't find the need for an attack like Proton Volley (the sniper attack) while Irradiate doesn't offer the necessary range. Neutron Bomb, while not powerful right out of the gate, can become a useful post-aggro attack (that is, once a tank or someone else has grabbed the mob's attention, this attack becomes a quick and clean crowd thinner). If you're sneaky and can Fulcrum Shift then immediately Neutron Bomb, you're looking at substantial damage across an entire mob of enemies in a short time. Plus, it's an awesome animation!

The Kinetics set is awesome. Tankers and scrappers will love you because Transfusion gives them quite a bit of health with minimal recharge time, and since you're using it from a distance, they don't have to worry about their healer getting killed (it happens, but hey, the world isn't exactly perfect, right?). Speed boost will make your a team favorite, especially with tanks who want to keep their endurance up while also attacking as fast as possible. I feel Siphon Speed doesn't get the attention it deserves. Easily one of the best personal powers in the game, it can turn a slow-moving hover into a near-flight speed means of attack, while at the same time slowing down your enemy. Keeping Siphon Speed on you allows you to recharge attacks like Atomic Blast and Fulcrum Shift at a mad rate, which means more bad guys are in for a bad day.

Fulcrum Shift is what every Kinetic defender lives for. The description "will turn the tide of a fight" is no lie. While you have to be relatively close (sometimes melee range) to use it, the rewards for you and anyone in the area is incredible. The trick is pulling it off, which brings me to my next point.

Your ancillary power sets (or epic, if you're not a fan of big words). The one that works out best for me is the Power Mastery set, and for two reasons: Power Build Up and Temporary Invulnerability. Power Build Up dramatically increases your attack and accuracy, meaning if you dive into a group, Fulcrum Shift, Power Build Up, and then Atomic Blast, you're looking at an instant kill on every villain in the area. But how do you swoop in without being beaten to a pulp? Temp. Invulnerability! Who said a defender can't be a tanker (at least for a little while)?

Anyways, I'm rambling at this point. All I'm saying is this is a great set that's a lot of fun to play. Go, Kin/Rad defenders!