A Guide to Kinetics/Sonic Blast Defenders v1.0
R U h34lr?
Sorry, couldn't help it. Consider this a bump for an excellently written guide.
Woo hoo, very nicely written. I'm just starting on the Kinetic/Sonic path - I don't have any feedback about your advice, but I definitely appreciate the input.
KOS-MOS,
I really enjoyed reading the comments and power descriptions for Sonic though I wish you had the Magnitude values (we can test them later ).
@Deadboy
Apparently, Screech is Mag 3 (Stuns minions, lts, but not bosses), which is what I expected. I'm still unsure about Siren Song. Dreadful Wail has a respectable Disorient duration, and I believe it is also Mag 3.
I just dinged lv 26 last night. Transference is awesome, and makes soloing vastly easier and much more efficient.
Edit: Corrected Mag values. Thanks Breville.
If it gets lieuts too then it is Mag 3, not Mag 2. Mag 4 powers are what get bosses in one hit.
Very nice guide though!
Right, greater than, not greater than or equal. Thanks Breville. Fixed in above post.
Glad to see I'm not the only one who thought this combination of powers was a good match. While my own build doesn't match up with it in all respects, I'm glad to see that some of my own conceptions of the build matched up with what you thought.
It'll be interesting to see the Kin/Sonic after Enhancement Diversification comes down, both as a solo build and as a group stop-gap to help people recover some of the damage and speed they'll lose.
Great Guide 5 stars for u!
[ QUOTE ]
It'll be interesting to see the Kin/Sonic after Enhancement Diversification comes down, both as a solo build and as a group stop-gap to help people recover some of the damage and speed they'll lose.
[/ QUOTE ]
I honestly don't think it'll be hurt too much solo. If anything, it'll be nice to have those slots in other powers (Screech and Siren's song could definitely use some more love)
You can easily get by with 3 SOs in Stamina (I'm running 5 DOs as we speak) and a 2-2-2 slotting of acc-recharge-end recov in transference. Conserve power/Transference seems a little less viable because of the hit it will take to recharge, but the other drain powers might still be ok (Power Sink is looking reeal nice.)
Bonus: We'll be able to make the hasten nerf less painful with proper Siphon speed usage.
The only hits I see are to the healing strength of transfusion (which isn't too big a deal, seeing as using recharge can make it more available for use in battles against high-rate regenerators, e.g. Madame of Mystery), the recharge rate of fulcrum shift, siphon speed's recharge rate, and the damage on dreadful wail.
Observational updates: Siren's Song's cone is short range, but wide. I suggest changing the slotting to: 1-2 range, 1 acc, 1 recharge, 1-2 sleep. It's an awesome solo power, as your kinetics powers will not wake the slumbering foe. Abuse your newfound battery(ies) as necessary.
I think the activation time numbers on the Hero Planner are incorrect, and feel like 2s-3s-3s for shriek, scream, and shout, respectively. Still, I recommend shout becuase its debuff adds 20% more damage for 7s, as opposed to shriek's 15% for 5s.
Nuking blasters have a greater love for transference now more than ever; because of their "no end recovery whatsoever" situation after their nuke, actual endurance boosts are more valuable than Recov. Aura or Speed Boost.
Great info.... makes me wish very much i hadn't gone kinetics/energy (already have a sonic/sonic defender wanted somethign different.... ah well) SUppose i could always reroll..... eh
Edit jsut to say that i do already have a template set up for a Sonic/Kinetic Corruptor when CoV hits live though =)
It'll take abit longer to get into it's prime i think (what with the kinetics powers opening up later) but i think it'll work out nicely with the higher(one would hope) damage cap than defenders have, and the larger focus on damage output CoV seems to have in general.
This is a great idea! The synergy of the -res from sonic and the +damage from kinetics is excellent. You can make a defender/corruptor who really dishes it out. Since I'm impatient.. I'd rather make a defender to get FS by level 32.
I've heard all kinds of numbers tossed around about buffs and debuffs. I ran a little test for myself on Outbreak today with a defender. Here is what I found:
Shriek on one of the contaminated, unslotted: 3.9 damage
Subsequent shriek on contaminated: 4.68 damage
(4.68-3.9)/3.9 = 20% increase in damage!!
Siphon power + initial shriek: 4.87 damage
(4.87-3.9)/3.9 = 25% increase in damage!!
Sihphon power + subsequent shriek: 5.85 damage
(5.85-3.9)/3.9 = 50% increase in damage!!!
In other words... you can do +50% damage at first level. NICE! What if you add in other + damage powers? Take assault. Take amplify. Drop recharges in siphon power. Slot damage in all of your attacks. And of course, when you hit 32, take the mac-daddy fulcrum shift.
Everyone... everyone.. will love to team with you. And you will love to solo with yourself.
That said, here is a build I concocted based on the input of this guide and I6. Experts please advise.
---------------------------------------------
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
---------------------------------------------
Name: Hi-Fi
Level: 50
Archetype: Defender
Primary: Kinetics
Secondary: Sonic Blast
---------------------------------------------
01) --> Siphon Power==> Acc(1)Rechg(5)Rechg(7)Rechg(25)
01) --> Shriek==> Acc(1)Dmg(9)Dmg(9)Dmg(11)Rechg(45)
02) --> Scream==> Acc(2)Dmg(3)Dmg(3)Dmg(5)Rechg(37)
04) --> Transfusion==> Acc(4)Heal(7)Heal(11)Heal(13)Rechg(13)
06) --> Siphon Speed==> Acc(6)Rechg(36)Rechg(37)Rechg(37)
08) --> Assault==> EndRdx(8)EndRdx(46)
10) --> Hurdle==> Jump(10)
12) --> Speed Boost==> EndMod(12)EndMod(46)EndMod(46)
14) --> Tactics==> EndRdx(14)TH_Buf(15)TH_Buf(15)TH_Buf(17)
16) --> Shout==> DmgRes(16)Dmg(17)Dmg(19)Dmg(19)Rechg(25)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Amplify==> Rechg(22)Rechg(23)Rechg(23)
24) --> Inertial Reduction==> Jump(24)
26) --> Transference==> Acc(26)EndMod(27)EndMod(27)EndMod(29)Acc(34)Rechg(40)
28) --> Siren's Song==> Acc(28)Sleep(29)
30) --> Howl==> Acc(30)Dmg(31)Dmg(31)Dmg(31)Rechg(34)
32) --> Fulcrum Shift==> Acc(32)Rechg(33)Rechg(33)Rechg(33)Acc(34)Rechg(43)
35) --> Hasten==> Rechg(35)Rechg(36)Rechg(36)
38) --> Dreadful Wail==> Acc(38)Dmg(39)Dmg(39)Dmg(39)Rechg(40)Rechg(40)
41) --> Thunder Strike==> Acc(41)Dmg(42)Dmg(42)Dmg(42)Rechg(43)Rechg(43)
44) --> Charged Armor==> DmgRes(44)DmgRes(45)DmgRes(45)
47) --> Vengeance==> DefBuf(47)DefBuf(48)DefBuf(48)TH_Buf(48)
49) --> Screech==> Acc(49)DisDur(50)DisDur(50)Rechg(50)
---------------------------------------------
01) --> Sprint==> Jump(1)
01) --> Brawl==> Acc(1)
01) --> Vigilance==> Empty(1)
02) --> Rest==> Rechg(2)
---------------------------------------------
Took this build to level 8. Some more numbers with shriek having zero damage enhancements (getting 2 damage bursts for shriek... I list them with a '+' between them):
Against a level 8 (even) Gravedigger Slicer:
Shriek: 5.68 + 6.8
Shriek & Assault: 6.74 + 8.09
Shriek & Siphon Power: 7.1 + 8.52
Shriek & Siphon Power & Assault & Previous Shriek: 9.8 + 11.76
Thus, shriek debuff is still 20%.
Siphon Power buff is still 25%.
Assault buff is 18.7%.
Shriek debuff + Siphon Power + Assault = 72.5% damage increase!!
I think we have a defender that empowers his attacks back to blaster-like levels here and he's only level 8! With siphon speed increasing recharge rates this build can dish it out quickly too.
What would this build look like with stealth...could you replace leadership with stealth and still make a viable character up to the 50's?
I'd like to be the person who can stealth and tp people to the end of the mishs. Please assist...I'm a newbie defender from the scrapper side of life.
Very yes. The problem of approaching mobs with Siren's song is dealing with the invariable alpha strike that's generated from your proximity during its activation. Stealth helps mitigate this.
Furthermore, I'd suggest slotting at at least 1 range enhancer into S. Song. The cone is much too shallow to hit enough targets on its own for efficient soloing, and is fairly inconvenient for sleeping groups larger than 4.
Bear in mind, though, that the slotting of your other powers will have to be different because of the loss of tactics; double acc SO all the siphon powers and howl if you intend to max team damage quickly.
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Very yes. The problem of approaching mobs with Siren's song is dealing with the invariable alpha strike that's generated from your proximity during its activation. Stealth helps mitigate this.
Furthermore, I'd suggest slotting at at least 1 range enhancer into S. Song. The cone is much too shallow to hit enough targets on its own for efficient soloing, and is fairly inconvenient for sleeping groups larger than 4.
Bear in mind, though, that the slotting of your other powers will have to be different because of the loss of tactics; double acc SO all the siphon powers and howl if you intend to max team damage quickly.
[/ QUOTE ]
ahhh thank you. I'm going off hot buttered souls' post for the build, but i also notice he doesn't have a travel power! I guess i might be trying to create something that's everything to everybody, which might cripple the build. Yet reading on it taking leadership out may not be a good option.
EDIT: I've made a sample build let me know what you think.
+---------------------------------------------
+ Built with SuckerPunch's Online Planner
+ http://www.pf-coh.com/planner/
+---------------------------------------------
+ Name: N/A
+ Level: 50
+ Archetype: Defender
+ Primary: Kinetics
+ Secondary: Sonic Blast
+---------------------------------------------
01 >> Shriek ==> Acc(1),Rech(9),Dam(13)
01 >> Siphon Power ==> Acc(1),Rech(5),Rech(7),Rech(25)
02 >> Scream ==> Acc(2),Rech(3),Dam(3),Dam(5),Dam(15),Dam(19)
04 >> Transfusion ==> Acc(4),Acc(7),Heal(9),Heal(11),Heal(19),Heal(21)
06 >> Siphon Speed ==> Acc(6),Rech(25),Rech(31),Rech(33),Rech(46)
08 >> Howl ==> Acc(8),Rech(11),Rech(21),Dam(31),Dam(34)
10 >> Combat Jumping ==> DefBuff(10)
12 >> Speed Boost ==> EndMod(12),EndMod(13),EndMod(15),EndMod(43)
14 >> Super Jump ==> Jump(14)
16 >> Shout ==> Rech(16),Dam(17),Dam(17),Dam(34),Acc(40)
18 >> Hurdle ==> Jump(18)
20 >> Health ==> Heal(20),Heal(48)
22 >> Stamina ==> EndMod(22),EndMod(23),EndMod(23)
24 >> Inertial Reduction ==> Jump(24)
26 >> Transference ==> Acc(26),Acc(27),Rech(27),Rech(29),EndMod(34),EndMod(37)
28 >> Sirens Song ==> Acc(28),Sleep(29)
30 >> Assault ==> EndCost(30),EndCost(31)
32 >> Tactics ==> ToHitBuff(32),EndCost(33),Rech(33)
35 >> Fulcrum Shift ==> Acc(35),Rech(36),Rech(36),Rech(36),Rech(37),Rech(37)
38 >> Dreadful Wail ==> Rech(38),Rech(39),Rech(39),Dam(39),Dam(40),Dam(40)
41 >> Dominate ==> Hold(41),Dam(42),Dam(42),Dam(42),Rech(43),Rech(43)
44 >> Mind Over Body ==> Rech(44),DamRes(45),Rech(45),DamRes(45),EndCost(46),EndCost(46)
47 >> Hasten ==> Rech(47),Rech(48),Rech(48)
49 >> Amplify ==> ToHitBuff(49),Rech(50),Rech(50),Rech(50)
a few notes on this build. First off this is my first pre-build for a character ever so please be gentle. I know off hand taking hasten late in the build isn't the best idea, I shouldn't have given extra slots to shriek, and hurdle could probably be replaced with swift. I tried my best to combine builds mention in this thread and a thread from the uk forum I'll admit right now I'm not following this build exactly myself (took leadership earlier and grabbed teleport...I plan to respec to SJ when I am able too.) In other words, lurkers reading this thread shouldn't follow this build religiously.
so call, we'll talk no big whoop.
As a general rule, it's not worth slotting more than 3 rechrges into any power. Unlike powers that increase values, Recharge redux gives diminishing returns with increased enhancement. Furthermore, ED makes it such that the entra 1-5% per SO above 3 (depending on if it's the 4th, 5th, or 6th) makes its value questionable.
Depending on how much you PvP, I'd suggest switching the order such that you get Hasten and Amplify sooner than shout. Unless you're stuctly playing offender solo, you'll find that the two powers make you much more efficient and effective when defending, as the set is heavily hit-based. IR is really only vital in PvP because of it unsuppressability. Speaking of which, if you ARE doing PvP, take acrobatics. KB protection is vital against heavy-hitting melee fighters.
Take screech! Do it! DO IT NAU! Screech is a fantastic power; it's got good duration, fast activation and has the -res secondary built in for at a good, cheap end cost.
Also, remember to slot siren's for range.
[ QUOTE ]
As a general rule, it's not worth slotting more than 3 rechrges into any power. Unlike powers that increase values, Recharge redux gives diminishing returns with increased enhancement. Furthermore, ED makes it such that the entra 1-5% per SO above 3 (depending on if it's the 4th, 5th, or 6th) makes its value questionable.
Depending on how much you PvP, I'd suggest switching the order such that you get Hasten and Amplify sooner than shout. Unless you're stuctly playing offender solo, you'll find that the two powers make you much more efficient and effective when defending, as the set is heavily hit-based. IR is really only vital in PvP because of it unsuppressability. Speaking of which, if you ARE doing PvP, take acrobatics. KB protection is vital against heavy-hitting melee fighters.
Take screech! Do it! DO IT NAU! Screech is a fantastic power; it's got good duration, fast activation and has the -res secondary built in for at a good, cheap end cost.
Also, remember to slot siren's for range.
[/ QUOTE ]
good advice, I should mention I'm going more for a PvE build. I'll work on a follow up soon implementing your suggestions.
EDIT: and here it is...
+---------------------------------------------
+ Built with SuckerPunch's Online Planner
+ http://www.pf-coh.com/planner/
+---------------------------------------------
+ Name: N/A
+ Level: 50
+ Archetype: Defender
+ Primary: Kinetics
+ Secondary: Sonic Blast
+---------------------------------------------
01 >> Shriek ==> Acc(1)
01 >> Siphon Power ==> Acc(1),Rech(3),Rech(15)
02 >> Transfusion ==> Acc(2),Acc(3),Heal(5),Heal(7),Heal(13),Rech(33)
04 >> Scream ==> Acc(4),Rech(5),Rech(7),Dam(11),Dam(36),Dam(43)
06 >> Siphon Speed ==> Acc(6),Rech(9),Rech(11),Rech(36),Slow(37),Slow(39)
08 >> Howl ==> Acc(8),Rech(9),Rech(13),Dam(15),Dam(37),Dam(40)
10 >> Hurdle ==> Jump(10)
12 >> Combat Jumping ==> Jump(12)
14 >> Super Jump ==> Jump(14)
16 >> Speed Boost ==> EndMod(16),EndMod(17),EndMod(17),Rech(19),Rech(21),Rech(23)
18 >> Health ==> Heal(18),Heal(19),Heal(31)
20 >> Hasten ==> Rech(20),Rech(21),Rech(34)
22 >> Amplify ==> Rech(22),Rech(23),ToHitBuff(27),ToHitBuff(37)
24 >> Stamina ==> EndMod(24),EndMod(25),EndMod(25)
26 >> Shout ==> Acc(26),Rech(27),Dam(34),Dam(39),Dam(40)
28 >> Transference ==> Acc(28),Acc(29),Rech(29),Rech(31),EndMod(31),EndMod(33)
30 >> Assault ==> Rech(30)
32 >> Tactics ==> ToHitBuff(32),Rech(34)
35 >> Screech ==> Acc(35),Rech(36),DisDur(39),DisDur(40)
38 >> Sirens Song ==> Acc(38),Rech(42),Sleep(43),Sleep(48)
41 >> Fulcrum Shift ==> Acc(41),Acc(42),Rech(42),Rech(43),EndCost(45),EndCost(46)
44 >> Dreadful Wail ==> Acc(44),Rech(45),Rech(45),Dam(46),Dam(46),DisDur(48)
47 >> Dominate ==> Acc(47),Hold(48),Rech(50)
49 >> Mind Over Body ==> Rech(49),DamRes(50),DamRes(50)
The one thing I'm not crazy about this build is where I put my slots and how I slotted them. I grabbed tactics, but I slotted accuracy like I hadn't taken it.
I didn't put it in this build but following something I posted earlier I could have switched out CJ for TP and the leadership pool for stealth.
Looks okay. I'd suggest taking the recharges out of Speed boost. If anything, speed boost needs one recharge (even that's pushing it), end reduction, or ranges.
I'd put the slots into your Epic shield, and either change or add the slots such that Amplify gets 3 recharge reducers and the accompanying tohit buffs, if you want them, and that siren's gets at least 1 range increase. To play a solo Kin/Son, it's really vital. To use it effectively teaming, you need to be able to incapacitate stray mobs, or secondary aggro with as little movement from the team/main tank as possible.
Excuse me!! I took two travel powers! Siphon speed and inertial reduction. I ended up bumping IR up to 22 (I was in a tf with a tank with no travel power, believe it or not!!) in my build (right now he's 36 and shelved as my altitis knows no bounds).
I've loved my build, btw. Gets knocked around a bit, but really fun. At some point I may swap something out for hover. We'll see how things go.
Really a high octane toon to play. Enjoy yours!
My take:
* Siphon speed doesn't need slows, but they are great in PvP.
* IR is better than super jump. Why? No supression.
* If you're going the leaping pool route consider acrobatics. If you're like me you'll be running into melee range quite a bit.
* I'd take speed boost [EDIT: OOOOPS! I mean siphon speed] at 10 so you have a pseudo travel power early.
Acro is awesome for kins in PvE, and especially in PvP. Nothing puts a damper on Mega Kin Buffing more than an uppity tank or scrapper who pushes you away from the fun spots.
I ran IR only for a long time and it worked out well, until I went PvPing in Siren's. You definitely need a toggle travel. The 1-3 seconds to get IR activated is sometimes enough for something to kill you, especially if they know where you are already.
Not to be a nitpick, but SB is available for 'fenders at 12, not 10.
Edt: I can't type!
This is the first guide I've ever seen that liked Whirlwind. Care to explain?
[ QUOTE ]
This is the first guide I've ever seen that liked Whirlwind. Care to explain?
[/ QUOTE ]
It used to be that whirlwind did two useful things for non-melee types.
The first was the fact that it did what it does now, which was knockback. Granted it was one of those thing you'd have to use judiciously; running WW constantly and plowing into a mob is completely unsynergistic for Kinetics.
The other thing that made it useful was that it would unroot toons. Kin and sonic don't have huge activation times, but being able to duck in and out of effect range was something I thought could be very useful. With its low mag ('cause if you're teaming with a kin, why aren't you fighting at +2 or higher at higher levels?), and the fact that kins can reach speed cap, you can outpace, and at worst, knock down most foes.
I never really liked WW. However, my guide was meant to be more open-ended, as 1) Sonic blast was a relatively new set at the time, and 2) I mostly wanted to get the information out about the set as best I could. If you'll notice, some of the information about sonic was wrong, as I was working off of incorrect data.
You're right. The suggestion about WW should have been more fleshed out. I heartily don't recommend it now, as WW doesn't unroot anymore, and might even come with movement penalties not previously present in the power 'scrip.
[ QUOTE ]
[ QUOTE ]
This is the first guide I've ever seen that liked Whirlwind. Care to explain?
[/ QUOTE ]
It used to be that whirlwind did two useful things for non-melee types.
The first was the fact that it did what it does now, which was knockback. Granted it was one of those thing you'd have to use judiciously; running WW constantly and plowing into a mob is completely unsynergistic for Kinetics.
The other thing that made it useful was that it would unroot toons. Kin and sonic don't have huge activation times, but being able to duck in and out of effect range was something I thought could be very useful. With its low mag ('cause if you're teaming with a kin, why aren't you fighting at +2 or higher at higher levels?), and the fact that kins can reach speed cap, you can outpace, and at worst, knock down most foes.
I never really liked WW. However, my guide was meant to be more open-ended, as 1) Sonic blast was a relatively new set at the time, and 2) I mostly wanted to get the information out about the set as best I could. If you'll notice, some of the information about sonic was wrong, as I was working off of incorrect data.
You're right. The suggestion about WW should have been more fleshed out. I heartily don't recommend it now, as WW doesn't unroot anymore, and might even come with movement penalties not previously present in the power 'scrip.
[/ QUOTE ]
I appreciate you taking the time to explain it. I have seen it said that Whirlwind used to be a better power. I guess the uprooting is one of the reasons.
I also agree with you that even if you aren't using the power in your build its ok to give information on why someone else might take the power if the person wanted to take your build in a slightly different direction.
I think its flexibility and more comprehensive when people explain why they take certain powers over others. So that I have more information to make an informed choice.
All hail Kossy!
Nice post, here are some of my thoughts on a few slotting choices.
[ QUOTE ]
Siphon Speed:
Available at: Level 6
Description/Comments: A hit based 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, and that is the +recharge. 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 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.
Recommended slotting:1 Acc, 1-5 Recharge Reducers. 6 will get you 4 running at the same time, but you can slot these as needed. 1 will gets about 2 running simultaneously.
[/ QUOTE ]
I run 2 acc, 2 refch, 2 speed mods in my siphon speed. Call me silly, but you can never have enough acc in a kin power. I also run tactics, but when going against those higher mobs the extra acc can never hurt. As for the speed mods, well they can really slow a critter down while getting you up to ludicrous speed. However, with this slotting you'll only get 2 stacked Siphons & a 3rd for a few seconds.
[ QUOTE ]
Siren's Song
Available at: Level 28
Description/Comments: Cone sleep with better duration than Mass Hypnosis. However, I'm not sure of its range yet. 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...
Recommended Slotting:1 Accuracy, 1 Recharge, 1-2 Sleep, if you miss, use siphon speed to mitigate damage from the ones running at you by staying away from them.
[/ QUOTE ]
My sonic loves sirens song. Great power. I slot mine 1 acc, 1 range. I find with hasten up (my sonic blapper doesn't have sphin speed ) you can pretty much chain the power without needing a sleep enhc.
That's just my interpretation on the two powers. Great job Kossy. ^.^
-Imp
Imperor lvl 50 fire/kin
Impatient lvl 50 Imp-tank
Naferia lvl 50 DPPD
Harmonica lvl 50 Sonic/Energy
Lirrura lvl 50 EM/SR Stalker
___________________________
Angels/Demons of the Night SG/VG
I'm not responsible for my stalker's tiny paws... EVAH!
Kicking Butt Never Sounded So Sweet: A Guide to Kinetics/Sonic Blast Defenders 1.0
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, crowd control has become ever-increasingly difficult and Fulcrum Shift is now maxed at 10 targets, making this task vastly more difficult and risky. The answer to the problem of reaching the damage cap comes in the form of the sonic secondary. While seemingly redundant, the purpose of this pairing is to get closer to that cap quicker. This team build relies on the use of the sonic blasts' - res and high damage to tear through your opponents, while buffing you and your team with the power-accelerating, end-recovering, damage-augmenting powers of Kinetics.
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 a significant defense.
Something to note: my Kin/Son is still in her mid 20s, so most of the sonic blast powers descriptions beyond those levels are educated guesses and calculation estimates. I'll add more and change it as necessary. The late-game strategy may change dramatically, as I experiment with these powers.
This guide does not definitively crunch numbers, but gives a few approximated values. If you want them for kinetics, look at Ladioss Sopp's Kinetics Guide for more information. I'm mostly adding commentary, and suggestions as to how to use these powers synergistically.
Enough talk, on to the powers!
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-based, and reduces an opponent's endurance. Be very careful when you use this power; 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 teammates, and pick the correct target when healing. Ctrl-tab is useful for finding the nearest baddie, for when your team is close together.
Recommended slotting: 2 Acc, 4 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.
Siphon Power:
Available at: Level 1
Description/Comments: Your damage buff before Fulcrum Shift. Use during battle gratuitously. It is a single target, hit based 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, you can hit them up again for a small boost for the next fight. Unlike Transfusion, there is no worry that the buff will not occur if an enemy is defeated during the animation.
Recommended slotting: 1 Acc, 2 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 (as it's more team-oriented.) If you want cheap, powerful knockback, use Shockwave.
Recommended slotting: Not a clue. I would think End Reducers.
Siphon Speed:
Available at: Level 6
Description/Comments: A hit based 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, and that is the +recharge. 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 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.
Recommended slotting:1 Acc, 1-5 Recharge Reducers. 6 will get you 4 running at the same time, but you can slot these as needed. 1 will gets about 2 running simultaneously.
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 tedious and not worth the end. Instead use it 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.
Recommended Slotting: 1 Recharge, that's all you'll need. It would be an awesome resist buff if it lasted longer, but alas, it doesn't.
Speed Boost:
Available at: Level 12
Description/Comments: A major landmark of the Kinetics set. This baby 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 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.
Recommended Slotting: 1-6 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. Purely optional. If you would rather have the real deal, you can skip this. I prefer to have the extra power available to me, though.
Recommended slotting:1-3 Jump. One is plenty, 3 for the travel-obsessed. No recharges necessary; with hasten, this power can recharge about twice during its duration.
Transference:
Available at: Level 26
Description/Comments: Awesome. Simply awesome. It's 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 recharge, 2 end recovery. Slot hard with Acc, you WANT this to land often.
Fulcrum Shift:
Available at: Level 32
Description/Comments: The Hope Diamond of the set. It saps damage from foes around your opponent, and gives it all to everything nearby. It's one big buff and a smaller buff for each opponent affected to 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.
Recommended Slotting: 2 acc, 4 recharge, Must be accurate. You're hitting a slew of targets with this one attack.
Secondary Powers: Sonic Blast
Shriek:
Available at: Level 1
Description/Comments: Reasonable damage, but slow activation time (3s). Bread and butter early, but alter you'll only need it to cycle in attacks when your kinetics powers aren't ready. Must take. Boo. Resist debuff increases damage by 15% for ~5 seconds.
Recommended slotting: 1 acc
Scream:
Available at:Level 2
Description/Comments: A strong blast for how early you get it. It does a good deal of damage, and when buffed allows you to take down most even cons in two hits up until the late teens. Strong mainstay. Because it is a DoT, you can see the sonic -res debuff in action. Resist debuff increases damage by 20% for ~7 seconds
Recommended Slotting: 1 Acc, 1 Recharge, 1-4 damage
Howl:
Available at: Level 4
Description/Comments: The only aoe - res in your arsenal, this will be the cornerstone of your - res debuffing. It's a fairly wide, deep cone, and does as much damage as shriek. Resist debuff increases damage by 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 breathing room. Useful solo, maybe not so much on teams. Has no resist debuff.
Recommended Slotting: Unsure. Never used it. At least 1 Accuracy, some Recharge for ready availability, and damage if you absolutely need the oomph.
Shout:
Available at: Level 16
Description/Comments: This is the set's strong blast, and will replace shriek as one of your main attacks. Cycle shriek in for the -res, but use this instead. It activates faster and does far more damage. Debuffs resists.
Recommended Slotting:1 Acc, 1 Recharge, 1-4 Damage. Big damage is good. It has a higher base damage, so if you need to choose between giving this or scream the extra SO, go with this.
Amplify:
Available at: level 20
Description/Comments: Useful for hitting anything and everything. Use it before crucial attacks, buffs, or heals.
Recommended Slotting: 1-4 recharge. Any more and diminishing returns kicks in with a vengeance. 3 SOs and hasten will get you down to a recharge of 30ish seconds, making it available 1/3 of the time
Siren's Song
Available at: Level 28
Description/Comments: Cone sleep with better duration than Mass Hypnosis. However, I'm not sure of its range yet. 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...
Recommended Slotting:1 Accuracy, 1 Recharge, 1-2 Sleep, if you miss, use siphon speed to mitigate damage from the ones running at you by staying away from them.
Screech
Available at: Level 35
Description/Comments: Single target stun with low damage. Unlike the other two "effect" powers (Shockwave and Siren's Song) this power has -res. Consider adding it to your attack chain (substituting it for howl) on hefty single targets. If Siphon Speed is stacked, you should be able to stun bosses. Mag unknown. Debuffs resists.
Recommended Slotting:1 Accuracy, 1 Recharge, 1-2 Disorient. Use it for the -res, use it for the stun.
Dreadful Wail
Available at: Level 38
Description/Comments: Nuke, with more benefits than most. This not only reduces enemy resists, it also can disorient them making this a fairly useful nuke for a defender. I haven't gotten it yet, but I'd imagine it's useful both early and late in battles. I'd suggest using it when you've got a lull in buffing or attacking. Debuffs resists.
Recommended Slotting:1-4 recharges, 1-4 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 must be 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 or the Psychic Mastery pool.
Fighting: If you want to make an offender, you could go with tough/weave, but something tells me the slots are better spent on other, mroe ancillary shields.
Teleportation: Recall friend is nice, but without a rez power, it's only for carrying the dead. Since you have travel-granting powers, there's no reason to take it for yourself or for your teammates. 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.
Leaping: Most people like toggling SJ. I like not having suppression, but to each their own. Acrobatics can be used to save you from a hold, and Combat Jumping gives you immobilization protection, which is very valuable for a character that needs to position him or herself around others fairly often.
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, and whirlwind is useful if you can recover your end fast enough.
Leadership: I definitely recommend tactics. Considering that kinetics powers need heavy acc buffage, this power effectively adds one Acc SO when fully 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). If you take tactics, feel free to remove one acc from each power (excepting maybe transfusion). Vengeance, while more useful in I5, is a nice way to acknowledge that you have no rez.
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/drains.
Concealment: Stealth is a useful power, even with the new suppression. While Stealth can't make you fully invisible, it still saves you in case you misplace your landing with Inertial Reduction or Super Jump. Invis might be more a useful power for this purpose, though. Grant Invis is very useful for trials and TFs. Phase shift is arguable at this point, but worth considering if you need to get the heat off of you.
Ancillary Pool Evaluations:
Power Mastery: Awesome synergy. You don't really need Conserve Power, I think, but knock yourself out. Power Build Up is probably the best "short boost" power available, increasing effects by 150% (not sure about -res, though), and your damage by 100%. 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; sonic blasts are strong, even with the defender "penalty", and a properly placed Soul Drain can allow you to do great things.
Psychic Mastery: Bweeeeoo! </Mentok> Strong choice. Psychic mastery adds a control element that the Kinetics set is lacking. Dominate is still 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). Telekinesis is fun, and can be useful for rounding things up to make them all the better to Fulcrum Shift. 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 this set, 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 is fairly versatile.
*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 counterpart, this debuff increases the damage of enhanced attacks, synergizing with and resulting in greater output than two siphon powers.
Future version additions/requests:
-Cone description on Sirens song.
-Mag information on Siren Song, Screech
-Debuff quantities for attacks.
-Figure out if damage increase directly corresponds to res (does a 20% increase in damage numbers translate to a -20% decrease in resists?)
-Builds/build advice (Team, Solo, Pre-Level 27 Respec)
Thanks/Credits
Numbers and power descriptions are from Joe Chott's Hero Planner 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.
This is my first guide. Please be nice! ^.^