A Guide to Kinetics/Sonic Blast Defenders v1.0
Geez. I'll get around to it when I'm properly arsed to do it.
Bear in mind this was published when the set first came out. Also, the data I had was faulty. It listed the tier 1 as having a significantly longer activation time, lower DPS, and lower DPE than the tier 4 strongblast.
You're absolutely right that the tier 1, 2, and 4 make up the debuffing triad early, with screech added to the chain later on in the build. The way that the builder predicted it, shout would have rendered shriek obsolete, with screech as a viable replacement, but the data are simply incorrect.
In all honesty, I published the guide early (Level 24ish), primarily because it was an excellent combo, imo, and i wanted to get a jump on it. I was hoping I could make it a dynamic guide, but I didn't realize that the boards have an edit window. I haven't touched it since.
FYI, as a general rule, I don't like posting builds, usually because people gravitate toward them without necessarily reading the underlying concepts. The slotting advice is in the guide. While it does mean that fewer folk will read my guide, the ones that do will have intrinsically done their homework proper.
I disagree with your Accuracy 3-slotting of FS. Two usually suffices, especially with lv 50 IOs, but even SOs will do. In a build like this, slots are going to be a bit of a luxury. My solution to FSing high con/defense mobs is to take amplify, possibly tactics. Since you'll need successful hits to res debuff, heal, end drain/recover, etc. it's a bit of a no-brainer. Assault may seem a redundant step, but it's good for when your allies are sandwiches short of a picnic, or if you're below the target cap on opposing mobs.
For your build, and most kin builds, I'd suggest finding a way to get acro or some form of meaningful -KB. Kins need to be mobile, and without KB protection (KB being a very common thing) kins can find themselves pushed away from where they want or flat on their back from collateral AoE or uppity mobs.
3-slotting FS is how I usually did it with SO's - you are right, level 45 or 50 IO's will drop that to only 2.
I also agree that Amplify is great for higher-con'ing mobs (though I'm ok with +4 and +5's), I mainly took Amplify for the nuke (so I could just 3 dam/3 rech it); I amplify, run in, FS+Nuke and boom, that's that.
As far as posting guides go, I suppose there are (at least) two types of people that read them: those who just want the power/slotting, and those that want the theory and playstyle advice.
I'm more direct, I suppose, as after 3 1/2 years, I think I have playstyle down, and am just curious how others pick and slot powers.
My Kin/Sonic is stuck at 44, mainly because I'm doing just katie TF's (wow, what a great toon for that); perhaps when/if I hit 50 I'll write up an issue 11 guide (especially with the new END MOD sets).
-r0y
"Look how many pages of crap are in this thread already!" -r0y to all threads on these forums.
Actually, your post got me revising my old Kin/Sonic guide. As soon as I get a good look at Mids tonight, I'll be writing an IO appendix, seeing as 3 powers in Kinetics get a significant change in terms of slotting potential. If you'd like to contribute, I'd be happy to give you credit where due.
Currently, my level 48 Kin/Sonic is spec'd as follows (obviously I don't have my level 49 power or level 50 slots yet, but those are easy enough).
Slots are in abundance on this build, as with many kinetic builds. Certain things I only 2-slotted as I use either level 45 or level 50 IO's when there's only 1 or 2 of them (i.e. AIM, Stamina, etc).
I also 5-slotted Oppressive Gloom for the set bonuses - but it is not a bad power to have! Originally, 1 ACC and maybe 1 Stun were all it needed, but the 6.25% recharge and all the other bonuses of Stupefy are pretty sweet.
Again, Kinetics really isn't that "specialized" for IO slotting, and given the "depressing" nature of the new END MOD sets, I just left most of the kin powers with regular IO's.
Finally, the "sets" are level 30-33 (Siren's Call / Katie Hannon range) as the % differences were not that great, and I am VERY OFTEN exemplaring down to those levels. Please note: I don't know how to do different or specific enhancement levels in Mid's planner; seems it's an "all-or-none" thing in the Options or in the "set IO's to Min/Max" - so I'll have some 30's, some 33's, some 50's, some 45's etc. Again, the actual difference between 40 and 50 is negligable; the difference between 30 and 50 (for sets) is not too harsh (think it was 4% for accuracy).
Now, on to my build:
Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php
Sonik Roy - 50: Level 50 Natural Defender
Primary Power Set: Kinetics
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Transfusion -- Acc-I:45(A), Acc-I:45(5), Heal-I:45(15), Heal-I:45(25), RechRdx-I:45(34), RechRdx-I:45(34)
Level 1: Shriek -- Thundr-Acc/Dmg:45(A), Thundr-Acc/Dmg/EndRdx:45(3), Thundr-Dmg/EndRdx:45(9), Thundr-Dmg/Rchg:45(21), Dev'n-Hold%:45(36)
Level 2: Scream -- Thundr-Acc/Dmg:45(A), Thundr-Acc/Dmg/EndRdx:45(3), Thundr-Dmg/EndRdx:45(9), Thundr-Dmg/Rchg:45(21), Dev'n-Hold%:45(36)
Level 4: Siphon Power -- Acc-I:45(A), Acc-I:45(5), RechRdx-I:45(15)
Level 6: Siphon Speed -- Acc-I:45(A), Acc-I:45(7), RechRdx-I:45(7), RechRdx-I:45(19), ImpSwft-Dam%:30(23)
Level 8: Hurdle -- Jump-I:45(A)
Level 10: Hasten -- RechRdx-I:45(A), RechRdx-I:45(11), RechRdx-I:45(11)
Level 12: Speed Boost -- EndMod-I:45(A), EndMod-I:45(13), Run-I:45(13), Run-I:45(25)
Level 14: Combat Jumping -- Ksmt-ToHit+:30(A), Krma-ResKB:30(31)
Level 16: Shout -- Thundr-Acc/Dmg:45(A), Thundr-Acc/Dmg/EndRdx:45(17), Thundr-Dmg/EndRdx:45(17), Thundr-Dmg/Rchg:45(19), Dev'n-Hold%:45(34), RechRdx-I:45(43)
Level 18: Inertial Reduction -- Jump-I:45(A), Jump-I:45(37)
Level 20: Health -- Heal-I:45(A)
Level 22: Stamina -- EndMod-I:45(A), EndMod-I:45(23)
Level 24: Super Speed -- Run-I:45(A), Run-I:45(40)
Level 26: Transference -- Acc-I:45(A), Acc-I:45(27), EndMod-I:45(27), EndMod-I:45(31), RechRdx-I:45(31)
Level 28: Sirens Song -- CSndmn-Acc/Rchg:30(A), CSndmn-EndRdx/Sleep:30(29), CSndmn-Acc/EndRdx:30(29), CSndmn-Sleep/Rng:30(37), CSndmn-Acc/Sleep/Rchg:30(46), Acc-I:30(46)
Level 30: Increase Density -- S'fstPrt-ResKB:30(A), ResDam-I:45(42), ResDam-I:45(43)
Level 32: Fulcrum Shift -- Acc-I:45(A), Acc-I:45(33), RechRdx-I:45(33), RechRdx-I:45(33), RechRdx-I:45(37)
Level 35: Amplify -- RechRdx-I:45(A), RechRdx-I:45(36)
Level 38: Dreadful Wail -- Dmg-I:45(A), Dmg-I:45(39), Dmg-I:45(39), RechRdx-I:45(39), RechRdx-I:45(40), Stpfy-Acc/Stun/Rchg:45(40)
Level 41: Oppressive Gloom -- Stpfy-Acc/Rchg:45(A), Stpfy-EndRdx/Stun:45(42), Stpfy-Acc/EndRdx:45(42), Stpfy-Stun/Rng:45(43), Stpfy-Acc/Stun/Rchg:45(46)
Level 44: Dark Embrace -- EndRdx-I:45(A), ResDam-I:45(45), ResDam-I:45(45), S'fstPrt-ResKB:30(45)
Level 47: Soul Drain -- HO:Nucle(A), Dmg-I:45(48), Dmg-I:45(48), RechRdx-I:45(48), RechRdx-I:45(50)
Level 49: Screech -- Stpfy-Acc/Stun/Rchg:45(A), Rope-Acc/Stun/Rchg:45(50), RzDz-Acc/Stun/Rchg:30(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:30(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+7.5% Defense(Energy)[*]+2.25% Max Endurance[*]+21% Enhancement(Accuracy)[*]+12.5% Enhancement(RechargeTime)[*]+5% Enhancement(Sleep)[*]+3% Enhancement(Stun)[*]+45.2 (3.75%) HitPoints[*]+Knockback (Mag -12)[*]+8.5% Recovery[/list]
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</pre><hr />
I'll followup with a quick & dirty guide to each power, as needed...
"Look how many pages of crap are in this thread already!" -r0y to all threads on these forums.
[ QUOTE ]
I'll followup with a quick & dirty guide to each power, as needed...
[/ QUOTE ]
No need. I'm posting an updated version of my guide this afternoon.
Super groovy! Glad you are going to update it.
My Kinetics/Sonic Blast review of the powers I took:
================================================== ============
Level 1: Transfusion
One of the best heals in the game, requires a to-hit check, but has a high inherent accuracy of 90%. You have to be near the mob, which *can* be dangerous for you, but also a great way to heal the meleers from afar. Careful your target doesn't die while casting, or you don't get the heal (even though the animation goes off).
2 Accuracies, 2 Heals, 2 Recharges - Some like to put Doctored Wounds in here, but I'm cheap.
Level 1: Shriek
Cannot avoid taking; however, Shriek is probably the best "unavoidable" defender blast in the game (Nutrino Bolt comes in very close at second). It is the first power in the Triumvirate of Blast Debuffs that you will constantly use when you're not "kining it up."
4 Thunderstrikes and 1 Chance to Hold - If you can't afford or don't like the chance to hold, throw the slot into Hurdle or Health (or wherever).
Level 2: Scream
The second power in the Triumvirate of Blast Debuffs and also a really, really nice attack. HEAVY DoT damage that only gets better and better as you fight (like all sonic attacks) until you hit your damage cap.
4 Thunderstrikes and 1 Chance to Hold - If you can't afford or don't like the chance to hold, throw the slot into Hurdle or Health (or wherever).
Level 4: Siphon Power
Some people make the critical mistake of respecing OUT of Siphon Power when they have Fulcrum Shift. Don't be that n00b. Think of Siphon Power as gravy - useful when the mob count is small, VERY useful on AV's and such simply because it STACKS with Fulcrum to debuff their damage another 25%. If you have only fulcrum, it's not up as often and you'll likely only have 25-50% damage debuff on a target (i.e. AV, EB, etc). With Siphon Power, it stacks on itself quite nicely, I can get 2-3 of them (that's almost a 100% dam debuff on a target. please note: that doesn't mean the target will NOT do damage, like us they have enhacements...)
2 Accuracies, 1 Recharge - you could put more recharge in here; I just have 1 level 50 IO and with my set bonuses and Hasten and Siphon Speed, it's around a 9 second recharge. The buff/debuff lasts 30 seconds.
Level 6: Siphon Speed
Ah, your first travel power... and at level 6, how nice! This is one power I almost 3-slotted for recharge, you want it up that often. There are so many good things about this power I'll just be brief: +recharge/+speed to you, -recharge/-speed/-flyspeed/-jumpspeed to the target. The recharge buff/debuff is 20% each for a (too short) 60 second duration. I usually can get 2 stacked if I'm really working it; I almost always will have 1.
2 Accuracies, 2 Recharges, 1 Impeded Swiftness: Chance for Smashing - Yes, you read that right: Kill 'em with Siphon Speed! Muahahaha - that's my favorite kill. It's a 20% chance for a decent amount of smashing. Kinda cool. I tried some of the Slow Sets, but the accuracy suffers. This combo works best for me.
Level 8: Hurdle
I love having Hurdle. You really don't need Swift with Siphon Speed and SS (the route I take). Hurdle is always handy.
1 Jump - usually a level 50; doesn't matter a whole lot, can be level 30. Often I'll put extra, "left-over" slots in here, as 3-slotted Hurdle is pretty nice.
Level 10: Hasten
Ever kinetics - heck, every toon, really benefits from Hasten. Take it, 3-slot it, love it.
3 Recharges - don't 2-slot this one, as the third is a decent time-shaver. Four or more isn't too productive, thanks to ED, but you already knew that!
Level 12: Speed Boost
Ah, the power that can get you on ANY team at ANY time and at ANY level. Only one n00b I've seen that doesn't like Speed Boost (hello Doctor A Science); thankfully, most people are smart enough to immediately realize you're giving them a mini Hasten with speed attached! I sure wish it was a self-buff, too! Oh well. Get it, slot it, love it.
2 End Mods, 2 Run Speeds - now, many will 3-slot with end mods, but I use 50's here, so the difference between 2 and 3 is not that much; plus the double-run speeds are so nice. Do the zoning trick where you can stack them, and your targets will be at the speed cap for about 60 seconds (less the zoning time).
SPECIAL NOTE: I do want to test the end-mod proc (chance for +end) in here and stamina. When I get those, I'll do that and hopefully remember to come back to this thread and post my findings. Theoretically, I should be getting a nice extra 10 stamina points per use or every 10 seconds(?) for stamina... not bad. I'll look into that.
Level 14: Combat Jumping
While many kinetics either take this and get SJ, I only take CJ from the leaping pool. Call me crazy for passing up Assault/Tactics for jump control and immob protection. I love CJ, and early on with Hurdle, Siphon Speed and CJ - you're quite the traveler. Besides, if you've ever played a kinetic to a reasonably high level, you know how much you move. Immobs suck for kins... I love CJ, did I mention that? Anyway, it's also an UBER spot for cool defense-based stuff like LotG: recharge, Kismet 6% acc, and Karma KB resists! I love CJ (think we covered that).
1 Kismet: 6% accuracy, 1 Karma: KB Resist - I didn't do the LotG, as it's not really needed on this guy; the kismet is cheap and Kins can always use more acc; the KB is because I skipped Acro (yay!)
Level 16: Shout
Ah, the third and final power in the Triumvirate of Blast Debuffs! pow, Pow, POW! Is how I like to see the three single-target (ST) attacks work. Of course, with a siphon power or two - or some fulcrums, it's just POW POW POW!! Some of you may have noticed that I skipped HOWL - the cone attack. I am not happy with the damage it does, and while debuffing each hit target 20% sounds nice, I noticed that a Fulcrum-shifted, siphon-powered, speed-boosted team pretty much takes care of 90-95% of the mobs, leaving only the bosses, AV's, etc. So Shout is more useful to how I play. If you are timid, and on a slow PuG that doesn't appreciate massive herds, then take HOWL over Shout. See if you are better at debuffing than killing. Death..er arresting is the best debuff in the game (you can quote me on that).
4 Thunderstrikes and 1 Chance to Hold, 1 Recharge - Same as the other blasts. I thought about using a range IO, but the extra 8 or 9 feet didn't seem like much, so I added a recharge to help keep the power up and available. Could probably skip that slot, but you'll have lots of slots to play with.
Level 18: Inertial Reduction
Call me crazy, but I think having IR is pretty uber. I don't often use it for travelling, as I'm a super-speeder; but it's great to give to the team or to lowbies. Plus, I will use it for vertically-challenging zones. Just a nifty power to have. Plus, in PvP it's un-supressed. SB + IR = one happy PvP team!
2 Jumps - could be just 1, but I had extra slots, so why not give a superjump (for 60 seconds) that is near jump-cap? You'll be popular.
Level 20: Health
I actually like it for the sleep resist. One of the things that often may happen (esp. rikti) is an AoE sleep; this will shorten that duration signifigantly.
1 Heal - no fancy IO's here, none needed! Such an affordable build.
Level 22: Stamina
Some kinetics say you don't need it, I say phoey! Take it, slot it as you need it. I just put 2 level 45/50 IO's and was done.
2 End Mod - Slot as needed. It's nice to have endurance even if you have Transference.
Level 24: Super Speed
I like SS. I have a Stealh IO in Sprint, so I am fully invis'd for stealthing missions. Yeah, that cool. Plus, while soloing, you can easily and safely position yourself for Sirens Song. Nice. Don't forget to keep Siphon Speeding, even while Super Speeding! Zoooooom!
2 Run Speed - Yeah, two. I like to go fast, Ricky Bobby!
Level 26: Transference
Ah, you are now approaching Kineticism... one of the reasons you rolled a kin: endless end!
2 Accuracies, 2 End Mods, 1 Recharge - One recharge?!?! Are you kidding? Nope. I have this power up every 12-13 seconds. If you're burning through end that fast, something isn't right. Your team shouldn't be burning through that fast, either (especially if they are speed-boosted). Now, the end-draining is nice, and you might want it up a hair faster for that, but I prefer killing: the best debuff in the game. Oh, so now you have me repeating myself AGAIN? Let's move on...
Level 28: Sirens Song
Some sonic blast types will take Screech (the ST stun) over this cone sleep; they are n00bs, ignore them. Giving a kinetic an AoE sleep was just too good to pass up! (whisper now) It is probably your best power for soloing. Shhhh.... sneak up (ss+stealth IO) WHAM! slept mob! Casually stroll in, FS, Siphon this, Siphon that... transference, etc... it's a LONG sleep. Re-apply the sleep: WHAM! Now pick one target (usually the toughest, so you can get FS on those sleeping mobs... shhhh!). Oh how uber this is. DO NOT PASS UP THIS POWER. Get it as soon as it's available. You can let it ride with 2 accs, 1 sleep or 1 rech until you have more slots to give it.
5 Call of the Sandman, 1 Accuracy - There just isn't a better set to put in this! More end, more sleep, more recharge, more health! Sign me up! The extra Acc was because I had many slots left, and I like this to hit. You might want to try the uber-recharge build and stack this, thus sleeping a BOSS. As it is, it will sleep all the minions and lieutenants it hits. Allowing you to work on the boss with the added bonus of having his buddies for FS!
Level 30: Increase Density
This is another often-overlooked power: smashing and energy resistance (about 36% with my slotting) plus all those utility side effects like most mez protections (not sleep), KB/KU resists, repel resists, etc. Don't pass this up. Plus, you can put another KB resist IO in here (since I skipped Acro, I need it). It also slows your target a bit. SB removes that and then some. Always use in conjunction with SB.
1 Steadfast: KB resist, 2 Resist Damage - Like IR, the timer on this is only 60 seconds, and while the mez/utility stuff stacks, the resistances don't. Plus, it's mean to ID a granite tank w/o SB... just mean... I would *never* do that...
Level 32: Fulcrum Shift
Ah, you have now obtained Kineticism! Probably the MAIN reason you rolled a kin. Get it, slot it, love it. Like Transfusion (the heal) make sure your target doesn't die in the far-too-long animation, or you get NOTHING.
2 Accuracies, 3 Recharges - Not much more to say here. You could put a 3rd acc in it, but with all your set bonuses, etc. I am at about 163% accuracy with just 2. Plus you'll have Amplify next...
Level 35: Amplify
Why so late? Honestly, I only took Amp for Dreadful Wail. I really didn't need the Acc or the Dam buff. I am often capped at damage, and I rarely miss...
2 Recharges - Here I used two level 45/50 IO's, the third would only give an extra handful of seconds. Plus, this really only needs to be up for the nuke. Occasionally I use it when I'm not at the damage cap, but I am too busy to remember to press it.
Level 38: Dreadful Wail
I actually heard some people say they were NOT happy with DW. Wow, guess they were NON-kin defenders! Muahahahaa! Anyway, Amplify+FS+DW = BIG NUMBERS. And the stun at the end... nice! Just remember to keep some blues in your tray to pop right after so you can transference and be back in the game! Oh yeah.
3 Damage, 2 Recharge, 1 Stupefy: Acc/Stun/Rech - only because there is no stun/rech IO. I like to keep the stun up a bit longer (about 18 seconds). Otherwise, 3 dam/3 rech. Oh, and it's one of the FASTEST nukes in the game. KERPLOW!
Level 41: Oppressive Gloom
Now, many defender usually go the Power or Psychic Mastery routes; I've done them all (even elec) and I think that Dark really goes well with Kin/Sonic. The Hold and TK are cool, and that's a posibility, the Power Boost doesn't do all that much for Kin powers; Elec... while the armor is nice, I don't need powersink. DARK: Oppressive n00b! Oh, it's such an over-looked power. Plus you can get a set of Stupefy in there! Which is nice since I didn't take Screech until the last power. Bosses can be stunned if they get hit with this and then the nuke (if they're alive). It only stuns minions, but is helpful when helping out lowbies (ie: set to follow, auto-heal, target through the lowbie, leave oppressive n00b on). YMMV.
5 Stupefy - I didn't take the KB proc, as I don't want them flying away. But it is fun to watch. Enjoy the stupefy bonuses.
Level 44: Dark Embrace
One of the reasons I took dark: 2 standards and 2 exotics to resist. Smash, Lethal, Negative, and Toxic. nice. Plus you can slot that 3rd KB IO in here for some really nice KB protection (Mary MacComber, you <bleep!> take THAT!)
1 End Red, 2 Resist Dam, 1 Steadfast: KB - good enough!
Level 47: Soul Drain
If you thought giving an AoE sleep to a kin was bad, Soul Drain is just MEAN! While it only hits 7 (mid's is wrong, not 10) that's another 87%+ damage buff on top of FS and Siphon Power. What this means is: use it as an AoE attack when capped with FS, or put yourself at the cap with ONE MOB. 3-4 FS and 1-2 Siphon Power plus 3-4 Soul Drains: you're about there. Now this is soloing with a mob of 3-4! Yikes. Amplify also will boost you to the cap, should you not be there. I'm not the numbers person, so I'm not sure what the cap is, but I know I hit it with 1 decent-sized mob.
1 Nucl (Acc/Dam hami O), 2 Damage, 2 Recharge - I have many HO's in my bin, so I use them when I can. You can probably just 3 damage, 3 recharge (and 2-slot Screech); I've only got 4 slots now, and it's a really nice power. Up often enough with Siphon Speeds and Hasten. Not a bad power at all, decent exotic damage (negative) - about what shriek does, which is more than Howl. Plus, it's a To-Hit buff (massive, with 7 hit it's +35% to-hit! yowza! Remember kids, Accuracy is addative, ToHit is multiplicative!)
Level 49: Screech
Usually I take Repel at 49 on my Kins (and I've played a LOT of them); however, I want to try something new. I'll admit, I'm not quite there (level 48 at the time of this writing), but I think it'll be a nice addition to oppressive gloom. Assuming anything is alive (and not slept). Should make soloing a little easier when there's 1 boss and LT's and Minions. Basically, I'm thinking: sleep the LT and Minions, perma-stun the boss = no hazzards. We'll see how that pans out. Usually I'm just killing the bosses so fast, it doesn't matter.
3 Acc/Stun/Rech - One stupefy, 1 rope-a-dope, 1 razzle-dazzle; I just wanted acc stun and recharges with a limited amount of slots. Again, I might drop this to 2, and add another recharge to Soul Drain (I'm really liking that power). We'll see.
Level 1: Sprint
Get a stealth IO ASAP in here. The lower the better. You want to be fully invisible by the 20's and definately the 30's. It's so handy, trust me!
Leap or Run: +Stealth - enough said. Toggle it for 120 seconds (or until you attack or are hit by something) or just leave it on for extra run speed / constant stealth. That's what I do, mainly. End isn't an issue on this build, so why not?
In Closing - OK, so it wasn't so quick, but can we still call it "dirty"? I am really happy with this build. I occasionally poke my head into sirens just to count the Em/Ninj stalkers with TP-Foe, and I often ex down for TFs (Katie, Citadel, Manticore, etc) so I like using 30-33 IO's for my SET IO's. I use all 45's and 50's for my regular IO's. You will not have a problem teaming (oh, you buff my damage AND lower their resistance? Welcome to the team! SB plz!).
Everyone loves a Kin. Please play well; as a poorly-played kinetics really sucks! I know, I know, SB PLZ! SB PLZ! It's a bummer; but in those instances, just SB/ID and FS/heal/transference as needed. Give up the blasting except for the occasional nuke. My regular teammates know better than to ask for SB, as I'm killing most of the things (kind of like a fire/kin - they don't have to SB, they are the team). While you're not the team by yourself, you are adding a TON of usefulness to it.
-r0y
(playing on Infinity as Sonik Roy)
"Look how many pages of crap are in this thread already!" -r0y to all threads on these forums.
Apudeto! It's here.
LoLz, two updates in one morning... the servers must have been down! ;-)
-r0y
"Look how many pages of crap are in this thread already!" -r0y to all threads on these forums.
Wow, this guide is pretty old and needs a good update. Sure, sure, kudos to the OP for doing it way back when.
However, there is some oddity as far as slotting goes (not only pre-ED, but some post-ED ones, too).
The ONLY rule of thumb for Kin powers is: 2 ACC or more. Obviously 3 ACC in FS...
My Kin/Sonic went from 1 to 42 in less than 1 month soloing, mostly. It is the most powerful defender build there is for damage-dealing, bar none.
Now, the OP said Shriek was no good, etc. - that right there told me he may not fully understand the kin/sonic combo. Yes you have to take it, but 1 slot? Are you serious? Sonic is probably the ONLY defender blast set with a GREAT unskippable! Yikes, 1 slot?!? It's part of the "blessed three" that complete your attack chain!
Now, where people will argue with me is on Howl - I don't take it. I did, I respec'd out of it. My team said take it so they get to hit debuffed enemies - not just the one I am attacking. I did, it was not any faster (we're a solid, 3+ yr experienced team). I dropped it and re-picked up Shout. We vaporize mobs in teams, so Howl was easily skipped for me. If you do PUGs mainly, maybe you want to work it in (in place of shout, since you'll probably be healing more and shout anchors you for too long if you're teh heal0rz).
On teams, you have SB, FS and Siphon Power... that's more than enough for them (plus transference and transfusion). SOLOING, Howl bites. It completely breaks the whole Kin/Sonic combo, IMHO.
My attack chain/mob assault goes like this: Superspeed (+stealth IO in swift) allows me to position myself just right, target the back-most enemy ==> POW, hit em with Sirens Song (wow, a kin with a cone/aoe sleep? muahahaha).
They should all be asleep (except the boss, EB, etc). Move in, FS, Siphon Power, etc. - do all your Kin stuff, they are sleeping! Then pick one (the one you've been siphoning) and start the "blessed three" attack chain (use amplify if you want). Rinse/Repeat.
I took amplify mainly for the Nuke and higher-level mobs where 2 or 3 acc IO's weren't enough (and PvP). With amplify, you can 3 damage / 3 recharge your Nuke and it's sweet.
For my epic, I am experimenting with Oppressive n00b... er gloom. 1 disorient and it's done. The health-drain is minimal, and I'm now seriously considering working Screech (the stun) into the build; but really, rarely am I up against more than 1 boss (this is a solo toon, mainly) and if I have a team, I don't worry much about bosses at all.
Sorry for the excessive bloviation, but some mainstay powers seemed to have just been shrugged off. Here is my current build (I'm only 42 in it) - regular IO only (I'm not posting my set-IO build). I do have a Kismet +6% acc and a KB protection in Combat Jumping (since I skip acro on my PvE build):
Hero Plan by Mids' Hero Designer 1.21
http://www.honourableunited.org.uk/mhd.php
Sonik Roy (K-S-D): Level 50 Natural Defender
Primary Power Set: Kinetics
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Siphon Power -- Acc-I(A), Acc-I(5), RechRdx-I(11), RechRdx-I(37)
Level 1: Shriek -- Acc-I(A), Acc-I(3), Dmg-I(9), Dmg-I(21), Dmg-I(37)
Level 2: Scream -- Acc-I(A), Acc-I(3), Dmg-I(9), Dmg-I(21), Dmg-I(36)
Level 4: Transfusion -- Acc-I(A), Acc-I(5), Heal-I(11), Heal-I(19), Heal-I(31), RechRdx-I(42)
Level 6: Siphon Speed -- Acc-I(A), Acc-I(7), RechRdx-I(7), RechRdx-I(25), Slow-I(37), Slow-I(42)
Level 8: Hurdle -- Jump-I(A), Jump-I(46), Jump-I(46)
Level 10: Combat Jumping -- ResKB(A), ToHit+(25)
Level 12: Speed Boost -- EndMod-I(A), EndMod-I(13), EndMod-I(13)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(15)
Level 16: Shout -- Acc-I(A), Acc-I(17), Dmg-I(17), Dmg-I(19), Dmg-I(34), Range-I(40)
Level 18: Inertial Reduction -- Jump-I(A), Jump-I(46)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Increase Density -- ResDam-I(A), ResDam-I(43), ResDam-I(43)
Level 26: Transference -- Acc-I(A), Acc-I(27), EndMod-I(27), EndMod-I(31), EndMod-I(31), RechRdx-I(42)
Level 28: Sirens Song -- Acc-I(A), Acc-I(29), Range-I(29), Range-I(43)
Level 30: Super Speed -- Run-I(A)
Level 32: Fulcrum Shift -- Acc-I(A), Acc-I(33), Acc-I(33), RechRdx-I(33), RechRdx-I(34), RechRdx-I(34)
Level 35: Amplify -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Dreadful Wail -- Dmg-I(A), Dmg-I(39), Dmg-I(39), RechRdx-I(39), RechRdx-I(40), RechRdx-I(40)
Level 41: Oppressive Gloom -- EndRdx-I(A)
Level 44: Dark Embrace -- EndRdx-I(A), ResDam-I(45), ResDam-I(45), ResDam-I(45)
Level 47: Screech -- Acc-I(A), Acc-I(48), Dsrnt-I(48), RechRdx-I(48), RechRdx-I(50), Range-I(50)
Level 49: Whirlwind -- EndRdx-I(A), EndRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
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</pre><hr /> LoLz, level 49 power... pick whatever. Sometimes I'll take repel - just to have fun in lower-level zones. I put whirlwind here, mainly as a filler... heh heh. If the stun stacking works out, I'll probably move screech up sooner... not sure.
Like all Kinetic builds, this is not only really fun to play, but a fast leveler; never hard to find a team (look for stone tanks, hehe) and the -RES stack, so do Shriek, Scream, Shout for some impressive numbers! (well, from a defender anyway).
-r0y
"Look how many pages of crap are in this thread already!" -r0y to all threads on these forums.