The Wonderful World of Kinetics
The Secondaries: Blasts
Each blast secondary has a special effect, so I will talk mainly about those, and touch on a few key powers in each set. Also, I will list a PRO and CON for each.
Archery
Special Effect: +ACC on all blasts.
PRO: Fairly fast
CON: You need to take your bow out after every Kinetic power to blast, sniper shot is VERY late in coming
Powers of note:
Snap shot: Your default power is very quick, and can do decent damage if slotted and Siphon Power boosted.
Fistful of Arrows/Explosive Arrow: Good multi-target attack
Dark Blast
Special Effect: -ACC debuff on foe hit
PRO: Moonbeam (sniper shot) is available very early on, decent DPS
CON: No actual AoE attack, just cones
Powers of note:
Gloom: Nice DoT attack
Dark Pit/Tenebrous Tenticles: Good Disorient/Immobilize cones
Life Drain: Targetted self-heal
Electrical Blast
Special Effect: Drains END on foe hit
PRO: Good set with single-target, AoE, a hold, and a pet
CON: Slightly high END cost for blasts
Powers of note:
Short Circuit: A nice PBAoE with -RCHG on all foes hit
Aim: Always good to make sure that Fulcrum Shift hits that AV
Voltaic Sentinel: The only secondary with a pet
Energy Blast
Special Effect: Knockback
PRO: Good crowd control powers
CON: Knockback: it takes alot of skill to use knockback well, and it does no one any good to knockback your target for Transfusion--you want to make sure you know where the heals are going
Powers of note:
Energy Torrent: Cones are always useful, and this one is available early on
Aim: Same as with Electrical Blast
Nova: It's Nova, 'nuff said
Psychic Blast
Special Effect: +RCHG on foe hit
PRO: Good mez-type attack, great for keeping your anchor around, great in PVP due to low Psi resistance
CON: Slow animation on attacks, a fair number of Psi resistant enemies
Powers of note:
Psionic Lance: Tied for the longest range sniper shot--with moonbeam--also available very early on
Will Domination: Great Sleep to use as an anchor, since Kinetic powers don't wake their victims
Radiation Blast
Special Effect: -DEF to foe hit
PRO: Fast attacks, -DEF allows you to hit more often with Kinetic powers
CON: The only ranged AoE is second-to-last; low damage compared to other blasts
Powers of note:
Neutrino Bolt: Default blast has a recharge time of less than 2 seconds!
Irradiate: A PBAoE, good if you plan on being in the thick of it with the melee toons
Proton Volley: It just looks cool, and the sound effect is straight from Star Trek
Aim: See Electrical Blast
Sonic Blast
Special Effect: -RES on foe hit
PRO: Fairly fast recharge times, and a -RES is alway good to help speed up the death dealing
CON: Damage potential is based on hitting the target, just like most of your primary buffs, no AoE attack
Powers of note:
Scream: Good DoT attack, decent range
Howl: Able to give -RES to multiple foes at once is good if there are many melee toons in your team
Amplify: Aim with a different name
Next post: Power Pools
Power Pools: How to Accesorize
Just brief run-down of how each power-pool can help--or hinder--your Kineticist.
Concealment
<ul type="square">[*]Stealth: Good to use in conjunction with Siphon Speed, so you don't run into a spawn and die.[*]Grant Invisibility: A +DEF is always nice, and it works well if given with Speed Boost, for the same reason as you would take Stealth.[*]Invisiblity: Just like Stealth, but without that annoying -SPD[*]Phase Shift: A good "OH CRAP!!" button, but while shifted, you can't use any powers.[/list]
Flight
<ul type="square">[*]Hover: +DEF, and allows you to move slow enough with Siphon Speed during Frost Fire mission. Also can be used with Siphon Speed to get Fly.[*]Air Superiority: A good melee attack, very useful in PVP, since Kinetics doesn't have a -FLY power. Other wise, you should be buffing more than attacking.[*]Fly: A good movement power, with Siphon Speed and Hover, not really necessairy, but really fast if used with Siphon Speed.[*]Group Fly: Give them all Speed Boost, and have them auto-follow you to the next mission.[/list]
Fighting
<ul type="square">[*]Boxing: If you plan on being in melee alot, you might want this power but you should be buffing more than attacking anyway.[*]Kick: If you plan on being in melee alot, you might want this power but you should be buffing more than attacking anyway.[*]Tough: Good to have since most melee attack are Smashing/Lethal anyway, and being a Defender you are squishy[*]Weave: The +RES(Immob) is really nice, since you want to stay moving, to buff where it's needed[/list]
Fitness
<ul type="square">[*]Swift: A nice substitute for Sprint, since it doesn't drain END.[*]Hurdle: Not really needed, with Inertial Reduction at 18, but still a good one for mobility if you don't plan on taking Inertial Reduction.[*]Health: With Transfusion, not really necessairy, but some can't have a Health/Stamina less toon.[*]Stamina: Again, with Transference, not really needed, but it's an auto power, so you don't need a mob for it to work.[/list]
Leadership
<ul type="square">[*]Maneuvers: With a lack of +DEF powers in your primary, this could be taken as a substitue, and as a stepping stone to Tactics.[*]Assault: A good choice for a Kineticist, since they're all about killing and killing fast.[*]Tactics: With many powers requiring a to-hit check, getting a boost to ACC is always welcome.[*]Vengeance: Lacking a rez power, it's likely that a team mate will die, and stay that way until the end of the battle. Why not use that fact to your advantage?[/list]
Leaping
<ul type="square">[*]Jump Kick: A knockdown kick, I believe the animation is too long for the little damage it does. Still, good to take if you want Actobatics, and aren't going to take Super Jump--Inertial Reduction is just as good.[*]Combat Jumping: Another +DEF and +RES(Immobilzation), good to aid in your agility with Siphon Speed.[*]Super Jump: Not really needed, since you have Inertial Reduction two levels later.[*]Acrobatics: A great power, it gives you that all important +RES(Hold), so you're back buffing sooner.[/list]
Medicine
<ul type="square">[*]Aid Other: Since our heal is dependant on a mob being present, having the ability to heal during down-time--or after a total wipe--is good. Interruptable, but still a good solid choice.[*]Stimulant: Basically the same thing as Increase Density, withouth the -SPD, but it is interruptable.[*]Aid Self: Same as with Aid Other, it's nice to not need a mob nearby to heal yourself.[*]Resuscitate: The only way a Kinetic Defender can rez, Since it rez's with no END, don't forget to Speed Boost them to allow their END to recharge quickly.[/list]
Presence
<ul type="square">[*]Challenge: Your main job is to buff teammates, and debuff enemies, so I don't see this being useful. unless you use it to take aggro from a fellow Defender that is about to die.[*]Provoke: Same with Challenge, but an AoE. Not too smart IMHO.[*]Intimidate: Good to use to keep a friend from dying, but so many other Kinetic powers can do that already.[*]Invoke Panic: Like above, but good to use to prevent a total team-wipe.[/list]
Speed
<ul type="square">[*]Flurry: A good DoT melee attack,with a chance of disorient[*]Hasten: Some love it, some don't care too much for it. Combined with Siphon Speed, you will be a force to be reckoned with.[*]Super Speed: Siphon Speed with inbuilt Stealth.[*]Whirlwind: A PBAoE knockbak. Knockback is bad for a Kinetic.[/list]
Teleportation
<ul type="square">[*]Recall Friend: One of the most useful powers in this set, the ability to save a friend before that death-blow...or after to rez them. Also good when they don't have a travel power; but you still have Speed Boost and Inertial Reduction.[*]Teleport Foe: With so many powers requiring an anchor, this brings on right to you. If you have Psi as your secondary, TP Foe, then Sleep 'em. Nice anchor.[*]Teleport: With so many other movement powers available to you, do you really need another one?[*]Team Teleport: Great in theory, but any lag will drop your team someplace not too nice.[/list]
Wonderful guide! Not too many recent guides on kinetics, so this is nice.
Once again, nice job
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Wonderful guide! Not too many recent guides on kinetics, so this is nice.
Once again, nice job
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Thanks. I read through the guides here when I started my Kineticist, but there was not much about the actual power set, so I decided that, after two failed kinetics, I would write one up based on what I know. I hope this guide helps any who wondered about the power set, or were thinking of doing a Kin defender. If there is anything I can do to improve it, please let me know.
Pherret
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Siphon Power: GET THIS POWER FIRST. This power gives you a +25% DMG buff, and gives the mob hit a -25% DMG debuff. Great to help you out in the first few solo levels of your superhero's life. When teaming up, the +25% DMG buff is PBAoE, so all team mates close to you will recieve the buff, as well. This is, IMHO, a staple of the Kinetics line, since it's all about killing as fast as possible. What better way to kill faster than with a DMG buff?
Recommended Slots: +ACC, -RCHG
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Stupid question: Do your own siphon powers stack, if you get another one off before the first vanishes?
"OK, first of all... Shut Up." - My 13-Year-Old Daughter
29973 "The Running of the Bulls" [SFMA] - WINNER of the Mighty Big Story Arc Contest !
- The Stellar Wind Orbital Space Platform
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Stupid question: Do your own siphon powers stack, if you get another one off before the first vanishes?
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Yes. Siphon Power will self-stack, both on the debuff, and the buff. Same with Siphon Speed, too. Even Fulcrum Shift will.
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Yes. Siphon Power will self-stack, both on the debuff, and the buff. Same with Siphon Speed, too. Even Fulcrum Shift will.
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Will it stack if I hit the same villain with it, or does it have to at least be different targets?
"OK, first of all... Shut Up." - My 13-Year-Old Daughter
29973 "The Running of the Bulls" [SFMA] - WINNER of the Mighty Big Story Arc Contest !
- The Stellar Wind Orbital Space Platform
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Will it stack if I hit the same villain with it, or does it have to at least be different targets?
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Yes, it stacks on the same villian. Kinetics is the ultimate power set to have when facing an AV -- Once a Kin gets their claws into something, it is pretty much a worthless mob.
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Will it stack if I hit the same villain with it, or does it have to at least be different targets?
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Yes, it stacks on the same villian. Kinetics is the ultimate power set to have when facing an AV -- Once a Kin gets their claws into something, it is pretty much a worthless mob.
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QFE. The first 30 seconds of an AV fight can be pretty dicey sometimes, but if your team can last that long, it's only a matter of time 'til the AV falls.
-Dr. Rob
Edit:
For the OP, in regards to power pools. I believe you forgot to mention that Hover and Acrobatics provide knockback protection, a VITAL asset to a Kineticist. As a Kin/ or a /Kin, you'll be spending a lot of time in melee where your powers are most effective. You'll be severely hindered if you don't have some KB protection.
I think that Acrobatics is a better option, personally, but it requires 3 power picks. If you were going to go this route, I'd take CJ, SJ, and Acro, and skip Inertial Reduction.
Hover doesn't have a prerequisite, so it is a better option sometimes. I run Hover + Inertial Reduction in my respec build (with no conventional travel power). It's not perfect, but it alows you to fit in an extra power if you're tight on space in your build.
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Edit:
For the OP, in regards to power pools. I believe you forgot to mention that Hover and Acrobatics provide knockback protection, a VITAL asset to a Kineticist. As a Kin/ or a /Kin, you'll be spending a lot of time in melee where your powers are most effective. You'll be severely hindered if you don't have some KB protection.
I think that Acrobatics is a better option, personally, but it requires 3 power picks. If you were going to go this route, I'd take CJ, SJ, and Acro, and skip Inertial Reduction.
Hover doesn't have a prerequisite, so it is a better option sometimes. I run Hover + Inertial Reduction in my respec build (with no conventional travel power). It's not perfect, but it alows you to fit in an extra power if you're tight on space in your build.
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Nice take on this also.
I just started a rad/kin corruptor, and I really don't know how tight her build will be yet. But from here it looks like I'll need to be skimpy on the pool powers. TP Foe is a must, I believe. But most of my toons have hover-fly, so SJ is one I'd like to work with.
Will Inertial Reduction increase the height and speed of CJ?
"OK, first of all... Shut Up." - My 13-Year-Old Daughter
29973 "The Running of the Bulls" [SFMA] - WINNER of the Mighty Big Story Arc Contest !
- The Stellar Wind Orbital Space Platform
Hitting Inertial Reduction is like hitting SuperJump, but without suppression (and as a click rather than a toggle). You can both IR and CJ on at the same time, but if the heigh bonus stacks, it's not hugely noticable.
My Kin/ElB Defender went the CJ, SJ, Acro line instead of the Inertial Reduction. Short Circuit, Transfusion and Transferance all need my toon to be in Melee Range, and it (Vectra Bolt is a Robot) can't do anything if it is getting off the floor all the time.
BTW, the other night while I had Wind Razor out to play I saw not one but TWO Kinetic Defenders WITHOUT Speed Boost. I almost smashed my keyboard with my head when I noticed that there were Kinetics around and no IDs or SBs being given out...... what a waste.
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My Kin/ElB Defender went the CJ, SJ, Acro line instead of the Inertial Reduction. Short Circuit, Transfusion and Transferance all need my toon to be in Melee Range, and it (Vectra Bolt is a Robot) can't do anything if it is getting off the floor all the time.
BTW, the other night while I had Wind Razor out to play I saw not one but TWO Kinetic Defenders WITHOUT Speed Boost. I almost smashed my keyboard with my head when I noticed that there were Kinetics around and no IDs or SBs being given out...... what a waste.
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You had better like constantly spamming speed boost, 'cause you will spend a lot of time doing it. On an 8 man team, it will take up a considerable amount of your time, and you will be constantly reminded of this.....
While some have no problem with the playstyle, I pretty much quit playing my kinetics guy because it got to be 'no fun'. So I recently respecced and just dropped speed boost, and have been much happier since. As a nod to others' expectations though, I make it pretty clear I am a non SB Kineticist.
Rend this space....
I do have a slight problem with your comment on Increase Density. If you get into the level 30s, and especially in the 40s, mezzing attacks become extremely common. ID will break your teammates out of them and free them as well, which can be invaluable for keeping fellow squishies alive. So if anything, this power becomes MORE useful as you get higher in level.
A little extra resistance never hurt either.
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If I remeber correctly, transfusion is not only a pbaoe heal, but it suppresses the targets regen as well. This is good to know when taking on AV's.
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If I remeber correctly, transfusion is not only a pbaoe heal, but it suppresses the targets regen as well. This is good to know when taking on AV's.
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It's not PBAoE (the effect is actually centered on the target, not the caster), but it certainly has a -regen component.
If you're going AV/Hero hunting, take at least one /Kin, /Rad, or /Dark along with you. You'll be very glad you did.
-Dr. Rob
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I do have a slight problem with your comment on Increase Density. If you get into the level 30s, and especially in the 40s, mezzing attacks become extremely common. ID will break your teammates out of them and free them as well, which can be invaluable for keeping fellow squishies alive. So if anything, this power becomes MORE useful as you get higher in level.
A little extra resistance never hurt either.
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Another great use for ID is to free up folks who have to rez via Awaken. If I'm the only Defender/Controller, then odds are likely the group has no means to rez. Most people do carry an awaken. If someone falls in a fight, I tell him to pop that awaken, and I'll keep an eye open. Once I see him stand up, I slap him with ID to wake him up, SB to get his endurance back, and Transfusion to top him off.
I don't have a rez power, but I can arrange it so you don't have to wait for the fight to be over to wake up.
I do have a question about IR. Near as I can tell, the only benefit of this power is to gain (and give) the power of super jump. There's no +RES(immobilize) or anything like that? I know that Siphon Speed has an advantage in combat, in addition to providing you with a travel power, but it seems that IR does not share that distinction. It just gives you a travel power.
For that reason, I also went the CJ, SJ, Acrobatics route. I wouldn't mind giving up SJ for IR, since it's a Kinetics power, but I enjoy Acrobatics too much to give up SJ.
Kevin
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I do have a question about IR. Near as I can tell, the only benefit of this power is to gain (and give) the power of super jump. There's no +RES(immobilize) or anything like that? I know that Siphon Speed has an advantage in combat, in addition to providing you with a travel power, but it seems that IR does not share that distinction. It just gives you a travel power.
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The main difference between it and Super Jump is that it does not suppress during combat, which can be invaluable if you like that sort of thing.
Also, it cancels out the physics of inertia, so it's way easier to control your movement in the air or on the ground. If you're flying, you stop when you stop pressing a movement button.
The other big benefit is that it applies itself to all nearby friendlies, so can help a movement-hindered team get around, or you can go to Atlas Park and boost teh lowbies for fun.
Pretty nice guide. Just a few nit-picks for you
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Increase Density: For a slight Slow effect, your target is given +RES(Disorient, Immobilization, Hold, Knockback, Smashing, Lethal). Also, if suffering from Disorient, Immob, or Hold, they are free from it.
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Increase Density protects against energy and smashing, not Lethal. It gives resistance to TP Foe. Also, ID will wake up a sleeping character. It won't protect you from it, but will break the effects (just like a heal or taking damage will)
Also, I haven't checked in a while (read: I may be wrong) but I think Fulcrum Shift is a +20% per mob, and a +40% from yourself.
Once you get Fulcrum all slotted up, you may want to spec out Siphon power. With 3 recharge enhancers, Siphon Speed double stacked and Hasten, Fulcrum is up 2 or 3 times a fight, easily.
All in all, gread guide, with great info.
I actually have a plan for an Ice/Kin scraptroller that doesn't take speed boost nor ID. Of course, scraptroller is a special case.
My 36 kin/sonic offender doesn't have ID either. I didn't have the room and I wanted him to concentrate on maximizing the damage output of the team. How hard is it to find an empath with clear mind to care for the group? Not very.
That said, my offender has speed boost and I love it. Sure you have to keep the group boosted... but all you need are some keybinds and it's easy. I prefer to bind the numpad keys so 1 = speed boost on teammate 1 and so forth. Doesn't take long to boost.
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That said, my offender has speed boost and I love it. Sure you have to keep the group boosted... but all you need are some keybinds and it's easy. I prefer to bind the numpad keys so 1 = speed boost on teammate 1 and so forth. Doesn't take long to boost.
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That's a really good idea. I normally hit Shift+1, SB, ID, Shift+2, SB, ID, etc.
For SB, I may incorporate your idea and humbly nominate it as a great addition to this Guide. I can apply ID on a need-to basis.
Kevin
Speed Boost is one of the most annoying powers in the game. Terribly powerful and terribly oppressive for a someone to use. No other power I can think of can make you feel like a buff-bot. (if it were only an aura or had a longer timer, sanity might be possible)
Can you attack then activate stealth?
If your anchor dies do you loose your damage buff?
After playing with Tanks, Scraps and Blasters for almost 3 years, I finally rolled an Earth/Kin troller and have been having a really fun time with it. I solo nearly exclusively so the "team" archetypes didn't have much appeal. And honestly, it was a bit of a grind until 25 or so but what a difference now! I'd agree with the OP's guidelines especially with Transference. Having a blast just locking down bosses, drain their End and watching my little pet rock wail away at them.
I've been playing on-again-off-again since beta, and have recently started again, so I felt like I should share my experiences with the wonderful world of Kinetics. ^_^
This guide is meant to be a "what's what" of the Kinetics line, not a "You should do this" kind of guide. Keeping that in mind, I will be giving my input on certain aspects of the powers. Also, I will go into a little detail about the possible secondaries, and, finally, each Pool Power. I will talk about them from a Kinetics stand-point, not from an "offender" stand-point.
The Primary: Kinetics
First off, I would like to say that Kinetics is, like all Defender powers, all about the damage mitigation. Unlike the Empath(Dark, Bubbler, etc), the way that Kinetics does its job is by hastening the death of enemies. A dead mob is 100% damage mitigated. So please keep that in mind as you read. Also, I will recommend two or three enhancements that should be slotted in each power, put as many--or few--as you want in them, YMMV.
<ul type="square">[*]Transfusion: One of the hardest heals for most team mates to get used to, Transfusion is an AoE heal centered on the mob hit, NOT on you. The melee toon's best friend, this is a very potent heal, and should be taken very early on. Also, this power has the side effect of a small END drain on the mob hit, so it can be slotted for that, too.
Recommended Slots: +ACC, +HEAL, -RCHG
[*]Siphon Power: GET THIS POWER FIRST. This power gives you a +25% DMG buff, and gives the mob hit a -25% DMG debuff. Great to help you out in the first few solo levels of your superhero's life. When teaming up, the +25% DMG buff is PBAoE, so all team mates close to you will recieve the buff, as well. This is, IMHO, a staple of the Kinetics line, since it's all about killing as fast as possible. What better way to kill faster than with a DMG buff?
Recommended Slots: +ACC, -RCHG
[*]Repel: This power is in hot debate on its usefulness. In PVP is where it really shines, since it can knockdown both villians AND their toggles. What better way to get back at that stalker than to knock off his Hide? ^_^ In PVE, this power has limited use, but when it is used, it rocks. I've used it to take out an orange Quantum. Auto-follow, Repel, Siphon Speed, auto-fire Neutrino Bolt. He got maybe three shots off at our PB. I'm probably going to respec out of it, since there are other powers that I think would be used more often. Also of note, this is the only toggle power in the Kinetics line.
Recommended Slots: -END, +KNOCKBACK
[*]Siphon Speed: You should get this ASAP. With +SPD, +RCHG, and -SPD to your foe, it's a must to keep you shooting off your powers as quickly as possible. Often used as a travel power, and available at level 6, this power is great for stopping that mob who just wants to run away, or to Slow a Lt. or boss at the begining of a fight. It also turns Hover into a decent travel power, as well. No level 6 Kineticist should be without it.
Recommended Slots: +ACC, -RCHG, +SLOW
[*]Increase Density: For a slight Slow effect, your target is given +RES(Disorient, Immobilization, Hold, Knockback, Smashing, Lethal). Also, if suffering from Disorient, Immob, or Hold, they are free from it. Great power when it is first available, since there is alot of Immob/knockback attack in the Hollows. It also comes in handy vs CoT, Igneous, and anyother mob that uses mez-type attack. This power, IMHO, loses its usefulness as you progress through the levels, so I think I'm going to respec out of it.
Recommended Slots: +RES
[*]Speed Boost: At level 12, if you plan on teaming up AT ALL, this power is a must. +SPD, +RCHG, +END to any ally, all my teams are constantly saying "sb plz." Sure, there are a few that don't like it due to the +SPD, but just throw Increase Density on them, and it slows most down to a comfortable speed. Also useful for giving them a fast(er) travel power. Fly can keep up with SJ, SS becomes ungodly fast, and those without a travel power now has one.
Recommended Slots: +END
[*]Inertial Reduction: The other reason that Kinetic defenders don't need to take a travel power, this is a PBAoE Super Jump. Great for a more mobile travel power, and more reliable. There are just some times that I can't hit to save my life with Siphon Speed...and there are times I can't find a mob to siphon from! As with Speed Boost, can give other players a travel power they normally wouldn't have.
Recommended Slots: +JUMP
[*]Transference: Picture Transfusion, but instead of little (or big!) green numbers above your head, it's blue!! That's right, this bad boy "heals" END, not HP! Have an Energy Blaster running in to Nova a mob?? Target the toughest one, and right after the Nova, let this loose, and the blaster has END again. Who wouldn't want to have this power?
Recommended Slots: +ACC, -RCHG, +END
[*]Fulcrum Shift: The cream of the crop, the baddest of the bad, here is the ultimate Kinetics power. Picture this: a tanker and scrapper in melee with 5 mobs, and you by three blaster. Fulcrum Shift one mob, he gets hit with the -25% DMG, just like Siphon Power, but all the mobs near him are hit with it, toO! And, each mob that takes the debuff throws out a +25% DMG buff to your teammates! But wait, there's more, YOU throw out an AoE +25% DMG buff too!! In the example above, the tanker and scrapper just got hit with 5 +25% DMG buffs--+125% DMG--and you and the 3 blaster each get a +25% DMG buff.
Recommended Slots: +ACC, -RCHG[/list]There you have it, the Kinetics line in a nutshell. Next post: The secondaries.