Guide to the Sonic/Kinetics Corruptor!


ArchLight

 

Posted

I’ve been playing CoV since Beta, and have noticed a severe lack of Sonic/Kinetic guides but no lack of Sonic/Kinetic characters. So, to help those who are either unsure of what character they wish to play or how they want to build it, I submit this guide.

First a look at the finished product:

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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Starscreamer
Level: 50
Archetype: Corruptor
Primary: Sonic Blast
Secondary: Kinetics
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01) --> Scream==> Acc(1)Dmg(3)Dmg(5)Dmg(11)EndRdx(19)Range(45)
01) --> Transfusion==> Acc(1)Acc(5)Rechg(7)Heal(13)Heal(29)Heal(36)
02) --> Shriek==> Acc(2)Dmg(3)Dmg(7)Dmg(11)EndRdx(19)Range(46)
04) --> Siphon Power==> Acc(4)Acc(13)Rechg(29)Rechg(40)
06) --> Stealth==> DefBuf(6)DefBuf(34)DefBuf(42)
08) --> Shout==> Acc(8)Dmg(9)Dmg(9)Dmg(15)EndRdx(25)Range(43)
10) --> Siphon Speed==> Acc(10)Acc(15)Rechg(40)
12) --> Swift==> Run(12)
14) --> Repel==> EndRdx(14)EndRdx(31)EndRdx(42)
16) --> Health==> Heal(16)Heal(17)Heal(17)
18) --> Increase Density==> EndRdx(18)EndRdx(46)
20) --> Stamina==> EndMod(20)EndMod(21)EndMod(21)
22) --> Howl==> Acc(22)Dmg(23)Dmg(23)Dmg(25)EndRdx(27)Range(45)
24) --> Speed Boost==> EndRdx(24)EndRdx(46)
26) --> Screech==> Acc(26)Acc(27)DisDur(31)DisDur(42)
28) --> Inertial Reduction==> Jump(28)Jump(34)Jump(43)
30) --> Amplify==> Rechg(30)Rechg(31)Rechg(37)
32) --> Dreadful Wail==> Dmg(32)Dmg(33)Dmg(33)Rechg(33)Rechg(34)Rechg(37)
35) --> Transference==> Acc(35)Acc(36)Rechg(36)Rechg(37)
38) --> Fulcrum Shift==> Acc(38)Acc(39)Rechg(39)Rechg(39)Rechg(40)
41) --> Web Envelope==> Acc(41)Acc(43)
44) --> Web Cocoon==> Acc(44)EndRdx(45)
47) --> Summon Disruptor==> Rechg(47)Rechg(48)Rechg(48)Dmg(48)Dmg(50)Dmg(50)
49) --> Scorpion Shield==> EndRdx(49)EndRdx(50)
---------------------------------------------
01) --> Sprint==> Jump(1)
01) --> Brawl==> Acc(1)
01) --> Scourge==>
02) --> Rest==> Rechg(2)
01) --> Power Slide==> Run(1)
01) --> Power Surge==> EndRdx(1)
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Part 2:

Why I took what I took and the reasons for it’s slotting.

Level 01
Scream (Sonic Blast)
Enhancements: Accuracy, Damage (x3), Endurance Reduction, and Range Increase
Reasoning: Scream is a great opening power for both its DoT and debuffing abilities. It provides an unenhanced 13% resistance debuff, and causes 8 ticks of energy damage. The single Accuracy enhancement off-sets the -5% that the power is naturally penalized with, the 3 Damage enhancements give it the damage necessary to be a mainstay throughout the game, the Endurance Reduction makes it easier to be used in an open attack chain, and the Range is thrown in to give you a little more distance from the more melee oriented enemies.

Transfusion (Kinetics)
Enhancements: Accuracy (x2), Recharge Reduction, and Healing (x3)
Reasoning: Transfusion is an excellent heal for the melee-oriented teammates you group with. This power causes your target to lost some of their endurance and heal anyone in the immediate area. Since this is the only true heal you get, and the power you have to get at level 1, I suggest using it to the best of its ability. The two Accuracy enhancements provide the necessary boost to hit almost constantly, the Recharge Reduction helps ease the stress of the in-fighters who need the constant heals, and the three Healing enhancements help you to get to the badge-levels at a quicker rate.

Level 02
Shriek (Sonic Blast)
Enhancements: Accuracy, Damage (x3), Endurance Reduction, and Range Increase
Reasoning: Scream is the lesser of the two initial powers you can choose. However, compared to the Cone Howl, it still does more damage with less chance to agro everything in front of you. Its slotting is identical to Scream for the exact same reasons. Though it may not seem as useful, it will still be a necessary power in your attack chain.

Level 04
Siphon Power (Kinetics)
Enhancements: Accuracy (x2), Recharge Reduction (x2)
Reasoning: Now for the opening power of all your attack chains. The one, the only: Siphon Power. This power draws damage from the enemy and adds it to your own attacks. The two Accuracies guarantee an immediate hit and the two Recharge Reductions make sure this power is ready for your next opening volley!

Level 06
Stealth (Concealment)
Enhancements: Defense Buff (x3)
Reasoning: You are a squishy. This power helps you to get to the most advantageous position and offers some protection once the fur starts flying. In PvP zones, this power pays for itself as you can travel to and from missions with little worry of detection. The three Defense Buffs slotted in this power make it a little more effective at keeping your rear covered if you are discovered.

Level 08
Shout (Sonic Blast)
Enhancements: Accuracy, Damage (x3), and Range Increase (x2)
Reasoning: The range is short, but the damage more than makes up for it. This single-target power is one of the most damaging early powers you have access to. In an attack chain, it will usually scourge the last remaining hit points out of the target (or take the target down to scourge levels for your other attacks). The enhancement selection is the same as the rest of your primary attacks with one change: The Endurance Reduction becomes a Range Increase to give you a little more distance between you and your prey.

Level 10
Siphon Speed (Kinetics)
Enhancements: Accuracy (x2) and Recharge Reduction
Reasoning: Level 10 and you already have a travel power! That’s right, Siphon Speed is your travel power. The Accuracy enhancements make it a sure hit and the Recharge makes sure you never lose your speed. Add all this to the fact that it will slow anything struck and you also have the perfect power for an attack chain against a Boss, Elite Boss, or even an AV!

Level 12
Swift (Fitness)
Enhancements: Run Speed
Reasoning: At this point, you want to set yourself up for the Health and Stamina powers that most end-heavy builds near-require. I normally do not recommend one of these powers (Swift or Hurdle) over the other, but in this case I am recommending Swift. This power offsets the speed reduction that Stealth causes. I also am not recommending any other than the initial slots in this power. It is good enough as it is and really needs no help.

Level 14
Repel (Kinetics)
Enhancements: Endurance Reduction (x3)
Reasoning: Nothing is more annoying than having a brawler run up and knock you into the middle of next week. This power helps in the prevention of this problem. Not to mention that it has the ability to de-toggle some powers in PvP. Thrown in 3 Endurance Reductions to mitigate the high cost of its use, and you have a wonderful herding and personal space protector!

Level 06
Health (Fitness)
Enhancements: Healing (x3)
Reasoning: Now, because of the loads of agro and damage you have been taking, you can reduce the amount of time you spend between mobs. Health gives you the ability to simply stand still for a short amount of time rather than the previously required Rest to heal back your points. As for the matter of your squishiness, this will prolong the inevitable long enough for you to give a black eye to your assailant rather than simply bleed on them.

Level 18
Increase Density (Kinetics)
Enhancements: Endurance Reduction (x2)
Reasoning: Now for a more team-oriented ability. With the number of benefits of this power, and the only draw-back being a speed reduction, I know of only a handful of other players who do not want this cast on them. The dual Endurance Reductions make this power easy on your blue bar so it can be recast in combat. For PvP, well, who doesn’t want to be more resistant to Teleport Foe?

Level 20
Stamina (Fitness)
Enhancements: Endurance Modification (x3)
Reasoning: And now for the moment we’ve all been waiting for. Kiss your old Endurance problems goodbye! Stamina may not be as strong as it was before, but it is still far from a useless power. This will keep you more combat viable for a longer amount of time. Throw in a couple more Endurance Modification slots and watch it shine!

Level 22
Howl (Sonic Blast)
Enhancements: Accuracy, Damage (x3), Endurance Reduction, and Range Increase
Reasoning: Well, now that you can actually take some of the agro without a one-way trip to the medical clinic, lets take this cone power now. It may not be the strongest in your inventory, but it is still no slouch when combined with your other powers. It’s slotting is near-identical to the rest of your attacks (do you see a pattern yet?), and it should be integrated into your attack chain immediately!

Level 24
Speed Boost (Kinetics)
Enhancements: Endurance Reduction (x2)
Reasoning: Throughout my experiences in both the games, I have never understood why anyone would not want this power. It gives you a near-hasten effect to your power recharge, a near Recovery Aura boost to Endurance Recovery, and a near Super Speed boost to your movement speed. Not to mention the fact that it neutralizes slow effects… Still, I guess some people just don’t want the uberness associated with this ability.

Level 26
Screech (Sonic Blast)
Enhancements: Accuracy (x2) and Disorient Duration (x2)
Reasoning: If you have a child, then you know exactly what this power is capable of. It’s a Mag 3 disorient that will make even the strongest enemies grab for their heads and wish you were somewhere under the water. A couple of Accuracies and Disorient Durations and you may be able to double-shot this onto an AV to give them the mother of all Migraines!

Level 28
Inertial Reduction (Kinetics)
Enhancements: Jump (x3)
Reasoning: If Siphon Speed is becoming a little old for your travel power then try Super Jump. But this power is not just for you, you can share with those around you as well! That’s right, treat others to the glories of soaring like 1935 Superman (read the history, he didn’t always used to fly)! Three Jump enhancements will cause YOU to leap tall buildings in a single bound (just watch where you land).

Level 30
Amplify (Sonic Blast)
Enhancements: Recharge Reduction (x3)
Reasoning: This power, whine not exactly necessary before this point, will make things a little easier on you, especially with what is about to come. It increases the accuracy of your powers by 100% for 10 seconds. That is more than enough time for what is about to strike! That’s right, I’m talking about…

Level 32
Dreadful Wail (Sonic Blast)
Enhancements: Damage (x3) and Recharge Reduction (x3)
Reasoning: Met your Nova! Nova, unleash havoc on the masses. The three Damages make it able to take down even bosses. The three Recharge Reductions make it come up faster to be used again and again. Pop Amplify and Siphon Power beforehand, and you will slay them in the aisles (literally)!

Level 35
Transferance (Kinetics)
Enhancements: Accuracy (x2) and Recharge Reduction (x2)
Reasoning: Similar to Transfusion, this powers drains the mob of endurance and boosts the endurance of any allies around it. The main difference, however, is the amount of Endurance drained. It is quite possible to drain up to 60 points and thus stop a foes most powerful attacks. Two Accuracy and Recharge Reduction enhancements make this power a sure-hit and up quick enough to help even the most End Hungry attacker!

Level 38
Fulcrum Shift (Kinetics)
Enhancements: Accuracy (x2) and Recharge Reduction (x3)
Reasoning: Now for the ultimate power of either line. This is Siphon Power on a grand scale. It may have -10% accuracy, but you can easily add 100% damage to anyone standing near both you and the enemies. The two Accuracy enhancements make this power hit for more effect and the three Recharges let you hit sooner. My advice is to use an attack chain in this order for maximum effect: Siphon Speed, Siphon Power, Amplify, Fulcrum Shift, and finally Dreadful Wail. Then just step over the bodies of your enemies and move to the next mob!

Level 41
Web Envelope (Black Scorpion – Mace Mastery)
Enhancements: Accuracy (x2)
Reasoning: Your choice of patron power is up to you. Know this, however, with this build you have 8 slots which you can distribute however you like through your Patron pools. I chose Black Scorpion because he is the “Corruptor Patron.” As such, the first power I took is Web Envelope. This immobilized, -Slow, -Fly, -Jump most if not all foes you shoot this at. It may cost more End than you are comfortable, but with two Accuracy enhancers, you should have no problem keeping things put.

Level 41
Web Envelope (Black Scorpion – Mace Mastery)
Enhancements: Accuracy (x2)
Reasoning: Your choice of patron power is up to you. Know this, however, with this build you have 8 slots which you can distribute however you like through your Patron pools. I chose Black Scorpion because he is the “Corruptor Patron.” As such, the first power I took is Web Envelope. This immobilized, -Slow, -Fly, -Jump most if not all foes you shoot this at. It may cost more End than you are comfortable, but with two Accuracy enhancers, you should have no problem keeping things put.

Level 44
Web Cocoon (Black Scorpion – Mace Mastery)
Enhancements: Accuracy (x2)
Reasoning: This power is much like the first, but affects a single target to better effect. Again the Accuracy makes the difference, though the cost still may be a problem.

Level 47
Summon Disruptor (Black Scorpion – Mace Mastery)
Enhancements: Recharge Reduction (x3) and Damage (x3)
Reasoning: What do you get for the villain who has it all? Why, a remote controlled Spider, of course. This little guy will follow and fight with you. Feel free to sacrifice it, as you can always summon another quickly. As such, I suggest three Recharges for those fast summoning situations and three damages for it to unleash a can of whoopa$$ on thine mortal enemies (and some of the immortal ones also), don’t worry about the accuracy, however, as this thing is naturally loaded to bear!

Level 49
Scorpion Shield (Black Scorpion – Mace Mastery)
Enhancements: Endurance Reduction (x2)
Reasoning: Finally, you have the Energy Shield. This increases your defense to lethal, smashing, and energy as well as boosts your resistance to toxic. After all that you have been through, however, this is more of an afterthought. Though, with the two Endurance Reductions, it will still be a good power for those combat times.


 

Posted

What about the leadership pool? With so many powers based on accuracy, isn't tactics a fine choice for sonic attack/kinetics corruptors? My kin/sonic defender sure loves it.


 

Posted

Leadership is nice, but not a requirement of this build. Anyway, Corruptors receive about Controller-level Leadership. It's good, but this is not that kind of a build. Except for three of the powers, this build in a Solo-dream that can aid a team in damage and slight healing/buffing.


 

Posted

I appreciate the enthusiasm for such a great powerset Kinetics, and I'm glad people do enjoy it. I am a little wary of your power choices and suggested slotting though, so I would like to give you a couple tips.

I was first a little surprised that you never took Siren's Song, because every Kinetic power that you have (except Repel) won't disrupt the sleep at all. Even if you have a team thats constantly desleeping the enemy, it still adds an AoE -res. Regardless, its a critical power that can completey remove the need for armors,etc.

Also, I'm not sure how well just Stealth has been working for you in this build. You don't have real invisibility so, if your going to be ghosting missions with this build it's going to be painstakingly slow. I would of thought a better way to go was to go for Invisibility?

Again, I'm not sure how far you've gotten into this build, but I know that Stamina can definitely be replaced by Transference and your powers actually put you in melee a lot. I know all my Kinetics characters skip Stamina for Transference or respec into a Transference only system, but for your current build I think you could free yourself three powers for your usage.

The rest of your build is rather odd slotting at least for Kinetics. Even though Leadership won't be the greatest buff a Corruptor can provide, you could still do well by going for Tactics and moving some of those accuracies out of your powers. Even with Fulcrum Shift going, your damage is going to be otherworldly, so even missing wont matter in the long run. In your later game, you also won't need almost all of the end reductions you've slotted in your powers and you could definitely replace a lot of that with recharge enhancers. Health is generally considered good enough with 1 Health SO, so if you have other slotting needs, I would do those first. And no EndMod in Speed Boost? What about when the team splits and you can't feed their endurance with Transference? You should at least slot 1 in there if not a full 3.

I just forsee a lot of overkill with you self endurance and not being able to maximize your team's efficiency. You can free up a lot of powers and I definitely think you should go into the Leadership pool.


 

Posted

Dustnite, you have a point. As I fully believe in a living guide (i.e. constantly shifting as new techniques come along, not just FoTM), I will look into what you have said and run a few tests. Thanks for the suggestions.


 

Posted

Nice guide!


 

Posted

I like the guide, and it may convince me to try a Sonic/Kin in either CoH or CoV. I'm surprised to see defense slots in Stealth, though - from my experience and reading, the defense buff is 2.5% and half that if you're attacking. If I'm doing the math correctly, that's an extra 1% defense from 2 SO's, or 1/2% if you're fighting back. I could see those slots being more useful as EndMod in Transference or in a patron power.

-LE


 

Posted

Defense is still a sticky subject since the ED and defense shifts. Though I have seen the results from running with it unslotted as well as slotted. It may seem odd, but the defense buffs do make a difference.


 

Posted

Interesting build but not the direction i would take a Kin my Son/Kin is only L22 but i have many other Kientics. I always take Hasten and Super Speed. Because I am a Speed freak.

That and i get big game hunting team mates who want SB and i end up over my head some times I go for huge Accuracy and my own movement power. So i take Assault and tactics. Although i have considered dropping SS for IR when i get that high I like not having to jump indoors or in caves. THat and if its gone that bad that i need an escape i might not have the END to pop it off.

I went with both damage cones early and while most teams hate the KB. I genereally try to be very schooled in its use or tell the team I will be making a pile in such corner or terrain area. Having both cones which have huge range is how i managed to level so fast to L22. Following my blasters solo hunting technic.

I cant wait for a siren FS combo.


Pinnacle
Arch light L50 INV/SS
Psiberia L50 Kin/Psi
Screaming Mentallica L50 Sonic/MM

Infinity
Arc Voltinator L50 SS/Elec
Mind Fire Kinesis L50 Fire/Kin
Flaming Screamer L50 Fire/Sonic

 

Posted

[ QUOTE ]
Except for three of the powers, this build in a Solo-dream that can aid a team in damage and slight healing/buffing.

[/ QUOTE ]

Out of curiosity, at what level difficulty do you solo? I ask because from just looking over the build, I honestly thought it was designed for teaming on low-mid level difficulty. Not insulting your build - just that I'd at least expect KB protection (Hover/Accro) and 2 acc or 1 acc + Tactics for high difficulty soloing.


 

Posted

This is the perfect sonic/kin to not have on your team.


 

Posted

[ QUOTE ]
This is the perfect sonic/kin to not have on your team.

[/ QUOTE ]
I wouldn't go that far, though there are several things that raise red flags. This is a very unorthodox build, not gimped, but definitely sub-par. Perhaps with IOs it could get interesting, but as it is, ick.


All that is planned fails. All that is born dies.
All that is built crumbles. This will always be true.

But memories remain, And that is beautiful.

 

Posted

Yeah, I must agree, that isn't how I would build my son/kin solo or teams. Tactics is pretty dang awesome when you have no way to debuff enemies defenses. Also, siren's song can be an excellent tool.


 

Posted

[ QUOTE ]
This is the perfect sonic/kin to not have on your team.

[/ QUOTE ]

Yea, lets not go crazy on the abuse. I have seen lvl 40+ kins without Transference or FS. Now that's the kin I don't want on my team!

I do like Siren's Song. With a base of mag 3, recharge of 20 sec, and duration of 36 sec, you could conceivably start a battle by dropping this and just drop it as needed even for all boss battles (after you have 2 layered on them) to sleep anything and everything not being clobbered.

Tactics is also important IMO, and as a lvl 34 I'll be respecing into it any day now to replace the fitness pool. With a heal and huge potential end gaining in-build, why waste a power pool and slots on fitness.

I like stealth but though Invis would be nice for ghosting mishs I don't see it as very important. You can get around just fine in just about every other situation without invis. Layering Tactics and possibly even combat jumping on stealth would give enough Def to increase survivability significantly.