Kin/elec a good drainer


Chrome_Family

 

Posted

would this make a good end draining kind of char ? if so what would be the build to do so ?


 

Posted

An Elec/Elec or Elec/Energy Blaster would be better for AoE draining.

For Elec/Elec, the Elec Blast part would drain the same amount as the Defender version, and Elec Manipulation has Power Sink on half the recharge time of the Defender Epic version as well as Lightning Field.

For Elec/Energy, again the Elec Blast part will be equal for both ATs, but Energy has Power Boost which will increase the amount of end drained by all the Elec Blast powers, and with simple slotting can be up 50% of the time, and with a little more effort, be perma. Defender's Power Build Up doesn't even compare.

Kinetics has Transference, which is a powerful single-target drain, but other than that... it's really doesn't offer much for draining.


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

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would this make a good end draining kind of char ? if so what would be the build to do so ?

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Um this is vage,.. is this for PvE? or PvP? and if its for pvP are you talking Arena or Zone? There are ways of making this combination work.



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Posted

[ QUOTE ]
[ QUOTE ]
would this make a good end draining kind of char ? if so what would be the build to do so ?

[/ QUOTE ]

Um this is vage,.. is this for PvE? or PvP? and if its for pvP are you talking Arena or Zone? There are ways of making this combination work.

[/ QUOTE ] oh srry i meant for mostly pve but i plan to try pvp out when i reach 50. also i chose kin due to siphon theme and to be more usefull on teams


 

Posted

Yes, Kin/Elec is good for draining endurance. It is worth noting that Trickshooter is accurate about blasters having an edge in AE draining, at lower levels. However, by the 40s Defenders have caught up, and potentially surpassed, the Blasters.

A few tips:
Only slot Endurance Modification in Transference and Short Circuit. The effect of that enhancement in other powers is trivial.
Recharge is more important than Endurance Modification in Short Circuit. The recovery debuff only lasts 10 seconds (base recharge is 20 seconds), without that your foes will have the endurance needed to attack.

Repel and Zapp are the best powers to skip. Voltaic Sentinel and Increase Density can be alright to skip. Really though, the best powers to skip are travel pools, and Fitness. Kinetics provides for both.

Good luck with it!


 

Posted

ty so much . is there a certain build i should folow btw? if not ill wing it and tweak it later


 

Posted

Other than the slotting being out of date, Quason's old guide is still useful. Should be plenty of updated recomendations toward the end of the thread from others. I'm still planning on writing one of my own, but I'm digging up numbers at the moment.


 

Posted

I would have to say kin/elec is better if you plan on surviving in melee. I have tried sapping in so many ways but kin/elec is the safest to do. Keep in mind transfusion and transference both drain endurance. Transference is the only one I would slot for end out of those 2. If you are doing it as a defender and have no intention on having a damage build then you can slot voltac sentinal with end mod sets instead of damage just to make the sapping a bit better.


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Posted

I have a kin electric that I really like. It's great fun to play solo against the right mobs.

On any reasonable team however, you're beating your head against the wall. It's useful in the 20's from time to time, but once you get fulcrum [censored], it really doesn't matter. The simple fact is that trying to use end drain as a method of soft control is less effective than playing the primary when on a team.
Which is really how it should be (You actually have a mag 3 hold in the secondary that's a better control for dangerous bosses and LT's than sapping anyway).

This is what I play, and it's pretty stout. Lots of holds.

Hero Plan by Mids' Hero Designer 1.401
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[u]Click this DataLink to open the build![u]

Level 50 Magic Defender
Primary Power Set: Kinetics
Secondary Power Set: Electrical Blast
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Siphon Power -- Acc(A), RechRdx(3), RechRdx(25), RechRdx(34)
Level 1: Charged Bolts -- Acc(A), Dmg(17), Empty(25)
Level 2: Transfusion -- Acc(A), Heal(3), Heal(5), Heal(21)
Level 4: Ball Lightning -- Acc(A), Dmg(5), Dmg(17), Dmg(21)
Level 6: Siphon Speed -- Acc(A), RechRdx(7), RechRdx(7), RechRdx(43)
Level 8: Lightning Bolt -- Acc(A), Dmg(9), Dmg(9), Dmg(15), Range(39)
Level 10: Short Circuit -- Acc(A), EndMod(11), EndMod(11), EndMod(13), RechRdx(13), RechRdx(15)
Level 12: Speed Boost -- EndRdx(A)
Level 14: Hover -- EndRdx(A), Flight(42), Flight(43), Flight(43)
Level 16: Assault -- EndRdx(A), EndRdx(19)
Level 18: Tactics -- EndRdx(A), EndRdx(19)
Level 20: Inertial Reduction -- RechRdx(A)
Level 22: Hasten -- RechRdx(A), RechRdx(23), RechRdx(23)
Level 24: Increase Density -- EndRdx(A)
Level 26: Transference -- Acc(A), Acc(27), EndMod(27)
Level 28: Tesla Cage -- Acc(A), Hold(29), Hold(29), Hold(31), RechRdx(34), RechRdx(37)
Level 30: Aim -- RechRdx(A), RechRdx(31), RechRdx(31)
Level 32: Fulcrum Shift -- Acc(A), Acc(33), RechRdx(33), RechRdx(33), RechRdx(34)
Level 35: Voltaic Sentinel -- Dmg(A), Dmg(36), Dmg(36), RechRdx(36), RechRdx(37), RechRdx(37)
Level 38: Thunderous Blast -- RechRdx(A), RechRdx(39), RechRdx(39), EndMod(40), EndMod(40), EndMod(40)
Level 41: Thunder Strike -- Acc(A), Dmg(42), Dmg(42), Dmg(45), RechRdx(45)
Level 44: Shocking Bolt -- Acc(A), Hold(45), Hold(46), Hold(46), RechRdx(46)
Level 47: Power Sink -- EndMod(A), EndMod(48), EndMod(48), RechRdx(48), RechRdx(50), RechRdx(50)
Level 49: Vengeance -- DefBuff(A), DefBuff(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance


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Posted

Why recharge in Voltaic Sentinel? You can only have one up at a time, and its recharge is equal to its duration. While previously slotting a End Mod/Rech IO would speed up its attack rate, that was removed in I13 making Recharge in VS utterly pointless.

Hmm, other oddities. End Mods in T-Blast? Bwha? Transference and Transfusion not 6 slotted?!

Otherwise, nice team oriented build. Personally, I went for Resists instead. Boxing, Tough and Charged Armor instead of the Leadership Pool. I do have Recall Friend for utility, but its going away when I respec again. What for, I have no clue right now. Grant Invisibility has its merits, hmm...


 

Posted

IDK. I just copied and pasted the build I had saved in MIDs for a looooong time. I'm glad you caught that.

Edit: wrong cut and paste. sorry.


I predict future happiness for Americans if they can prevent the government from wasting the labors of the people under the pretense of taking care of them.
Thomas Jefferson

 

Posted

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It is worth noting that Trickshooter is accurate about blasters having an edge in AE draining, at lower levels. However, by the 40s Defenders have caught up, and potentially surpassed, the Blasters.

[/ QUOTE ]

I'm not sure I can see how that's possible. Honestly though, I'm just looking at numbers, and I understand that they don't necessarily tell the whole story or maybe I'm just not accounting for something.

There's no question that a Kin/Elec will drain a single enemy faster (almost instantly) with access to Transference, but otherwise it looks like Blasters get similar tools, plus more, on shorter recharge times.


Trickshooter's Characters | @Trickshooter @Brightside

 

Posted

Hmm, interesting. According to City of Data, Blasters and Defenders drain the same endurance in PvE. Odd, I could have sworn that Defenders had higher base draining (post I6 sometime, my memory is hazy of when the change supposedly happened). They do in PvP according to the same source, but not in PvP.
That makes a big difference. I'll have to go check in game.
Still, the Kin part makes for stronger single target draining (Transference is damn good) and provides for better protection while waiting for the draining to work.


 

Posted



Kinetics with hasten, siphon and SC slotted 3 recharge and 3 end mod, tactics slotted for acc.

Recharge 7.02s
Acc 122
end -68.2
recovery -194.9

Follow up with power sink doing another -80% (42 second timer) and transference, and you have a completely drained spawn.
Blaster.
Short circuit with 3 endmods and 3 recharges
recharge of 7.55 -68% end and -194 recovery. Acc is only at
97.5

Power sink
same slotting -68 end 22.6 second timer with hasten,
Power boost makes SC hit at 95%. Still needs a second application of short circuit. 22 second timer. Unless Lighting field is running with 3 endmods for the several ticks of -3.9, but costing damage.

Defender edges out the blaster by just a touch.

Assuming solo play, the defender actually needs the spawn drained faster because the blaster will be mitigating damage with damage, something that will clearly outshine the defender, even with FS.

The defender will have to continue applying SC to keep the mobs soft controlled, while the blaster will be moving on to the next spawn.

One thing to keep in mind is that if you are trying to sap, you have to do two thing:
1)Bring the mob to 0 endurance.
2)Prevent him from recovering endurance. IIRC, most mobs only need 5 endurance (this may very well have changed, or never been correct at all, but it is a significantly low number to be sure)to use the majority of their attacks. So 1 pulse of recovery gives the mob an attack. The sapping elec/elec blaster has 2 methods of generating -recovey with an aoe. (most of the single target stuff does as well) /elec has 2 ways, short circuit and powersink, althought powersink is on a much longer timer (22.6 Hastened)
Edge to the electric/electric blaster over energy's non -recovery power boost which removes more endurance, but relies on short circuit to stop recovery.

The electric blaster and defender also make use of the -recovery in ball lighting.

The defender I would slot 2/2/2 recharge, endmod, damage, because with siphon speed and hasten the ball lightning is up every 6.24 seconds, which makes a good chain with tesla cage and short circuit, with the occasional bolt or snipe.

The blaster needs to slot it (according to what most people suggest) as a damage power. Even going with 6 slotting 1 acc 3 damage 1 recharge and 1 end mod is up 7.87 seconds with hasten. I personally would put a endmod to get over 10% drain to go with the -recovery

So, edge (slightly) to the defender in of endurance control, because you would expect the blaster to take advantage of the time that he has to clear the spawn with damage powers, while it's necessary for the defender to apply a continual series of endurance attacks because the sapping defender won't be able to clear the spawn quickly enough to do it safely.

I do have a lot of fun with sapping builds, but as some point it's time to get rid of the green bar and the sapping defender does this more slowly than most builds.


I predict future happiness for Americans if they can prevent the government from wasting the labors of the people under the pretense of taking care of them.
Thomas Jefferson

 

Posted

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End Mods in T-Blast? Bwha?

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That's actually how I have my Thunderous Blast slotted on my Kin/Electric. Everyone calls me crazy and says I should put damage in there, but the way I see it, I'm not going to nuke unless I've got a nice full steam of damage buffs on me, anyway, so I don't really need the damage. On the other hand, before I put end-mods in there, I would get a lot of aggro when I nuked, and sometimes I would die from it. With the end mods, everything short of EBs/AVs are completely drained, from full to zero, and they stay drained for a nice long while. That gives me/everyone else time to finish them off, or at least time for me to not be vulnerable anymore.

Of course, I explain this to everyone, and they still call me crazy, so maybe I really am crazy. Oh well, I say. I must be a high-functioning kind of crazy.


Bye, everybody!

*Champion*