ar/kinetics review.
Just want to add one quick thought.
AR and Kinetics might not pair up so well. AR likes lots of range, and Kin likes to be in melee. Sure, you'll be able to make it work, but you'll be moving around a lot.
Personally, I wouldn't want to play a combination that I had to "make work." I would prefer it worked out of the box.
Edit: Of course, that's my own opinion, and other people who like the combo will disagree with me shortly, I'm sure. There's room for all kinds in CoH.
Bye, everybody!
*Champion*
Hi Doctor Nick!
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Just want to add one quick thought.
AR and Kinetics might not pair up so well. AR likes lots of range, and Kin likes to be in melee. Sure, you'll be able to make it work, but you'll be moving around a lot.
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I'll add that you do move around a lot, but the combo is a lot of fun to play, especially on a team, which will love you. A Fulcrum Shifted Full Auto is a thing of beauty.
It may not be for everyone, but give it a try. The build looks decent. I'm out of town, but I'll post my build this weekend.
i dig AR, and i dig the kinetics power set. with my ar/dev blaster experience i'm already used to dive bombing in to toe bomb with trip mines every few seconds, so the back n fourth wont be anything new to me - in fact with a 2 stack of siphon speed up perpetually i'll be doing it even faster this time.
CDN; definitely, i'd be interested in seeing the differences.
if anyone else has any opinions, feel free to chime in.
Fulcrum shifted Ignite is even better than FA.
My new Youtube Channel with CoH info
You might know me as FlintEastwood now on Freedom
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i dig AR, and i dig the kinetics power set. with my ar/dev blaster experience i'm already used to dive bombing in to toe bomb with trip mines every few seconds, so the back n fourth wont be anything new to me - in fact with a 2 stack of siphon speed up perpetually i'll be doing it even faster this time.
CDN; definitely, i'd be interested in seeing the differences.
if anyone else has any opinions, feel free to chime in.
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Here ya go, hopefully it helps. About to hit 41 or so, and he's lots of fun.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Marshal-Law: Level 50 Natural Corruptor
Primary Power Set: Assault Rifle
Secondary Power Set: Kinetics
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Burst -- Acc-I(A), Acc-I(3), Dmg-I(7), Dmg-I(11), Dmg-I(43)
Level 1: Transfusion -- Acc-I(A), Acc-I(5), Heal-I(13), Heal-I(15), RechRdx-I(15), RechRdx-I(23)
Level 2: Slug -- Acc-I(A), Acc-I(3), Dmg-I(7), Dmg-I(11), Dmg-I(40), RechRdx-I(46)
Level 4: Buckshot -- Acc-I(A), Acc-I(5), Dmg-I(9), Dmg-I(9), Dmg-I(31), RechRdx-I(31)
Level 6: Siphon Power -- Acc-I(A), Acc-I(17), RechRdx-I(37), RechRdx-I(43)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(13), RechRdx-I(17), RechRdx-I(34), Slow-I(40)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- Run-I(A)
Level 16: Health -- Heal-I(A)
Level 18: Flamethrower -- Acc-I(A), Acc-I(19), Dmg-I(19), Dmg-I(23), Dmg-I(29), RechRdx-I(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Speed Boost -- EndMod-I(A), EndMod-I(43)
Level 24: Combat Jumping -- Jump-I(A)
Level 26: Ignite -- Acc-I(A), Dmg-I(27), Dmg-I(27), Dmg-I(29)
Level 28: Inertial Reduction -- Jump-I(A)
Level 30: Increase Density -- EndRdx-I(A)
Level 32: Full Auto -- Acc-I(A), Acc-I(33), Dmg-I(33), Dmg-I(33), RechRdx-I(34), RechRdx-I(34)
Level 35: Transference -- Acc-I(A), Acc-I(36), RechRdx-I(36), RechRdx-I(36), EndMod-I(37), EndMod-I(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39), RechRdx-I(40)
Level 41: Scorpion Shield -- EndRdx-I(A), DefBuff-I(42), DefBuff-I(42), DefBuff-I(42)
Level 44: Web Envelope -- Acc-I(A), Acc-I(45), Immob-I(45), Immob-I(45), RechRdx-I(46), RechRdx-I(46)
Level 47: Maneuvers -- EndRdx-I(A), DefBuff-I(48), DefBuff-I(48), DefBuff-I(48)
Level 49: Tactics -- EndRdx-I(A), ToHit-I(50), ToHit-I(50), ToHit-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 50 Ar/Kin here. I can tell you that the idea that Kinetics is melee and messes with your cones is a myth. There's a power called siphon speed which synergises pretty well with all those cones.
1. Keep siphon speed up all the time. It can be up to triple stacked.
2. Use Combat Jumping, jump in, hit Fulcrum Shift.
3. Jump out, use Flamethrower in the air as you are jumping.
4. Land, use Full Auto.
5. Next mob.
It takes some practice but it's not terribly difficult. Having all that recharge means all of your big attacks are always ready. My build also has soft capped against lethal/smashing and good defences against most other types so moving in and out of combat is no issue.
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I can tell you that the idea that Kinetics is melee and messes with your cones is a myth.
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Um, no, it isn't. You even say so in the rest of your post. Kinetics is melee. If you stay in melee, it will mess up your cones.
You post a very nice explanation of how you can work around the problem, but if it was a myth, if there was no problem, then there would be no reason for an explanation.
Honestly, I freely admit that it isn't hard to do. I will also admit that most blast sets have at least one cone attack that is worth using, meaning most sets to pair with /Kin will need to move around to use their cone(s).
All I'm saying is, AR has 3 cones, and if you're intent on using them, you'll be outside of melee range a lot. That means you'll be outside of ideal Kin range a lot. Is that some impossible wall of frustration that will destroy your character's effectiveness? Absolutely not. I personally am not one that wants to move around that much, however. That's my choice.
Bye, everybody!
*Champion*
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I can tell you that the idea that Kinetics is melee and messes with your cones is a myth.
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Um, no, it isn't. You even say so in the rest of your post. Kinetics is melee. If you stay in melee, it will mess up your cones.
You post a very nice explanation of how you can work around the problem, but if it was a myth, if there was no problem, then there would be no reason for an explanation.
Honestly, I freely admit that it isn't hard to do. I will also admit that most blast sets have at least one cone attack that is worth using, meaning most sets to pair with /Kin will need to move around to use their cone(s).
All I'm saying is, AR has 3 cones, and if you're intent on using them, you'll be outside of melee range a lot. That means you'll be outside of ideal Kin range a lot. Is that some impossible wall of frustration that will destroy your character's effectiveness? Absolutely not. I personally am not one that wants to move around that much, however. That's my choice.
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Kinetics is melee and messes with your cones is a myth.
You somehow have decided that dissecting this statement would do... what? I didn't say that it is not for melee range, I said that it doesn't hurt your cones. And I wrote why.
I've never been outside of range when I wanted to be in range, because with stacked siphon speed it's unsuppressed super speed.
I'd say that you haven't actually played the sets together to 50 and trying to tell someone whose main if 50 with hundreds and hundreds of hours of play what you think... hmm okay!
Short answer: There is no problem.
Edit: For clarity you were arguing that Kinetics is melee. You missed that the sentence continued beyond that point.
Defensive much?
For the record you both basically said the same things, just in different words and Nick expressed a preference for standing in one place as opposed to cone dancing.
well, i hit 50 and i'm really diggin it. definitely my favorite character of the lot i have.
my #1 complaint with the set over all isn't the back n fourth, that came actually very easy to me coming from a ar/dev line toe bombing all the time with trips. it's the weapon draw time... that one minor hitch can really murder your ability to murder on fast teams [and what team isn't fast with kinetics? ]. any time you use your kinetics line you put your weapon away, and to use your attack line you pause for a moment to draw your weapon again. since your core attack is DoT based, every moment counts to put the pain out. it's a fraction of a second, but surprisingly annoying.
i'm using the set build i listed above and have built everything up save my positron and red fortune sets. what IO sets do you use bunny? do you think what i built [in terms of pure offense] is ideal?
ps: siphon speed has been on auto cast since level 10.
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well, i hit 50 and i'm really diggin it. definitely my favorite character of the lot i have.
my #1 complaint with the set over all isn't the back n fourth, that came actually very easy to me coming from a ar/dev line toe bombing all the time with trips. it's the weapon draw time... that one minor hitch can really murder your ability to murder on fast teams [and what team isn't fast with kinetics? ]. any time you use your kinetics line you put your weapon away, and to use your attack line you pause for a moment to draw your weapon again. since your core attack is DoT based, every moment counts to put the pain out. it's a fraction of a second, but surprisingly annoying.
i'm using the set build i listed above and have built everything up save my positron and red fortune sets. what IO sets do you use bunny? do you think what i built [in terms of pure offense] is ideal?
ps: siphon speed has been on auto cast since level 10.
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In terms of pure offence I think you should probably take a bit of a blaster mentality: you can do *that much damage* that adding on a few bits more probably doesn't matter. It's much more important to me to survive using Fulcrum Shift (and being able to use it early to maximise it).
So I don't focus on recharge (that's covered by stacked siphon speed or even haste if you want) nor on +damage (as I cap myself with fulcrum shift). I focus on positional defence. Using Scorpion Shield, lots of various power pools and a heap of IOs for defence, I've got soft capped defences to smashing/lethal and nearly energy (about 43%)... the rest of my defences are 25-30%.
I'm afraid I don't have the build for you but my important attacks are also loaded with HOs with Range to maximise everything I can and the rest is filled with Set IOs.
hey fellas,
i'm back in city of heroes after about a 3 year afk. i just finished getting my ar/dev blaster to 50 [my 3rd 50 throughout my coh career] that i started eons ago and i really loved the AoE group play of that power set. my home server is kinda dead so i switched servers and am building up a new villain. because i enjoyed my ar/dev blaster so much i've settled on an ar/kinetics corruptor.
where my head was when i made this character:
- i don't think this guy is going to see much pvp, if at all, he is pretty much pure pve.
- i had the notion of raw speed and power in mind when choosing my IO sets [favoring speed, damage and accuracy].
- back in the day i leveled a claw/sr scrapper and em/ela brute to 50 solo. that said i'm pretty much done with solo play and plan to group at all times soloing only here and there. slotting sets for defense and resistance caps was intentionally neglected. if i run into trouble i'll just phase out and cry for help, fly away or ultimately just, well, die.
- i don't want to spend much more then 300m for the full IO sets so purples where not considered for this build.
my goals:
- build out a pure offensive set with the best inclusion of end recovery mixed in without forsaking any of said offense.
if some of you guys have the time can i have some seasoned opinions on what i've assembled here in terms of IO sets and possible suggestions on fine tuning or things i may want to consider that i'm missing?
as disclaimer, i've only returned back after years of being away so i'm still very, very new to these IO sets [back in my day SOs were as good as they got, i only read about hammy-O's] and don't claim to have any remarkable ability to tetris them in to a razors edge of efficiency - but i think i have the general idea and this is my stab.
thanks guys:
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Die Form: Level 50 Technology Corruptor
Primary Power Set: Assault Rifle
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Fitness
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Burst -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Dmg/Rchg(3), Entrpc-Dmg/EndRdx/Rchg(5), Entrpc-Heal%(5), Achilles-ResDeb%(7)
Level 1: Transfusion -- Theft-Heal(A), Theft-Heal/Rchg(13), Theft-Acc/Heal(13), Theft-Acc/EndRdx/Heal(15), Theft-Acc/EndRdx/Rchg(15)
Level 2: Slug -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(7), Entrpc-Dmg/Rchg(9), Entrpc-Dmg/EndRdx/Rchg(9), Entrpc-Heal%(11), FrcFbk-Rechg%(11)
Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(19), FrcFbk-Rechg%(21)
Level 6: Hover -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(42)
Level 8: Swift -- Flight-I(A)
Level 10: Siphon Speed -- P'ngTtl-Acc/Slow(A), P'ngTtl-Acc/EndRdx(43), P'ngTtl-Rng/Slow(43), P'ngTtl-EndRdx/Rchg/Slow(43)
Level 12: Stealth -- Krma-ResKB(A), RedFtn-Def/EndRdx(40), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(42), RedFtn-EndRdx(50)
Level 14: Fly -- Frbd-EndRdx(A), Frbd-Fly(46), Frbd-Stlth(46)
Level 16: Health -- Heal-I(A)
Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(25)
Level 20: Stamina -- EndMod-I(A), EndMod-I(27), EndMod-I(27)
Level 22: Speed Boost -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(29), Efficacy-Acc/Rchg(31), Efficacy-EndMod/Acc(33), Efficacy-EndMod/EndRdx(39)
Level 24: Invisibility -- Ksmt-ToHit+(A)
Level 26: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(33)
Level 28: Phase Shift -- RechRdx-I(A)
Level 30: Sniper Rifle -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(33), Mantic-Acc/ActRdx/Rng(34), Mantic-Dmg/ActRdx/Rchg(34), Mantic-Dmg/EndRdx/Rchg(34), FrcFbk-Rechg%(36)
Level 32: Full Auto -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(37), RechRdx-I(37)
Level 35: Transference -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(39), P'Shift-EndMod/Acc/Rchg(39)
Level 38: Fulcrum Shift -- Acc-I(A)
Level 41: Hasten -- RechRdx-I(A)
Level 44: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(45), RedFtn-EndRdx(46)
Level 47: Focused Accuracy -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Siphon Power -- Acc-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge