Elec/ kin opinions request


Neogumbercules

 

Posted

Ok, I am having a problem deciding between if I want to take the leaping pool (CJ, SJ, Acro) or if I want to go with the leadership pool (Maneuvers, Tactics, and Inertial reduction for the sake of a vertical travel power) and maybe replacing Aim (Since I'd have tactics) with vengeance. I figured I could get the anti-KB IOs to help cover the hole losing acro would cause but any opinions would be nice.

Also keeping electric mastery as I like the end drainer concept. It's cool to power sink, short circuit, and just drain their end here and there to keep them gasping for more.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Breathtaking: Level 50 Technology Defender
Primary Power Set: Kinetics
Secondary Power Set: Electrical Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Transfusion <ul type="square">[*] (A) Accuracy IO[*] (3) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge[*] (3) Touch of the Nictus - Accuracy/Healing[*] (5) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration[*] (5) Touch of the Nictus - Accuracy/Endurance/Recharge[*] (7) Recharge Reduction IO[/list]Level 1: Charged Bolts <ul type="square">[*] (A) Devastation - Accuracy/Damage[*] (7) Devastation - Damage/Recharge[*] (9) Devastation - Damage/Endurance[*] (9) Devastation - Accuracy/Damage/Endurance/Recharge[*] (11) Accuracy IO[*] (11) Recharge Reduction IO[/list]Level 2: Siphon Power <ul type="square">[*] (A) Recharge Reduction IO[*] (13) Recharge Reduction IO[*] (13) Endurance Reduction IO[*] (37) Accuracy IO[*] (40) Accuracy IO[/list]Level 4: Lightning Bolt <ul type="square">[*] (A) Devastation - Accuracy/Damage[*] (15) Devastation - Damage/Recharge[*] (15) Devastation - Damage/Endurance[*] (17) Devastation - Accuracy/Damage/Endurance/Recharge[*] (17) Accuracy IO[*] (19) Recharge Reduction IO[/list]Level 6: Siphon Speed <ul type="square">[*] (A) Accuracy IO[*] (19) Recharge Reduction IO[*] (21) Recharge Reduction IO[*] (21) Accuracy IO[/list]Level 8: Combat Jumping <ul type="square">[*] (A) Jumping IO[/list]Level 10: Short Circuit <ul type="square">[*] (A) Performance Shifter - EndMod[*] (29) Performance Shifter - EndMod/Recharge[*] (29) Performance Shifter - EndMod/Accuracy/Recharge[*] (31) Performance Shifter - Accuracy/Recharge[*] (31) Performance Shifter - EndMod/Accuracy[*] (31) Recharge Reduction IO[/list]Level 12: Speed Boost <ul type="square">[*] (A) Endurance Reduction IO[*] (23) Endurance Reduction IO[*] (25) Endurance Modification IO[*] (25) Endurance Modification IO[/list]Level 14: Super Jump <ul type="square">[*] (A) Jumping IO[*] (23) Jumping IO[*] (27) Jumping IO[/list]Level 16: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 18: Health <ul type="square">[*] (A) Healing IO[*] (27) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO[*] (33) Endurance Modification IO[*] (33) Endurance Modification IO[/list]Level 22: Acrobatics <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 24: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (33) Recharge Reduction IO[*] (34) Recharge Reduction IO[/list]Level 26: Transference <ul type="square">[*] (A) Performance Shifter - EndMod[*] (34) Performance Shifter - EndMod/Recharge[*] (34) Performance Shifter - EndMod/Accuracy/Recharge[*] (36) Performance Shifter - Accuracy/Recharge[*] (36) Performance Shifter - EndMod/Accuracy[*] (36) Recharge Reduction IO[/list]Level 28: Aim <ul type="square">[*] (A) Recharge Reduction IO[*] (37) Recharge Reduction IO[*] (37) Recharge Reduction IO[/list]Level 30: Boxing <ul type="square">[*] (A) Accuracy IO[/list]Level 32: Fulcrum Shift <ul type="square">[*] (A) Recharge Reduction IO[*] (43) Accuracy IO[*] (45) Recharge Reduction IO[*] (45) Accuracy IO[*] (46) Recharge Reduction IO[/list]Level 35: Tough <ul type="square">[*] (A) Resist Damage IO[*] (46) Resist Damage IO[*] (50) Resist Damage IO[/list]Level 38: Thunderous Blast <ul type="square">[*] (A) Accuracy IO[*] (39) Accuracy IO[*] (39) Damage Increase IO[*] (39) Damage Increase IO[*] (40) Recharge Reduction IO[*] (40) Recharge Reduction IO[/list]Level 41: Thunder Strike <ul type="square">[*] (A) Obliteration - Damage[*] (42) Obliteration - Accuracy/Recharge[*] (42) Obliteration - Damage/Recharge[*] (42) Obliteration - Accuracy/Damage/Recharge[*] (43) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (43) Accuracy IO[/list]Level 44: Charged Armor <ul type="square">[*] (A) Resist Damage IO[*] (45) Resist Damage IO[*] (46) Resist Damage IO[/list]Level 47: Power Sink <ul type="square">[*] (A) Performance Shifter - Accuracy/Recharge[*] (48) Performance Shifter - EndMod[*] (48) Performance Shifter - EndMod/Recharge[*] (48) Performance Shifter - EndMod/Accuracy[*] (50) Performance Shifter - EndMod/Accuracy/Recharge[*] (50) Recharge Reduction IO[/list]Level 49: Super Speed <ul type="square">[*] (A) Endurance Reduction IO[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Vigilance
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]16.5% DamageBuff(Smashing)[*]16.5% DamageBuff(Lethal)[*]16.5% DamageBuff(Fire)[*]16.5% DamageBuff(Cold)[*]16.5% DamageBuff(Energy)[*]16.5% DamageBuff(Negative)[*]16.5% DamageBuff(Toxic)[*]16.5% DamageBuff(Psionic)[*]18% Enhancement(Accuracy)[*]5% Enhancement(RechargeTime)[*]5% Enhancement(Heal)[*]15% FlySpeed[*]122.1 HP (12%) HitPoints[*]15% JumpHeight[*]15% JumpSpeed[*]MezResist(Stun) 2.2%[*]7.5% (0.13 End/sec) Recovery[*]24% (1.02 HP/sec) Regeneration[*]15% RunSpeed[/list]


The petition link to Save CoH:
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Stamina is a waste on a Kin. Transference does more than it ever could hope to do, you won't need it. If waiting till 26 bugs you, use your second build from 20 to 26 with Stamina to get you through those 6 levels.

The 75 merits is worth the investment for a KB IO, it saves you a whole pool power. Plus you can slot a Steadfast Protection one in Increase Density or Blessing of the Zephyr in Inertial Reduction.

You seem to have far too much devoted to Accuracy, unless your fighting +5s all the time (yuck), 40%, 50% or so is more than enough. Adjust your powers accordingly.

Siphon Power has too many slots, its just a damage debuff after level 11. The base slot with Acc, and a Rech are enough.

Speed Boost doesn't need End Redux, let alone two.

Get some Res and Res/End in Tough and Charged armor for minor set bonses.

Thunderous Blast works fine for a Kin with just an Acc in the default slot. You shouldn't be using it without capped damage from FS after all. The only reason to go more than 3 or so slots is for set bonuses.

Get Ball freaking Lightning and Increase Density. ID is very nice for many occasions, and can hold your KB protection if you want. Ball Lightning is a major source of damage for a Kin/Elec as you'll want to be fighting groups of foes.


 

Posted

I had ID for awhile and it never really mattered as I solo more than team. Plus the short duration isn't something I get excited about.

Ball lightning? Wow. I never expected someone to tell me to take that as it's rather weak IMO. Yes, it works on groups of foes but: A) If I am fighting groups, I am fighting in a team where my time is better spent BUFFING the group than fighting... something most kins forget usually and B) Again, I solo alot. I would sooner get Zapp (the snipe).

Too much accuracy is like too much money: No such thing. And reading a couple of Kin guides... not too many people out there disagree with that for kins as they need it for almost everything they want: Transferrance, Transfusion, Falcrum Shift, Siphon Speed, and of course, their attacks.

In so far as stamina, I have played with and played without. I just perfer to have it.

and last... Second Build? I have sooooo many alts that the second build would never happen. Jeez... Market is so high right now that I wouldn't dump that much cash on one toon.

I posted more to get thoughts on the some of the sets and if it was worth getting tactics. The Kin guides say you should so I think I am leaning towards it as I have it on my fire/kin and I do notice a difference as to having it and not having it. Thanks though.


The petition link to Save CoH:
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Shadow Fire is right...

Ball Lightning for the love of all that is holy... It can just as easily fit in your single target chain. You can opt out of stamina, I do like it and health and stamina is good for sets IMO. You don't need the jumping pool or SS. You're kin for crying out loud you have a travel power at lvl 6!


 

Posted

I agree with Shadow on many points.

As far as I am concerned, ID is a personal choice. I choose to have it on the occasions that it is helpful, i.e. someone popping an awaken, STF buffing before fighting GW, Defender on the team filling the tank role, stuff like that. It is certainly not necessary, but it has its place. Oh, it's good for PvP, too.

Your secondary is Electric and you're complaining about weak attacks? You're a Kin; your damage is usually capped. Capped-damage Ball Lightning does very respectable damage, and it is very fast to animate, which is important on Kins. I'm not a big fan of your holier-than-thou attitude about ZOMG BUFFING, but even on an 8-man team, you have plenty of time to do things other than cast speed boost and Fulcrum Shift. Ball Lightning's approximately 1 second activation time can usually get squeezed in as often as it recharges. Spending your time using Zapp would be the real waste of time, even solo.

There is absolutely a point where you have too much accuracy. A slotted Tactics (full Gaussian's set FTW) plus a single SO's worth of accuracy in each of your powers is usually more than enough for PvE. You tend to get more than that amount of accuracy from sets, and global accuracy bonuses tend to accumulate, as well. For me, I like overkill on accuracy on Transference and Transfusion for obvious reasons, but that is also satisfied by slotting sets. Going for more accuracy than that is truly a waste, as you could instead slot for more recharge.

I would say Stamina is a personal choice, as well. I am like you; my Kin/Electric has no Stamina, and my Kin/Ice does. I like not having that pressure to constantly be using Transference. Stamina lets me relax a little bit, and it opens up room in my attack chain for more blasts by not having to use Transference every 20 seconds.

As far as the second build goes, he wasn't talking about 2 builds at 50 fully IO'ed out, one with Stamina and one without. He only meant that you could build Stamina into your character for the first 25 levels, then use your second build at 26 like a respec, skipping Stamina from that point on. It's not a bad idea, though I would probably wait until 27 so I could get some slots into Transference.

I like Tactics and Vengeance on all my Defenders, but I don't usually find the room in their builds to fit it in. My Kin/Electric has both, and he doesn't have Stamina. My Kin/Ice has neither, and he does have Stamina. It would not be a mistake either way, so go with what is fun to you.


Bye, everybody!

*Champion*

 

Posted

Sigh....I ask for opinions and get "You HAVE to have this!!!! Get it NAO!!"

Here's a question: Why?

Yes it does damage (Weak imo) but why do I need it? Am I going to take over for the blaster and the scrapper? I better not be cause they do more damage than me. Am I going to use it when I solo? Probably not as it's up there in the end cost and frankly, I don't like using AoE's on 1-2 mob spawns. Will I be throwing it out in team play? unlikely as I got to SB people, transfusion the melee, Fulcrum shift as soon as possible, and transfusion the idiot blaster who just ran in with an unslotted nova just to be a pain in the [censored]. Not to mention having siphon speed would be nice to squeeze in there every so often....

Look, a kin has a lot to do and I just don't want to deal with not only buffing the players but having to deal with damaging the mobs as well. (hence why SB please is such a popular phrase) If I want to hurt a group, I'll use thunderstrike. It works better and cause KB so I don't get the group right on my [censored] asap.

So thank you for the very dramatic suggestion but can we move on now? Put it down as it's just not my thing.

(BTW: I like travel powers that allow me to get away when neccessary... and Siphon speed/Inertial Reduction just does not fit the bill. Besides, there is nothing left taking anyway since you shot down all the travels and leadership... that's half the PPs already, presence is a joke and you hate fitness cause a "Kin doesn't need Stamina"... you're kinda running out of pools to go into. What's left? Medicine.. Fighting... and stealth. No thanks.)


The petition link to Save CoH:
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

I can only make a short post here due to time, but I can certainly add more later. Remember, these are opinions

1) I am of the camp that Stamina is definitely not a waste. I like to keep myself spamming transfusion, buffs and attacks. I do not want to rely on an attack that can miss to sustain my attack chain. Plus, well, Health is just too tasty a home for unique IOs.

2. Tough is a waste. You get plenty of resist with your epic armor and transfusion keeps you very alive. Other pools are much more useful. Plus, you always have to take that dud attack to even get Tough.

3. You do not want to worry about buffs and damage, yet took the nuke? Even at damage cap I find the nuke a waste, personally, since it crashes all toggle buffs. And it does not reliably kill entire spawns.

4. I always take hurdle over swift. Jumping makes you a lot more maneuverable than running. 2 Slot it with level 50 IOs and you are set, especially when running CJ as well.

5. Skip Acro and SJ. Put one Karma in CJ and one in ID or the Epic armor. Or just one. Hurdle + IR is capped jump speed.

6. I personally hate Siphon Power. Not worth skipping an attack for this IMO. If you mostly solo, though, could be worth it on bosses or EB.

7. Power Sink does not need accuracy enhancement. Not sure why you have so many in there, unless you were going for specific set bonuses.

Here is the build I am currently working with. It is expensive but shows what I have picked. Also, I slot mainly for HP.

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Hippy Newest PVE Only - SO: Level 50 Mutation Defender
Primary Power Set: Kinetics
Secondary Power Set: Electrical Blast
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Transfusion -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(3), Nictus-Acc/Heal(3), Nictus-Acc/EndRdx/Rchg(5), Nictus-Acc/EndRdx/Heal/HP/Regen(5), Numna-EndRdx/Rchg(7)
Level 1: Charged Bolts -- Apoc-Dmg(A), Apoc-Dmg/Rchg(13), Apoc-Acc/Rchg(15), Dev'n-Acc/Dmg/Rchg(15), Dev'n-Acc/Dmg/EndRdx/Rchg(17), Dev'n-Hold%(19)
Level 2: Lightning Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(40), Apoc-Dam%(40), Apoc-Acc/Dmg/Rchg(40), Apoc-Dmg/EndRdx(42)
Level 4: Ball Lightning -- Ragnrk-Acc/Rchg(A), Ragnrk-Dmg(7), Ragnrk-Dmg/Rchg(9), Ragnrk-Acc/Dmg/Rchg(9), Ragnrk-Knock%(11), EndRdx-I(13)
Level 6: Siphon Speed -- TmpRdns-Acc/Slow(A), P'ngTtl-Acc/Slow(21), RechRdx-I(21), RechRdx-I(23)
Level 8: Combat Jumping -- Ksmt-ToHit+(A), Krma-ResKB(23), ULeap-Stlth(42), LkGmblr-Rchg+(42)
Level 10: Hurdle -- Jump-I(A), Jump-I(11)
Level 12: Speed Boost -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(37)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 16: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(25), Mrcl-Rcvry+(25), RgnTis-Regen+(36), Heal-I(39)
Level 18: Inertial Reduction -- SprngFt-EndRdx/Jump(A)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(37), P'Shift-EndMod/Rchg(37)
Level 22: Increase Density -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(43), S'fstPrt-ResDam/EndRdx(43)
Level 24: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(46)
Level 26: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(27), Efficacy-Acc/Rchg(29), Efficacy-EndMod/Acc(29), Efficacy-EndMod/EndRdx(31)
Level 28: Short Circuit -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(31), Efficacy-EndMod/Acc/Rchg(34), Efficacy-Acc/Rchg(34), Sciroc-Acc/Rchg(34), Sciroc-Dam%(36)
Level 30: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43), HO:Micro(45)
Level 32: Fulcrum Shift -- Acc-I(A), Acc-I(33), RechRdx-I(33), RechRdx-I(33)
Level 35: Assault -- EndRdx-I(A), EndRdx-I(36)
Level 38: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(39), GSFC-ToHit/Rchg/EndRdx(39)
Level 41: Thunder Strike -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(45), M'Strk-Acc/Dmg(45), Erad-Acc/Rchg(46), Erad-Dmg/Rchg(50)
Level 44: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(46), TtmC'tng-ResDam/EndRdx/Rchg(48)
Level 47: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(48), P'Shift-EndMod/Rchg(48)
Level 49: Voltaic Sentinel -- S'bndAl-Dmg(A), S'bndAl-Acc/Dmg/Rchg(50), S'bndAl-Acc/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance

And here is the data chunk:

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Posted

[ QUOTE ]
6. I personally hate Siphon Power. Not worth skipping an attack for this IMO. If you mostly solo, though, could be worth it on bosses or EB.

[/ QUOTE ]

I like Siphon Power for one reason: the damage debuff. Damage debuffs are one of the only debuffs AVs don't resist (of course, they resist it, but not to the same degree as they do other debuffs like -regen or -tohit), so I like to stack up a few SPs on top of my FS for some serious -damage. AVs and GMs hit like kittens once I'm done with them, and that can make a big difference.


Bye, everybody!

*Champion*

 

Posted

Who cares if the blasters and scrappers do more damage than you. Are you saying more damage is bad? BL, SC under fulcrum shift is gonna do... lets see here...

343 damage with 3 dmg SO's at level 50 assuming capped FS.

It takes a matter of seconds to animate.

How is doing more damage a bad thing? You go into a spawn. Tank/Scrap whatever grabs the alpha, you hit the heal as he's taking the alpha. Run up, FS, launch your two AoE attacks. Kins don't really do much during a battle as their big hitters are applied before the battle starts (SB) and during the first couple of seconds of combat (FS, Trans) with sometimes throwing in a heal.

And the faster the mobs die, the less incoming damage ther is, the less defendering you have to do for your team. That's the whole point of kin/


 

Posted

[ QUOTE ]
I had ID for awhile and it never really mattered as I solo more than team. Plus the short duration isn't something I get excited about.

[/ QUOTE ]
ID has massive tactical importance in places like the ITF or STF. Besides, you can use it as a mule for Steadfast Protection KB IO, in effect treating it as a free to run Acrobatics while solo. (Its not like anyone will notice that you didn't slot it for Resistance. ) If your not going to run many TFs, go ahead and skip it. If you are, your team will appreciate you having it.

[ QUOTE ]
Ball lightning? Wow. I never expected someone to tell me to take that as it's rather weak IMO. Yes, it works on groups of foes but: A) If I am fighting groups, I am fighting in a team where my time is better spent BUFFING the group than fighting... something most kins forget usually and B) Again, I solo alot. I would sooner get Zapp (the snipe).

[/ QUOTE ]
If your running on difficulty 2 or 4 (and you should be once you can take on a boss comfortably, more targets= more damage from FS), or heck even 1 half the time, Ball Lightning is a big source of damage. The DoT effect makes it look weaker than it really is. Without it I wouldn't be willing to solo Rikti in the RWZ, my damage would just be too slow for words.

[ QUOTE ]
Too much accuracy is like too much money: No such thing. And reading a couple of Kin guides... not too many people out there disagree with that for kins as they need it for almost everything they want: Transferrance, Transfusion, Falcrum Shift, Siphon Speed, and of course, their attacks.

[/ QUOTE ]
90+% Accuracy when you have accuracy set bonuses is just plain overkill. You can use those slots better. If your mostly solo, at best your fighting +3s, meaning 60% ballpark gets the job done, and less for lower level foes.. Heck most of those Kin guides are so old that 66% or so was the suggested slotting for two accuracy SOs.

[ QUOTE ]
In so far as stamina, I have played with and played without. I just perfer to have it.

[/ QUOTE ]
I've never bothered with it on my Kin/Elecs, never had the need. Transference is just too bloody good. If you were going to run Leadership toggles, you might see a bit of need, but then you'd be loosing out on even more good powers. I suppose if your real antsy about endurance its a psychological bonus, but when you can get a full refill every 20 seconds or so, why bother?

[ QUOTE ]
and last... Second Build? I have sooooo many alts that the second build would never happen. Jeez... Market is so high right now that I wouldn't dump that much cash on one toon.

[/ QUOTE ]
I never said IO the thing. Buy SOs for it at 22 and none for the original build. Then at 27 when you'd be looking for IOs or replacement SOs, you swap back to build one and enhance that. Leave build two alone and never look at it again. All it costs you is 6 full levels without IOs that you may or may not have taken, and a second build you weren't going to use anyway.

[ QUOTE ]
I posted more to get thoughts on the some of the sets and if it was worth getting tactics. The Kin guides say you should so I think I am leaning towards it as I have it on my fire/kin and I do notice a difference as to having it and not having it. Thanks though.


[/ QUOTE ]
Tactics is an alright power, but its an endurance pig for little gain solo. Total personal choice, I don't bother, too many other good powers to take instead. If you do take it, consider it in trade for some of that accuracy overkill you have.


 

Posted

[ QUOTE ]
I can only make a short post here due to time, but I can certainly add more later. Remember, these are opinions

1) I am of the camp that Stamina is definitely not a waste. I like to keep myself spamming transfusion, buffs and attacks. I do not want to rely on an attack that can miss to sustain my attack chain. Plus, well, Health is just too tasty a home for unique IOs.

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1st, I like people's opinions. I actually like people saying "you should get this because...." or "This works really good with this because..." but people who go "Good GOD, why didn't you take this?!?!?" and offer nothing but "Get it NAO or I'd never invite you to a team" is, quite frankly, rude as hell.

Yeah, I'm part of the stamina camp too. I believe that some defenders can get away without it, and others are just better wih it. I considered health but I like moving around quick enough to tag baddies by teammates with transfusion and transference... Plus those tasty IOs are really expensive now.

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2. Tough is a waste. You get plenty of resist with your epic armor and transfusion keeps you very alive. Other pools are much more useful. Plus, you always have to take that dud attack to even get Tough.

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TBH I never really saw it as a waste... I mean more damage resistance can only increase my life span. If there was something I felt that was much better, I think I could lose it

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3. You do not want to worry about buffs and damage, yet took the nuke? Even at damage cap I find the nuke a waste, personally, since it crashes all toggle buffs. And it does not reliably kill entire spawns.

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I took the nuke? I didn't mean to.

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4. I always take hurdle over swift. Jumping makes you a lot more maneuverable than running. 2 Slot it with level 50 IOs and you are set, especially when running CJ as well.

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Agreed but since I wasn't taking health I took both.

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5. Skip Acro and SJ. Put one Karma in CJ and one in ID or the Epic armor. Or just one. Hurdle + IR is capped jump speed.

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I think I can't get into IR... not sure why. But I am convinced to drop acro and go with Karma and zephyr in CJ... That way I get the KB resist early on as she is a Posi helper of sorts.

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6. I personally hate Siphon Power. Not worth skipping an attack for this IMO. If you mostly solo, though, could be worth it on bosses or EB.

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Siphon is cool at lower levels when FS isn't available... but FS does replace it at level 32.

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7. Power Sink does not need accuracy enhancement. Not sure why you have so many in there, unless you were going for specific set bonuses.

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2 part reason: 1) I was grabbing some set bonus from it and 2) I assumed it needed acc to hit. I noticed recently it didn't.

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Here is the build I am currently working with. It is expensive but shows what I have picked. Also, I slot mainly for HP.

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Slot for HP? you only get like 12 points per bonus... Not so sure if they are worthwhile. I was shooting for +Dam overall for when I solo as I just didn't see anything else I would even slot for. How many HPs did you get up to?


The petition link to Save CoH:
http://www.change.org/petitions/ncso...city-of-heroes

 

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Also....

to Neogum: Not looking for damage from Short Circuit. It is mainly for it's -recovery effect which has helped to paralyze mobs before. Plus I don't travel with tanks often. More like hardly ever... AoE effects tend to grab aggro off the scraps which dumps it all on me. All aggro on me = Dead me.

To Shadow: I just don't like ID for how short it is. Seems like as soon as I apply it, it dies. It is just more annoying than a team yelling SB PLEASE! Plus No one ever cares about it. you give it to them and they could care less.... but forget to SB and they'll tear your lungs out. Seriously, if I make sure everyone has SB, then they are all good.


The petition link to Save CoH:
http://www.change.org/petitions/ncso...city-of-heroes

 

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To Shadow: I just don't like ID for how short it is. Seems like as soon as I apply it, it dies. It is just more annoying than a team yelling SB PLEASE! Plus No one ever cares about it. you give it to them and they could care less.... but forget to SB and they'll tear your lungs out. Seriously, if I make sure everyone has SB, then they are all good.

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ID is skipable.

Though you mentioned that you travel more with scraps than tanks. While Speed Boost is recharging you can easliy squeeze in a Increase Density which helps your scrappy friend deal with alpha. Noone can ever demand to be perma-ID'd. Use it reactivly rather than proactivly once in the fight.

It's also very good in pvp with it's -tp and kb protection. Also good for muling IO's as mentioned before.

IF you can squeeze it into your build that is...


 

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Not sure on my final end number, but I think I hit +300 HP from set bonus alone, not counting the accolades. That is using purples, but you can skip those and use Devastation for a 2.25% bonus on 5 powers. I will certainly confess that the build I pasted is not cheap

I am sure now I misread on the nuke. I like to swap Thunderstrike and Thunderous in my head for some reason :/

Re: Siphon Power - solo and lower levels it is very nice. I had it when I first leveled up but have since replaced it. I team a lot more than I solo, so that has an impact as well. I have been trying to build a lot more AOE potential.


 

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To Shadow: I just don't like ID for how short it is. Seems like as soon as I apply it, it dies. It is just more annoying than a team yelling SB PLEASE! Plus No one ever cares about it. you give it to them and they could care less.... but forget to SB and they'll tear your lungs out. Seriously, if I make sure everyone has SB, then they are all good.

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I mostly us it on other Defenders/Controllers that have a similar power. That way at least one of us doesn't get mezzed, preferably both if they reciprocate. (And then only before a fight, I'll kill the mezzers myself before another one is needed.) Other than that, others should count their blessing if they get any such power put on em. Plus the afore mentioned TF situations.

The duration is too damn short. All of them should be 3 to 5 minutes if they are to be buffs, or a tiny casting time if its meant to be a reaction power. (Glares at Clear Mind.)


 

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Re: ID- It's one of those "Good in this situation" powers imo. It doesn'tprotect from all damage, just smashing and energy. So negative energy (like CoT) and lethal (which is alot) still hurt. So It's a 50/50 thing. I took it on my latest version of the character as a IO mule though. Wasn't thinking about Aegis status protection before.... that would be useful.

RE: Nuke- You know, when I got to work today I kept thinking "what Nuke was he talking about?" then it dawned on me that I wouldn't even have a nuke and thought that maybe you meant the teir 9 for electric. But that was more like Rain of arrows than a nuke. So it's kinda good you mention that you were a little confused cause I was really confused. lol

RE: Siphon power- I like it simply cause it helps on Posi and Synapse where your team isn't the best as it was already. I keep it mainly for that reason.


The petition link to Save CoH:
http://www.change.org/petitions/ncso...city-of-heroes

 

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RE: Nuke- You know, when I got to work today I kept thinking "what Nuke was he talking about?" then it dawned on me that I wouldn't even have a nuke and thought that maybe you meant the teir 9 for electric. But that was more like Rain of arrows than a nuke. So it's kinda good you mention that you were a little confused cause I was really confused. lol

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Electric's tier 9, Thunderous Blast, is a nuke. Complete with endurance crash and long recharge. The only thing it has in common with RoA is it works at range unlike other Nukes. As a Kin though you can use it like mad, just nuke, use a CaB insperation and Transference to get right back into things. With fully saturated FS you may even impress nearby Blasters.


 

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As far as travel goes, IR is a perfectly acceptable alternative. Especially now with the temp travel powers available to bridge the gap until you reach IR level.

However, you will feel the occasional twinge of longing for the leaping pool the first time you find yourself standing there immobilized for lack of combat jumping, feeling vaguely embarassed... or when you get reminded how many npc attacks have a low mag hold on them that bounces right off acrobatics.

Probably not enough to make it worth taking leaping on a kin--it wasn't for me--but something to consider.


 

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Who cares if the blasters and scrappers do more damage than you. Are you saying more damage is bad? BL, SC under fulcrum shift is gonna do... lets see here...

343 damage with 3 dmg SO's at level 50 assuming capped FS.

It takes a matter of seconds to animate.

How is doing more damage a bad thing? You go into a spawn. Tank/Scrap whatever grabs the alpha, you hit the heal as he's taking the alpha. Run up, FS, launch your two AoE attacks. Kins don't really do much during a battle as their big hitters are applied before the battle starts (SB) and during the first couple of seconds of combat (FS, Trans) with sometimes throwing in a heal.

And the faster the mobs die, the less incoming damage ther is, the less defendering you have to do for your team. That's the whole point of kin/

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Is this math right? I don't seem to get that on my end and when I tried it on test, I wasn't doing that type of damage with capped fs.


The petition link to Save CoH:
http://www.change.org/petitions/ncso...city-of-heroes

 

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To Shadow: I just don't like ID for how short it is. Seems like as soon as I apply it, it dies. It is just more annoying than a team yelling SB PLEASE! Plus No one ever cares about it. you give it to them and they could care less.... but forget to SB and they'll tear your lungs out. Seriously, if I make sure everyone has SB, then they are all good.

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I mostly us it on other Defenders/Controllers that have a similar power. That way at least one of us doesn't get mezzed, preferably both if they reciprocate. (And then only before a fight, I'll kill the mezzers myself before another one is needed.) Other than that, others should count their blessing if they get any such power put on em. Plus the afore mentioned TF situations.

The duration is too damn short. All of them should be 3 to 5 minutes if they are to be buffs, or a tiny casting time if its meant to be a reaction power. (Glares at Clear Mind.)

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In a perfect world..... and only in a perfect world. Never happens in the game world with PUGs


The petition link to Save CoH:
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

Thunderous Blast
108.44 base damage for sure, times 4 for being at the damage cap, equals 433.36 Damage. Plus the chances for additional damage. And you don't need a single enhancement in it to do that. Fulcrum Shift does it for you.

Edit:
Whoops, misread. Anyway, look on Red Tomax, you can see for yourself it adds up.