New kin needs help


Brachaesnethar

 

Posted

I recently made an electric kin and enjoy playing however im kinda winging it when choosing her powers because i have never played an electric any thing. Can anyone help me with suggestions or a build to look at?


 

Posted

Here's a quick and dirty power-selection build:

Level 1: Charged Bolts
Level 1: Transfusion
Level 2: Lightning Bolt
Level 4: Ball Lightning
Level 6: Hover
Level 8: Swift
Level 10: Siphon Speed
Level 12: Zapp
Level 14: Fly
Level 16: Health
Level 18: Tesla Cage
Level 20: Stamina
Level 22: Aim
Level 24: Siphon Power
Level 26: Voltaic Sentinel
Level 28: Speed Boost
Level 30: Increase Density
Level 32: Thunderous Blast
Level 35: Transference
Level 38: Fulcrum Shift
Level 41: Charged Armor
Level 44: Electric Shackles
Level 47: Power Sink
Level 49: Conserve Power

This skips Short Circuit (PBAOE end drain/dmg) as the corruptor version is likely worse than the blaster / defender versions and frankly I never thought much of it as either a damage-dealing power OR an endurance-draining power.

It also skips Repel (PBAOE knockback aura) and Inertial Reduction (PBAOE superleap granting power). I threw in the Mu lightning patron for thematic reasons, too. Not sure if the corruptor pet is boss-level or not ---- it MAY be that Summon Adept would summon a Mu Adept who would occassionally HEAL you, in which case that might be a better choice than Power Sink or Conserve Power.

If you want to cut powers, you can probably ditch Zapp without missing it much... and if you primarily solo you can ditch Speed Boost and Increase Density (ally only buffs). And if you hate the endurance crash of the "nukes" as I do, you could skip Thunderous Blast.

One thing to note with Elec/Kin is that Elec doesn't offer much in the way of mitigation except Tesla Cage's Hold, and yet almost all kinetics requires you to be in melee range.

Actually now that I think about it, you might be better off putting Short Circuit in there ---you'll be in melee range for Fulcrum Shift, Transference and Transfusion any way. With Power Sink and Short Circuit you might be able to drain the endurance from a group of foes before they ganked you. If you had a healing Mu Adept pet along, too, that would be helpful.

So, yah, replace Zapp with Short Circuit, above, perhaps. Not exactly a 'blapping' build since there are no melee attacks per se, but with Charged Armor and the PowerSink + Short Circuit combo you can probably do well in melee range, flinging off your lightning attacks.


 

Posted

You can, in all reality, skip travel powers all together if you choose to take siphon speed and inertial reduction. This can free up space to take other possibly more helpful pools.

As far as elec powers are concerned if you want to play an endurance drain sort of build you can and should take Soul mastery as your patron for power boost. I dont know the particulars for electric, as i have never played an elec for more then few levels but I do know that power boost will boost the end drain of those powers immensley.

I would say skippable powers from elec, imo, would be zapp ( i never personally liked snipes) and Voltaic sentinel.

Just my 2 inf.


 

Posted

ok and how would you slot the powers .....what i find with the electric is that all the powers offer some sort of return on end so what would you slot?


 

Posted

I dont particularly have the time to post a build atm but i would venture to say that you shouldnt worry about slotting for end mod on your attack powers. I would go 2 acc/3 dam/1 recharge on all of your attack powers until you get io's. My reasoning for this is that you will find your damage lacking if you focus on end mod and you are primarily a dps AT with the ability to buff. That and once you hit 35 you wont have endurance issues ever again, so worrying about return is mute point.

Now that being said, with kin well slotted transference will eat most boss and below mobs of all of their endurance in one shot. With power boost It will eat a huge chunk from an EB. Power boost will also take care of having to slot any end mod into your elec powers. Although PB is on a long recharge timer, it wont be nearly as long with 3 stacked siphon speed and hasten which is easily attainable without any outside buffs or io's.

What you can try though if you want to have end redux in your attack chain is to take charged bolts and slotting that one attack purely for end mod or 2 acc/3end mod/1 recharge. Its on an insanely fast recharge timer with a /kin and will help with the more annoying mobs eg. Eb's and AV's without taking away from your attack chain.

Edit: However having 2 acc/3 end mod/1 recharge in short circuit may also be helpful, when using PB, for when you are waiding into the thick of things and you will be alot as a kin =D


 

Posted

[ QUOTE ]
ok and how would you slot the powers .....what i find with the electric is that all the powers offer some sort of return on end so what would you slot?

[/ QUOTE ]

The return on end is random, so you won't be relying on that. However, you can drain endurance effectively with transference, short circuit, and spamming your attacks.

If you choose to go the end-drain route, I would frankenslot using set IOs, meaning finding triples for Acc/Dam/Rech or Acc/Dam/End or Acc/Rech/End Mod to have good modifiers of all four of these stats. That requires a bit of time and infamy. For example, there are two sets at 50 that offer endmod/acc/rech (efficacy adaptor/performance shifter), and thunderstrike offers some triples to round out your damage as well.

Sapping isn't going to be incredibly efficient until you get Transfusion. But between that and Short Circuit, you'll be doing fairly well at sapping - not quite what a defender can achieve, but impressive nonetheless.

However, for my Rad/Kin, I went a different route - softcapping Smashing/Lethal/Energy defense since kins are often facing intense aggro. I personally prefer my softcapped defense for survivability knowing I can jump in the middle of a herd and hit fulcrum without too much fear.

I am also a fan of combat jumping/acrobatics on kinetics. Immobilization is often death for a kin when you are stuck far away from a mob and can't get near them to hit transfusion. The minor status protection of acrobatics helps a little (don't expect brute levels here)

Also, besides taking powers, one of the best ways to improve how you play your kin is binds. Consider something similar to this:

/bind numpad1 team_select 1
/bind numpad2 team_select 2
/bind numpad3 team_select 3
/bind numpad4 team_select 4
/bind numpad5 team_select 5
/bind numpad6 team_select 6
/bind numpad7 team_select 7
/bind numpad8 team_select 8
/bind add powexec_name "Speed Boost"
/bind subtract powexec_name "Increase Density"

Now I can use my num pad to quickly select a teammate and buff them. It does gets tedious speed boosting players. The last ITF I was on I got irked at a teammate who spammed SB meh while we were facing Rommie not paying attention to the fact that I'm unleashing all my attacks and spamming transfusion so he'd live, as otherwise that AV wasn't going to die before we wiped. Ungrateful, stupid $#%@. (He even seriously asked for SB when I was dead)

In other words. Find ways to make your life on teams as a kin as efficient and survivable at a time. Binds will make you a happier kin.


 

Posted

I have a level 31 elec/kin and sapping is what he does best.

The trick is to slot short circuit for end mod instead of damage. It's also important to have knockback protection. Once you have short circuit fully slotted, use this strategy: run right into the middle of the group, fire off short circuit, then transfusion, ball lightning and short circuit again. Continue this attack chain until the mobs are all defeated. Short circuit is your big draining power. Two applications of short circuit (with transfusion and ball lightning between them) should drain the entire group. Transfusion and ball lightning also drain a little end, so use them liberally. Throw in siphon power and siphon speed occasionally to boost your damage and recharge.

If there's a boss in the group, hit him with charged bolts and lightning bolt while you're waiting for short circuit and ball lighting to recharge.

Once you have stamina three-slotted, you will be an AOE machine.

My current build is posted below. I've respeced a couple of times to drop powers I no longer needed. Zap was good for soling in the teens, but by the mid 20s I no longer needed it.

http://www.cohplanner.com/
Primary Power Set: Electrical Blast
Secondary Power Set: Kinetics
Level 1: Charged Bolts -- Acc-I(A), Acc-I(23), Dmg-I(31)
Level 1: Transfusion -- Acc-I(A), Acc-I(3), Heal-I(3), Heal-I(5), Heal-I(7), RechRdx-I(7)
Level 2: Lightning Bolt -- Acc-I(A), Acc-I(17), Dmg-I(31)
Level 4: Ball Lightning -- Acc-I(A), Acc-I(5), Dmg-I(9), Dmg-I(11), Dmg-I(13), RechRdx-I(15)
Level 6: Siphon Power -- Acc-I(A), Acc-I(29)
Level 8: Short Circuit -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(11), Efficacy-Acc/Rchg(13), Efficacy-EndMod/Acc(15), Efficacy-EndMod/EndRdx(17)
Level 10: Swift -- Run-I(A)
Level 12: Siphon Speed -- Acc-I(A), Acc-I(31)
Level 14: Combat Jumping -- Krma-ResKB(A)
Level 16: Health -- RgnTis-Heal/EndRdx(A), RgnTis-EndRdx/Rchg(23), RgnTis-Heal/Rchg(27), RgnTis-Heal/EndRdx/Rchg(27), RgnTis-Regen+(29)
Level 18: Aim -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(19)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Speed Boost -- EndMod-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Maneuvers -- EndRdx-I(A)
Level 28: Inertial Reduction -- RechRdx-I(A)
Level 30: Tactics -- EndRdx-I(A)

I have a kin/elec defender in the mid 30s with transfusion and fulcrum shift. It's amazing how well he does solo, but I'm finding my corrupter is better. At least, so far.


 

Posted

thank you so much for the information i have also take invisibility to give my kin the + recharge io and the the lotg armor so far im going with the mu as my patron for the theme of my toon.