Calling on all of you /Kins for some help!


Amy_Amp

 

Posted

Ok, so I'm about to roll a grav/kin troller after rerolling him as a million different things. I've read basically all the kin guides on the controller and defender forums, and there are still a few things that I wanted a bit wider of an opinion on, so here they are:

1. Is siphon power skippable after getting FS at 38? Is there a damage cap, and if so, does FS already meet that when used on it's max of 10 enemies?

2. Does Increased Density get less use out of a controller? How skippable would you rate ID as a controller? Would people be less likely to team with a /kin that doesnt pick up ID?

3. With Transference and Conserve Power from the Primal Forces Ancillary, would Stamina still be needed?

All responses are greatly appreciated!


 

Posted

1. Depends. It's fairly up for debate. One reason to still have it is that it's still good for AV fights since you can stack the buffs/debuffs versus just using Fulcrum.

2. I've never had it on a Kin period, but I've rethought about it, and IOs can make it useful since you can toss a KB protection IO in it. It's nice if you can fit it in.

3. You likely don't even need CP. Grav doesn't really have any huge end drain powers like Fire and Ice do, so you should be ok without it. You will likely want two builds though. One before Transference and one after.


 

Posted

1: SP is worth getting for the debuff IF you have room for it. It's a bit of and end hog, and casting it too much can bottom out your end bar.

2: It gives good resistance and can free a teammate from mez effects. It's worth having if your team forgets to bring any other form of mez protection.

3: I've tried going stamina less on my Mind/Kin, and, while it took getting a good amount of +recovery IO sets, it's very doable. Just make sure to add a good amount of recharge to the power so that it's up when you need it.


-STEELE =)


Allied to all sides so that no matter what, I'll come out on top!
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Posted

Thank you for the input! Very helpful.

Anymore from anyone else is also much appreciated. I'm trying to get a fair amount of opinions on this, if possible.


 

Posted

I like having Siphon Power for those Blasters who persistantly hang out at the back and miss out on getting the Fulcrum. So I FS for the meleers, then take a hop back to SP to spread the buffs around.


Teams are the number one killer of soloists.

 

Posted

Personally, I wouldn't skip SP either.

Next, ID came in handy at lower levels, but at higher levels you won't need it as much. Use it early and respec later.

Although one could skip stamina, I can't. I just prefer the cushion stamina gives. Transference is an accuracy needed power: sometimes you miss when you need it most. I'd skip conserve power.


Spines/ D A lvl 50 Scrap, stone/wm lvl 50 tank, Kat/reg lvl 50 Scrap
Grav/Kin lvl 50 Cont, Fire/Enegry lvl 50 Blast
Warshade lvl 50, PB lvl 39, nightwidow lvl 50, crab lvl 42
plant/thorns lvl 50 dom, ice/fire lvl 40 dom, grav/nrg lvl 41 dom

 

Posted

[ QUOTE ]
Ok, so I'm about to roll a grav/kin troller after rerolling him as a million different things. I've read basically all the kin guides on the controller and defender forums, and there are still a few things that I wanted a bit wider of an opinion on, so here they are:

1. Is siphon power skippable after getting FS at 38? Is there a damage cap, and if so, does FS already meet that when used on it's max of 10 enemies?


[/ QUOTE ]

I prefer to have Siphon Power, mainly for when you are going against single targets, but it is not necessary. On one of my Kin Defenders I skipped it to keep Repel, just for fun, but I will add it back in on his second build. I have Siphon Power on all my other Kins.

[ QUOTE ]
2. Does Increased Density get less use out of a controller? How skippable would you rate ID as a controller? Would people be less likely to team with a /kin that doesnt pick up ID?

[/ QUOTE ]

This is another power that I much prefer to keep, mostly for teaming but it is nice on my Fire/Kin (No PLing or AE for me!) to keep my Imps from getting knocked back. On teams, it is handy for teammates who get mezzed or who just used a wakie, or someone who keeps getting knocked back. It also adds some nice resistance. On a Grav/Kin, it is nice to have for your teammates, but if you expect to solo mostly, I'd skip it since it will do virtually nothing for your Singy.

[ QUOTE ]
3. With Transference and Conserve Power from the Primal Forces Ancillary, would Stamina still be needed?


[/ QUOTE ]

My Kin/Elec Defender skipped Stamina, and I often regret it. At the end of a battle, when everything is dead, you have to wait a long time to get back that endurance. OR, if Transference misses, you are in deep trouble. For a Controller and depending upon your playstyle, you may spend more of your time focusing on control powers and may not be focused on being in the right place at the right time to get that boost from Transference. I would suggest you take Stamina, and you can skip Conserve Power instead.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

1. Some people will say so. There is a damage cap, which is 400% for controllers. A few of the "damage-oriented" ATs have 500%, and brutes are 850%. You start at 100%, and generally get roughly 95% more from enhancement. For controllers, FS provides an initial buff of 40% plus 20% per target (I believe; Mids is showing 25% but that doesn't seem right. May have to confirm in game). That means FS can put you at the damage cap with one application, but not everyone.

Siphon power, as mentioned, is still quite useful as a debuff and for additional buffing when dealing with a strong individual enemy. Keep in mind also that a grav/kin skipping siphon power will have to take 3 out of 4 of the following powers: Crush, Lift, Gravity Distortion, and Repel. GD is pretty much a given but Repel is rarely taken and you may or may not want both of the other 2 grav powers.

2. It's decent but not essential. The only time I think a team would object to the power's absence is if it was specifically looking for that power to deal with kb problems. I don't believe I've ever seen it come up as a point of contention in game.

3. It will depend on your playstyle and slotting as to how much you miss it. It is certainly doable; my earth/kin did not have any difficulty without stamina after transference.


Dark Armor/Stone Melee Tank Guide [I12]

 

Posted

1. Skippable. It is a decent power, but it is one of the first that is dropped from any Kin I make if necessary.

2. Good IO mule. cheap kb protection and +def global can go in it. The buff is so short lived that you often use it as reactionary (after the fact). I find my kins are so busy that I rarely use it. If concept is important to you it is a very good fit for a grav user though.

3. Definitely possible depending on playstyle. However, a grav/kin/power seems like a more range oriented build to me (basically in and out for fulcrum and then fight from range). A transference reliant build generally works better on a more melee oriented troller.

I tried it on my mind/kin, but found it sort of a hassle to need to close to melee when I otherwise would not.