Any help for a Kinetics/Elec
I don't think you need the fitness pool on a kin post-transference. Give it a shot on Test. Slotted 1 acc 3 endmod 2 rech, it should be up about every 12-15sec with Hasten (which means a full bar every 15sec ; that's roughly a 6eps regen, 6 times better than 3-slotted Stamina)
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I don't think you need the fitness pool on a kin post-transference. Give it a shot on Test. Slotted 1 acc 3 endmod 2 rech, it should be up about every 12-15sec with Hasten (which means a full bar every 15sec ; that's roughly a 6eps regen, 6 times better than 3-slotted Stamina)
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Cool. It looks like I'm going to have to make a more aggressive build for this one anyway. The big question is, what shall I do with the 3 extra powers. I guess Ball lightning, Tesla Cage and Increase Density are possibilities. Another idea is to lose Inertia Reduction and go for fly and hover earlier. Too many options.
The patch notes for I6 say this
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Some Electrical Blast, Electrical Melee and Electrical Mastery powers now have a chance to return some of the endurance they drain back to the caster.
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Has anyone got any hints on whether the electrical set end drain/recovery thing is significant or not? Does Short Circuit provide a potential gain or just less of a loss than in I5?
Given that Short Circuit is and will be a large part of my combat tactics, having recovery built in to it will make a nice difference.
@Unthing ... Mostly on Union.
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I don't think you need the fitness pool on a kin post-transference.
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No, you don't. Even with the loss of Perma Haste you can use Siphon Speed to buff your recharge rates, and since you should have a fair number of slots free (I've gained 9 from Hasten, Speed Boost and tactics) you can stick some End Reducers in your attacks for more Kinetics fun.
I still have the fitness pool on my defender. Only really comes into play if I'm in a large battle and I don't need to chase enemies for end then. Its possible to do it, but I prefer my leadership toggles to stay up (Tactics and Maneouvers). I also have Hasten to speed up Transferance and Transfusion in hectic moments. I don't use Transferance to recover my own end much. Its usually on team mates to get their end back, or on an enemy to disable them.
Inertial Reduction is better than fly if you want mobility, I can chase down pretty much anything.
Short Circuit can reduce the end of NPCs to about 5% if they are the same level. It also stops end recovery so its very useful.
Ball Lightning is very useful after using Fulcrum shift on a crowd of enemies. Seeing all those numbers is great.
Increase Density is good in PvP as you can stop people teleporting your team. It also stops knockback and frees people from Holds, among a few other things.
I also have Tesla Cage because its useful for taking an enemy out of a fight and lets you have someone close by thats not going to kill you. (Transferance and Transfusion target).
As farf as fitness is concerned I guess if I go with the Meleefender role that is part tank/part defender I can forego fitness as the transference will always hit me. If I choose to hang back I would need the fitness pool more. I do intend to keep Tactics running 24/7 as I like the power.
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Inertial Reduction is better than fly if you want mobility, I can chase down pretty much anything.
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The problem I found is that IR causes other people ( who don't want more jump ) to get + jump. It's nice as a 1 power pick travel power though. Although I want to get Hover as an anti-knockback power and in combat Hover is super nippy with 2 Siphon Speeds stacked. So with IR versus flight it is about evens.
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Increase Density is good in PvP as you can stop people teleporting your team. It also stops knockback and frees people from Holds, among a few other things.
I also have Tesla Cage because its useful for taking an enemy out of a fight and lets you have someone close by thats not going to kill you. (Transferance and Transfusion target).
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I'm not hugely interested in PvP, but ID can be used in PvE as a kind of clear mind power. I respecced out of it because it is annoying to apply and I didn't really rely on it or use it too much. I only really used it on Fire Tanks and Dark armour scrappers anyway.
Tesla Cage is sounding more and more tempting though.
@Unthing ... Mostly on Union.
Tesla, ball lightning and ID are all good picks.
FS + SC + ball lightning is higher than most blaster's aoe damage, in those ED days.
FS + ball lightning + thunderous blast + CaB + transference will make any blaster cry.
With its fast activation time (slightly less than 1 sec), it's perfect for kin.
Don't forget ID has 20% base RES against smashing/energy. As no tank or scrapper can cap except granite, it's usefull for everyone.
I have ID and ball lightning on my kin/elec defender.
Both are powers worth having, i love showing mobs my balls and watching the shock propigate through his neaby allies
My MA IDs:
Fiend Space: 211464
So, respec done.
I initially did it on the test server, first testing the I5 build against mobs in Croatoa and then respeccing. I dropped the fitness pool and picked up Aim, Ball Lightning and Tesla Cage.
I had too many powers to use. What an irritating problem. I spent about 40 minutes trying to work out how to bind them all ( normally I just use 1-5, e, f, x for my combat powers ) and decided that whilst the build was generally good, I wasn't ever using Aim.
So I did the live build and took ID instead. With some slot changes it seems to work pretty well, although the times when I don't have Siphon Speed up are a drag. I ran a few missions with a pickup team and overall it was pretty effective, the only times I got into problems was when getting mezzed. Siphon Speed and Hasten can stack 2-3 Siphon speeds, so perma-hasten is possible and everything ( except Transference ) recharges fast enough.
I also had to bind a few more keys.
By the way losing Fitness adds a strangeness to this character, Stamina would still be useful because it is irritating to have to rely on Transference when I run out of end, this only ends up being a problem if I miss target or miss 2 transferences in a row. I suspect I'll end up adding an end reducer to quite a few powers. One thing to note was that quite often the pickup up team would wait before attacking the next spawn because I was on 30-40% endurance, after a combat follwed by a round of Speed Boosts. I kept on not realising that this was what they were doing. I guess I'll need a macro to tell them as downtime is the last thing I want ( or Siphon Speed will run out! ).
Short Circuit only gets even level enemies to about 15-20% endurance now unfortunately.
@Unthing ... Mostly on Union.
I've gotten Speed Shock to nearly 31 so far without the Fitness Pool. All powers are slotted with 1 endred. (Incidentally, even with Tactics I like to have 1 acc in powers, especially "critical" powers like Transfusion and Transference.) It was a bit of a struggle until Transference, I just had to be careful and time my big endurance-draining hits for the right moments (i.e. not when I only had a small bit of blue left :-) Transference makes everything hunky dory - again, having Tactics and 1 acc, it rarely misses.
I've got more or less the same powers as you except in place of the Fitness line I've got the Super Leaping line, and I have to say Acrobatics is absolutely golden against knockback.
Just in general praise of the powerset, I've found Kin/Elec to be a brilliant combination. I now consider SS to be my main - it's insanely busy, there's always something to do, and now as I'm starting to slot damage SOs in my attacks, I'm even beginning to be able to output some respectable damage by spamming Siphon Powers. I can even solo fairly well on Rugged!
Btw I have a question: I took tp friend to speed up early missions and am looking to respec into either Hover or Stealth - which do my learned fellow kin/elec defenders think I should take?
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Inertial Reduction is better than fly if you want mobility, I can chase down pretty much anything.
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The problem I found is that IR causes other people ( who don't want more jump ) to get + jump. It's nice as a 1 power pick travel power though. Although I want to get Hover as an anti-knockback power and in combat Hover is super nippy with 2 Siphon Speeds stacked. So with IR versus flight it is about evens.
[/ QUOTE ]Who wouldn't want IR?
I have had Booster, my level 29 Kin/Elec sitting idle since the beginning of I5 and I was thinking of respeccing him.
Currently he uses the following powers
Kinetics :Transfusion, Siphon Power, Siphon Speed, Speed Boost, Inertial Reduction, Transference.
Elect: Charged Bolts, Lightning Bolt, Short Circuit ( slotted for end drain )
Leadership: Maneuvers, Tactics ( so he didn't have to slot ACCs ).
Speed: Hasten helps for speeding up all those lovely powers.
Fitness: Swift, Health, Stamina
Fly: Hover ( very nippy with 2x Siphon Speeds )
Do I need the fitness pool still, now that Electrical blast recovers endurance and Vigilance is around?
Has anyone got any advice?
@Unthing ... Mostly on Union.