illusion/kinetics build, please rate!


aaaARMSaaa_EU

 

Posted

Exported from version v1.5C of CoH Planner
http://joechott.com/coh

Archetype: Controller
Primary Powers - Ranged : Illusion Control
Secondary Powers - Support : Kinetics

Level 01 : Transfusion
Accuracy ( 01 )
Healing ( 3 )
Healing ( 3 )
Healing ( 15 )
Accuracy ( 17 )
Recharge Reduction ( 31 )

Level 01 : Spectral Wounds
Accuracy ( 01 )
Damage ( 5 )
Damage ( 7 )
Recharge Reduction ( 9 )
Endurance Reduction ( 9 )
Endurance Reduction ( 13 )

Level 02 : Blind
Accuracy ( 02 )
Hold Duration ( 5 )
Hold Duration ( 13 )
Hold Duration ( 34 )
Recharge Reduction ( 37 )
Endurance Reduction ( 46 )

Level 04 : Siphon Power
Accuracy ( 04 )
Endurance Reduction ( 7 )
Endurance Reduction ( 45 )
Accuracy ( 48 )

Level 06 : Swift
Run Speed ( 06 )

Level 08 : Superior Invisibility
Endurance Reduction ( 08 )

Level 10 : Siphon Speed
Accuracy ( 10 )
Recharge Reduction ( 11 )
Recharge Reduction ( 11 )
Accuracy ( 45 )
Accuracy ( 48 )
Recharge Reduction ( 48 )

Level 12 : Hasten
Recharge Reduction ( 12 )
Recharge Reduction ( 15 )
Recharge Reduction ( 21 )

Level 14 : Health
Healing ( 14 )

Level 16 : Flash
Accuracy ( 16 )
Recharge Reduction ( 17 )
Accuracy ( 23 )
Hold Duration ( 40 )

Level 18 : Phantom Army
Accuracy ( 18 )
Damage ( 19 )
Recharge Reduction ( 19 )
Accuracy ( 31 )
Recharge Reduction ( 31 )
Recharge Reduction ( 42 )

Level 20 : Stamina
Endurance Recovery ( 20 )
Endurance Recovery ( 21 )
Endurance Recovery ( 23 )

Level 22 : Speed Boost
Endurance Recovery ( 22 )
Endurance Recovery ( 25 )
Endurance Recovery ( 25 )

Level 24 : Combat Jumping
Defense Buff ( 24 )

Level 26 : Spectral Terror
Accuracy ( 26 )
Fear Duration ( 27 )
Fear Duration ( 27 )
Fear Duration ( 46 )

Level 28 : Inertial Reduction
Endurance Reduction ( 28 )
Jump ( 29 )
Jump ( 29 )

Level 30 : Assault
Endurance Reduction ( 30 )
Endurance Reduction ( 42 )

Level 32 : Phantasm
Accuracy ( 32 )
Damage ( 33 )
Damage ( 33 )
Recharge Reduction ( 33 )
Damage ( 34 )
Accuracy ( 34 )

Level 35 : Transference
Accuracy ( 35 )
Accuracy ( 36 )
Endurance Recovery ( 36 )
Endurance Recovery ( 36 )
Endurance Recovery ( 37 )
Recharge Reduction ( 37 )

Level 38 : Fulcrum Shift
Accuracy ( 38 )
Recharge Reduction ( 39 )
Recharge Reduction ( 39 )
Accuracy ( 39 )
Recharge Reduction ( 40 )
Accuracy ( 40 )

Level 41 : Fire Ball
Accuracy ( 41 )
Damage ( 42 )
Recharge Reduction ( 43 )
Endurance Reduction ( 43 )
Accuracy ( 43 )
Damage ( 45 )

Level 44 : Fire Shield
Damage Resistance ( 44 )
Damage Resistance ( 46 )

Level 47 : Tactics
Endurance Reduction ( 47 )
Endurance Reduction ( 50 )
To Hit Buff ( 50 )

Level 49 : Consume
Recharge Reduction ( 49 )
Recharge Reduction ( 50 )

-------------------------------------------

Level 01 : Brawl
Empty ( 01 )

Level 01 : Sprint
Empty ( 01 )

Level 02 : Rest
Empty ( 02 )

Thank you, this is my first character.


 

Posted

Overall a good solid build. I'd question the jump in inertial reduction (and the end reduc for that matter) - doesn't really need them.

Similarly, you really shouldn't need to slot anything you get past transference for endurance reduction - I'd also slot transference for recharge over endurance as you normally should have enough mobs for it to not be an issue (that's purely personal preference).

Slot soectral wounds for accuracy and damage - it is your bread and butter attack and you want it to hit AND maximise the amount of damage that doesn't heal back. Bump up the accuracy in blind for the same reason.

Think about picking up deceive as a very end efficient hold (sort of) - my guide goes into a little bit of detail on that.

Remove the extra end reduc from assault - siphon power is more efficient for you. Don't run assault until after transference if need be.


Synaesthetix:if your mum wasn't already dead I would go kill her for bringing
you into the world

 

Posted

yup...what Light said + a few other things.

1: skip the recharge in Phantasm since its perma unless you plan on gettin it killed fairly often

2: Consider puttin more slots in fireshield, usually go for 2 end reds and 3 dmg res myself (the end reds may not be as important since u got transference)

3: Personally i slot transference 3 acc, 1 rech, 2 end mods. You really dont wanna miss with this power + with hasten and siphon speed it will be up whenever needed.

4: 3 fears in spec terror really isnt needed. Go for 1 or 2 acc and 2 fears

5: Try and get siphon speed slotted a bit sooner for that extra rechargegoodness

Can't think of anything else atm so have fun with it


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Posted

Thanks very much i appreciate it!!!


 

Posted

Here are some quick thoughts:
You may find it difficult getting to level 28 and Inertial Reduction without a travel power other than siphon speed. My controller doesn't have a travel power now but I respecced into that build - before that I had fly. If you do decide to go with just siphon speed I reckon you may want to load up all the 3 early slots with accuracy, at least until you get to single origin enhancements at lvl 22.
Superior Invisibility is an end hungry power but you may be ok with just the one slot on it - it depends on how the end reduction slotting of your other powers works out.
Inertial reduction doesn't need an endurance reduction - by the time you've taken your second leap you'll have recovered the endurance that casting the power cost. Some people might say that jumps in inertial reduction aren't needed but I love having three jumps slotted in mine. Stacked with hurdle I can jump > 350 yards a jump. It's down to personal choice really.
Fireball - drop the end reduction and replace with a third damage. You'll be trying to maximise the damage from this power every way you can once you start using it

All in all it looks pretty ok - Ill/kin is a fun build no matter how you play it


Defiant 50�s: Generalissimo, Righteous Bob, Splortch, Brutus Cayuga
Union 50's: Chimera Obscura, Diet Anthracite, Grim Proctologist, Puny Little Minion, Raging Bitumen

In Soviet Russia, mission farm you!

 

Posted

got my fir/kin controller at 24 atm. I thought I could do the no travel power route and use the kin powers. It ain't that easy.

Worst is when you get sent to a new zone, at lvl 20ish getting sent to IP. Only +2's about and they are in a group of lt's ... siphon speed, hospital. so now i'm at the hospital, ok, only a group of 3 .. siphon speed, yay it hits and I peg it, I survived with much reduced health.

now imagine this in a harard zone where the groups are of a much larger size, miss or hit the chances are you die.

now i have fly and air sup is a good power, doubles up with containment and does damage to the things such as robots and turrets which psi doesn't do.


 

Posted

Yeah I'd agree with Arms here. When Kinetics is your secondary its very hard to get by with just those powers for travelling. Even with my Kinetics Defender I went Air Sup -> Fly at 18 & 20 for IP and Talos. Could have equally gone with IR at 18 but I liked the idea of trying Fly for once.

To be honest I always thought that if Kinetics is a secondary you need 1 or two respecs throughout the build to allow for it: One at 28 to remove your Travel pool and bring in IR (if you wanted) and one at 35 to remove the Fitness pool and bring in Transference.

That was my plan with my Corrupter anyway.


 

Posted

Speaking of /kin controllers and travel powers, is it a good idea to pick up acrobatics for the status resists?

My current plan is to go jumpkick->SJ at 14, and then at 24 (or earlier if we get a frespec) change it to go Combat Jumping, Jump kick, Acrobatics and IR.


 

Posted

[ QUOTE ]
Similarly, you really shouldn't need to slot anything you get past transference for endurance reduction - I'd also slot transference for recharge over endurance as you normally should have enough mobs for it to not be an issue (that's purely personal preference).

[/ QUOTE ]

Transferance is a single target power, and will only give you endurance from one mob. Therefore I highly recommend 3xEndRec.


 

Posted

[ QUOTE ]
[ QUOTE ]
Similarly, you really shouldn't need to slot anything you get past transference for endurance reduction - I'd also slot transference for recharge over endurance as you normally should have enough mobs for it to not be an issue (that's purely personal preference).

[/ QUOTE ]

Transferance is a single target power, and will only give you endurance from one mob. Therefore I highly recommend 3xEndRec.

[/ QUOTE ]

Ah sorry. I was getting confused between this and either FS or end gaining powers from a tanker/brute set ... the slotting advice stands, as if you slot all for recharge and have hasten and siphon speed both three slotted for recharge, you're going to find it recyling so fast there's always something about to leech off. (but that is personal preference).


Synaesthetix:if your mum wasn't already dead I would go kill her for bringing
you into the world

 

Posted

[ QUOTE ]
Speaking of /kin controllers and travel powers, is it a good idea to pick up acrobatics for the status resists?

My current plan is to go jumpkick->SJ at 14, and then at 24 (or earlier if we get a frespec) change it to go Combat Jumping, Jump kick, Acrobatics and IR.

[/ QUOTE ]

I never really bothered with worrying about status protection with my controller - I just got into the habit of always carrying break frees with me (I had a standard 6 in my tray in later levels although I'd usually only need one or two per mission at most while teaming)


Defiant 50�s: Generalissimo, Righteous Bob, Splortch, Brutus Cayuga
Union 50's: Chimera Obscura, Diet Anthracite, Grim Proctologist, Puny Little Minion, Raging Bitumen

In Soviet Russia, mission farm you!

 

Posted

[ QUOTE ]
Ah sorry. I was getting confused between this and either FS or end gaining powers from a tanker/brute set ... the slotting advice stands, as if you slot all for recharge and have hasten and siphon speed both three slotted for recharge, you're going to find it recyling so fast there's always something about to leech off. (but that is personal preference).

[/ QUOTE ]

The recharge for Transferance will still be quite long, and as Kinetics is a busy set you'll quickly drain your end and the smaller +end from Transferance won't be able to keep up with it.


 

Posted

I have my transference slotted 2 acc/2 recharge/2 end mod and I find that slotting works quite well


Defiant 50�s: Generalissimo, Righteous Bob, Splortch, Brutus Cayuga
Union 50's: Chimera Obscura, Diet Anthracite, Grim Proctologist, Puny Little Minion, Raging Bitumen

In Soviet Russia, mission farm you!

 

Posted

[ QUOTE ]
The recharge for Transferance will still be quite long, and as Kinetics is a busy set you'll quickly drain your end and the smaller +end from Transferance won't be able to keep up with it.

[/ QUOTE ]
Really? I've got three Kins with transference and none of them suffer with that (although 2 of them are defenders, which may make a difference?) The only time it really hurts is when it misses more than once in a row - or I'm too busy to include it in the spam chain. Having said that I haven't reached 50 with any of them, so you probably have a better feel for it


Synaesthetix:if your mum wasn't already dead I would go kill her for bringing
you into the world

 

Posted

I have Transference 1 acc, 3 enddrain, 2 recharge. I find with hasten and a couple of siphon speeds up in battle, I can be firing Transference off enough to keep myself and everybody else topped up. Instead of an extra acc I run 3 slotted Tactics, which ensures Transference hardly ever misses.

The great thing about Transference is that it has a strong controlling aspect, so it does double duty very nicely - in effect you are using it strategically anyway a lot as a control power, and usually at times when you are close enough to get the benefit (I'm usually draining the boss, and since I'm often Fulcrum-Shifting up close with the Tanker and Scrapper, they and I get regular top-ups of end).

I can't deny though, that if there were 3 extra powers, the Fitness pool would be next on the list - having Transference as the main endurance recovery power is somewhat less safe than having it AND Stamina would be