Kinetics Question
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Does it act like Hasten and does it have any End recovery benefits as well?
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Yes and yes. Three slot for End Mods.
"I know 653 ways to kill a man. Fist to the face is #56."
Got docbot to lvl 31 so hopefully i've learned something i can pass on. Speedboost aids end recovery and recharge, you might want to think about slotting end recovery, not sure i'd bother with speed though. Kin is a good team set, good strong heal, good debuffs, no need for a travel power (might want to take one then respec it out later though). I have all the powers in the kinetic set, except fulcrum shift, which i plan on taking next. About the only power i'd think about leaving out is repel.
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Taken from THIS guide on the US forum:
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Stats:
Speed Buff: Speed Boost increases the target's movement speed to all movement powers, except teleportation, by a significant amount. The ground speed is slightly less than base Super Speed.
Endurance Buff: Speed Boost will improve the target's endurance regeneration by a base of .966 end/sec.
Recharge Buff: Speed Boost provides a 50% reduction to the recharge time of the target's powers.
Slow Buff: Speed Boost provides protection from slow effects.
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The personal opinions of someone who has teamed with kinetics quite a bit.
1.) endurance recovery boost is massive as you can read from the numbers posted above
2.) recharge reduction in all powers is great.
3.) Even though movement increase is sort of nice, the main benefit is that speed boost gives best protection to heavy slow effects of caltrops, quicksand et.al. ground based slow powers that some PvE enemies like to drop.
(and I used to be indifferent about speed boost)
Thanks for the quick replies guys. Speedboost certainly seems a bit Uber can't wait to get it.
Repel is the one power in Kinetics i've read through the threads that seems the main one to not take.
As far as speed boost goes... it won't need slots right away but it will help to have three end. mods in it by the mid 20s, since a lot of builds are getting very toggle-heavy by then. The protection from slow is a real godsend later on against tsoo and knives of artemis. Don't slot it for run speed, though, else you'll get many curses as scrappers run straight past the droids they were looking for and aggro the next mob on.
As far as other powers go... If you're planning to PvP, try to wangle tactics and repel in before level 25. Repel's got a fair bit of utility in showing up stalkers and interrupting their AS, and in chuckling manically as you hoon it round perez with speed siphon going, repelling vast mobs of hellions all over the shop with your three-slotted-for-knockback repel. Heh.
Tactics is fairly important, without it you'll need 2 accuracy slots in all your utility powers.
Don't rely on siphon speed as a travel power - often you'll be in zones a lot higher than you are and to siphon a foe is to invite suicide (if it hits, even). Inertial reduction, on the other hand, makes an ace travel power.
Take Increase Density early, it's always easy to see it as a sort of... don't-need-this-right-now-so-it'll-wait-til-level-41 power... but it has massive benefits early on. The +res is very nice, slot it up for resistance with SO's and you'tre looking at 35% res against the three most common damage types in the game. Most useful, however, is the knockback resistance. No more will your team groan at the prospect of bouncing all over the shop when facing ruin mages! Hussar!
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Speed Boost gives the equivalent of :
End recovery > fully slotted stamina.
Recharge improvement ~= 2/3rds of Hasten
Speed approaching superspeed.
Slot with 1 end mod. IMO It doesn't need any extra slots. If someone is still having endurance problems when speed boosted they are probably doing something wrong.
@Unthing ... Mostly on Union.
As others have said, SB (3 slotted for endurance recovery) adds a recharge rate component and an endurance recovery component.
A top tip I found somewhere on these boards - I'd skip inertial reduction and go for the Super Leaping line to get acrobatics (avoids knockback and the majority of annoying holds), getting a handy smidge of defence and immobilization protection on the way (from Combat Jumping), as well as a top travel power. Unless you are going to take the Hovering way, as a kineticist you are going to be in the thick of it a fair bit, so prone to holds and knockback - acrobatics pretty much gives you blissful release from having to worry too much about those.
Repel is a great fun power, and I think with 3 endred (and Stamina) it could work as something you could leave on all the time in melee (it looks fantastic too), but unless you want this for concept (as I had with one Kinetics char I tried) then if you have a secondary you want to use a lot of powers of, this is a power from Kinetics that's skippable.
All the other powers in Kinetics are must-haves IMHO - it's a fantastic toolkit to keep the ball rolling in teams, and gives enough of a damage buff to put your (teamed or solo) damage output up more respectably with that of Blasters.
As a Kineticist, if you build your own teams you will find yourself looking for Tankers and Scrappers as the foundation of your team, for they benefit most easily from the types of healing and endurance transference powers you have. When you team with blasters or other defenders, switch more to blasting mode and don't worry about healing until mobs stray into the group enough for you to be able to fire off a heal.
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Slot with 1 end mod. IMO It doesn't need any extra slots. If someone is still having endurance problems when speed boosted they are probably doing something wrong.
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Not to mention by lvl 28, you can give a full end bar every 10-15sec. I agree with Unthing, 1endmod is all you'll ever need even if your teammates are stone/stone tankers and spines/DA, as long as you're not shy with transference.
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Taken from THIS guide on the US forum:
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Stats:
Speed Buff: Speed Boost increases the target's movement speed to all movement powers, except teleportation, by a significant amount. The ground speed is slightly less than base Super Speed.
Endurance Buff: Speed Boost will improve the target's endurance regeneration by a base of .966 end/sec.
Recharge Buff: Speed Boost provides a 50% reduction to the recharge time of the target's powers.
Slow Buff: Speed Boost provides protection from slow effects.
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[/ QUOTE ]Not actually true, it's a .5 recharge buff, which means that with not other rech buffs on the target it reduces the recharge of powers by 1/3.
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When you team with blasters or other defenders, switch more to blasting mode and don't worry about healing until mobs stray into the group enough for you to be able to fire off a heal.
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Or, once you're confident of your powers, tell everyone on your team to stay close together at melee range, and keep everyone buffed and healed at once. It works better in the later levels when you have SOs (so you're more certain you'll actually hit those heals), and when people tend to be a little more aware of how Kineticists work, and are slightly better at teamplay.
One of the people I've been teaming with a lot recently is a Kineticist who likes to form her own teams, and then gets people on her teams to stick close together like that. Her teams tend to storm through missions.
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One of the people I've been teaming with a lot recently is a Kineticist who likes to form her own teams, and then gets people on her teams to stick close together like that. Her teams tend to storm through missions.
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...you've been seeing other speed boosters? but I thought I was the only one ... I bet she isn't slotted like I am... YOU'LL COME CRAWLING BACK, WAIT AND SEE!
(excerpt from any number of brute/kin teams I've been on)
Synaesthetix:if your mum wasn't already dead I would go kill her for bringing
you into the world
think I have a couple of end recoveries in speed boost & nobody complains....speed boost FTW!!!
The Good:
Krazy Mary L50 Kinetic defender
Uniqua L31 PeaceBringer
Black Annis L24 Warshade
Krystal L18 Ice Blaster
The Bad:
Frenzi L34 SS/Inv Brute
From someone with absolutly no Kinetics experience at all.
I've got my Kin/Rad defender almost to lvl 10 and am wondering to the main benefits to Speed Boost.
When i cast it on someone apart from the obvious SS movement is it more benefical? Does it act like Hasten and does it have any End recovery benefits as well?
I'm hopeing to build powers round a team based powerset rather than soloing.
Any other comments on what to avoid or take would be appreciated.
Cheers.