A different Kinetics question....
I'd say you could get away with only 2 accuracies in your powers. As for Transfusion I recommend 2xacc, 1xrech and 3xheal, and for Transference 2xacc, 2xrech and 2xendmod.
Almost certainly going overboard with tactics + 3 acc - fulcrum shift benefits most from 2 acc and 3 recharge - owt else is a bit of a waste. Shufty the spare slots over to ID for res buffs, 40% ish resistance to three most common damage types in game is rather good and squishies will love you in a tough fight (not that they wouldn't anyway).
There's no accuracy cap, but a point at which unless you're fighting +10's you'll only really be missing 5% of time.
Hasten is a nice complement to siphon and speed boost, transference and FS recharge just a little slowly for comfort without hasten (though my Kineticist doesn't have it, needed to make room for controllery epics). Besides which, when siphon speed misses you'll really feel it.
Totally agree re. Repel, it's a beaut when it's needed, although a KB enhance isn't really needed, unless you'll be playing a lot of Hellion tennis.
Only other comment - swish concept but you're going to really annoy yourself with your own KB
DON'T eat muffins while I'm developing you.
Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!
About Bad Cop build :
Soul drain isn't of much use with FS. Oppressive gloom, on the other hand, is a good minion disorient and there's another mag1 disorient AoE in dark blast AFAIK (even if it's poor, it can be used to stack with OG to disorient lt's).
I think you're a bit overslotted with ACC, and maybe you could drop gloom and pick up the second AoE of dark blast (Nightfall? can't remember the name...) and slot both TT and Nightfall for 2acc 3accdebuff. Every little bit helps to play a defensive kin/* defender.
Okay too many ACCs
Transfusion roughly speaking, will use hero stats tomorrow to get some decent figures, was getting a recharge of about 1 second. That is slotted with DOs 3x ACC 2x Heal. BC was not as well stacked as GC but both had speed boost and 2-3x siphon speed. Admitedly this was against -6s as I was testing concept more than anything. Oh man this rocks.
Siphon Speed I will probably keep the 3x ACC but the others wil probably be spent elsewhere. Siphon Speed has to hit 90% or better.
BC doesn't need anymore attacks, though I can change the epics. I can't really control both at the same time, if they both have the attacks, with out resorting to macros. Which are IIRC not really allowed. Even if I do use some form of macro system it will be to hit the rebuff at set intervals to keep up the insane speed levels.
Actually was playing with my level fifty, and bad cop. My level fifty has SS, BC was keeping up with her as a level 12 with just stacked Siphon speed. (Or the speed were so similar as to be difficult to judge.)
OMG I love this concept, its a pig to play, but by gum its fun.
And if anyone is worried about uberness, at this level I spend more time eating carpet than I do killing things, and unless I get the controls sorted out I will soon get to a point where I just don't have enough easily usable keys to keep going.
edit:
Opinions on the Psykic Mastery Epic? I have seen telekinesis in action and like it. With three end red will I be okay?
Why take repel actually? Your heal and transferance need the enemy to be near to you if you want the benefit. With my kinetic I usually follow the tank & scrappers in, repel would not work as I'd scatter them all before firing off Fulcrum Shift.
G-Force
One thing that seems odd to me is with Good Cop not having Transfusion. I would have though as an offender you need the ability to look after yourself and with no ability to heal yourself it might cause problems. What if bad cop misses? Or is dead? What if bad cop is in trouble?
Also in good cop's build: Power Push is a really useful tool for almost guaranteed knock back... great for offensive defending (and for manouvering bad guys into a useful position for your endurance buff)
In bad cops build... nightfall is a good combination to use with teneberous tentacles - perhaps better than Gloom. Not essential though and perhaps that comes down to personal preference
Might be worth changing the end redux in Increase Density to damage resist as well. The offender build will love having that thrown at them. Plus, with all those speed boosts running around I don't think endurance will be that much of an issue.
Since you are taking hover and will be permenantly speed boosted/siphon speeded... do you need fly too (especially since you have Inertial Reduction in there too)? Could swap that for Air Super on the offender and move some slots into hover perhaps? Should make for fairly decent speed while in the air.
And, perhaps someone else could comment on this, but maybe one of them could take vengeance too? For an extra boost should the other fall in battle...
Transfusion is a must, if only to keep yourselrf alive. if you're playing as offender, you're gonna be in the thick of it. believe me, mobs DO NOT like you taking all thair power from thwm with a FS, they pretty much immediately turnh oon you unless locked down or previously taunted. I'd recommend it for every Kinetics build.
£ ACC + tactics is overkill. I have 2 acc's in Transfusion, Transference and FS, 1 in everything else as well as 3 slotted tictacs and reckon I'm kknocking on the 5% miss rate at anything up to +3-4's. i can still hit +4-5's with both Trans and still catch some of them with FS. 3 is too many, 2 just fine for essentials.
Defiant 50's
Many and varied!
@Miss Chief
[ QUOTE ]
Opinions on the Psykic Mastery Epic? I have seen telekinesis in action and like it. With three end red will I be okay?
[/ QUOTE ]
Yup, you'll be fine - although may be a problem running it with repel, since you'll be needing to get transference topups regularly. Actually, for kinetics, the shining star of Psyche epic is mass hypnosis, lets you fulcrum shift without aggro. Happy times.
DON'T eat muffins while I'm developing you.
Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!
2 Things to point out and the reason I posted both builds like I did. The two different characters I designed to play together, reason why GC has no transfusion becasue BC does. Same reason GC has gone down the attack route and BC hasn't.
Repel is of no value when I play either individually, but when I'm duoing I sometimes find that I have 5/6 mobs surrounding me, I need to knock these away or they out damage my heals, generally bad cop runs hers all the time as she uses less end, and I don't control her directly. (On follow) I have also found it very good against several harder mobs, both bosses and up. Frostfire went down to a level 7 defender with two attacks, mainly as after I had repeled him into a wall for a bit his head got stuck. The repel also kept his imps off me.
Anyway:
---------------------------------------------
Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder - (http://home.comcast.net/~SherkSilver/index.html)
---------------------------------------------
Name: Bad Cop 2
Level: 50
Archetype: Defender
Primary: Kinetics
Secondary: Dark Blast
---------------------------------------------
01) --> Transfusion==> Acc(1) Acc(5) Heal(5) Heal(9) Heal(15) Rechg(29)
01) --> Dark Blast==> Acc(1) Acc(3) Dmg(40) Dmg(42) Dmg(43)
02) --> Siphon Power==> Acc(2) Acc(3) Rechg(9) Rechg(17) Rechg(19)
04) --> Repel==> EndRdx(4) EndRdx(37) EndRdx(37) KB_Dist(37)
06) --> Siphon Speed==> Acc(6) Acc(7) Acc(7) Rechg(15) Rechg(17) Rechg(19)
08) --> Increase Density==> DmgRes(8) DmgRes(33) DmgRes(39) Range(42)
10) --> Hasten==> Rechg(10) Rechg(11) Rechg(11)
12) --> Speed Boost==> EndMod(12) EndMod(13) EndMod(13) Range(43)
14) --> Recall Friend==> IntRdx(14)
16) --> Assault==> EndRdx(16)
18) --> Inertial Reduction==> Jump(18)
20) --> Tenebrous Tentacles==> Acc(20) Acc(21) Dmg(21) Dmg(48) Dmg(48)
22) --> Tactics==> EndRdx(22) EndRdx(23) TH_Buf(23) TH_Buf(25) TH_Buf(25)
24) --> Hover==> Fly(24)
26) --> Transference==> Acc(26) Acc(27) Acc(27) EndMod(29) EndMod(34) EndMod(36)
28) --> Fly==> EndRdx(28) EndRdx(31) Fly(31) Fly(31) Fly(36)
30) --> Gloom==> Acc(30) Acc(36) Dmg(43) Dmg(46) Dmg(50)
32) --> Fulcrum Shift==> Acc(32) Acc(33) Rechg(33) Rechg(34) Rechg(34)
35) --> Teleport Foe==> Acc(35) Acc(46) Rechg(46)
38) --> Blackstar==> Acc(38) Acc(39) Dmg(39) Dmg(40) Dmg(40)
41) --> Dominate==> Acc(41) Acc(42) Hold(48) Range(50)
44) --> Mind Over Body==> DmgRes(44) DmgRes(45) DmgRes(45) EndRdx(45)
47) --> Dark Pit==> Acc(47) DisDur(50)
49) --> Super Speed==> Run(49)
and:
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Exported from Ver: 1.7.5.0 of the CoH_CoV Character Builder - (http://home.comcast.net/~SherkSilver/index.html)
---------------------------------------------
Name: Good Cop 2
Level: 50
Archetype: Defender
Primary: Kinetics
Secondary: Energy Blast
---------------------------------------------
01) --> Siphon Power==> Acc(1) Acc(3) Rechg(11) Rechg(17) Rechg(19)
01) --> Power Bolt==> Acc(1) Acc(3) Dmg(9) Dmg(37) Dmg(42)
02) --> Repel==> EndRdx(2) EndRdx(5) EndRdx(5) KB_Dist(29)
04) --> Power Blast==> Acc(4) Acc(9) Dmg(37) Dmg(43) Dmg(46)
06) --> Siphon Speed==> Acc(6) Acc(7) Acc(7) Rechg(11) Rechg(17) Rechg(19)
08) --> Recall Friend==> IntRdx(8)
10) --> Hasten==> Rechg(10) Rechg(15) Rechg(15)
12) --> Speed Boost==> EndMod(12) EndMod(13) EndMod(13) Range(42)
14) --> Increase Density==> DmgRes(14) DmgRes(36) DmgRes(39) Range(42)
16) --> Assault==> EndRdx(16)
18) --> Inertial Reduction==> Jump(18)
20) --> Power Burst==> Acc(20) Acc(21) Dmg(21) Dmg(40)
22) --> Tactics==> EndRdx(22) EndRdx(23) TH_Buf(23) TH_Buf(25) TH_Buf(25)
24) --> Hover==> Fly(24)
26) --> Transference==> Acc(26) Acc(27) Rechg(27) Rechg(29) EndMod(33) EndMod(34)
28) --> Fly==> EndRdx(28) EndRdx(31) Fly(31) Fly(31) Fly(36)
30) --> Energy Torrent==> Acc(30) Acc(36) Dmg(37) Dmg(43) Dmg(43)
32) --> Fulcrum Shift==> Acc(32) Acc(33) Rechg(33) Rechg(34) Rechg(34)
35) --> Teleport Foe==> Acc(35) Acc(46) Rechg(46)
38) --> Nova==> Acc(38) Acc(39) Dmg(39) Dmg(40) Dmg(40)
41) --> Mass Hypnosis==> Acc(41) Sleep(45)
44) --> Mind Over Body==> DmgRes(44) DmgRes(45) DmgRes(45) EndRdx(48)
47) --> Telekinesis==> EndRdx(47) EndRdx(48) EndRdx(48)
49) --> Explosive Blast==> Acc(49) Dmg(50) Dmg(50) Dmg(50)
Taking into account what I have read here, thanks for the tips. Now off to get some hard figures for recharges etc with herostats.
Good Cop
Hasten 1x DO - Down to 164s recharge at 13
Siphon Speed 1x DO (recharge) - Down to 24.19s recharge at 13
Bad Cop
Hasten 3x DO - Down to 146s recharge at 12
Siphon Speed 1x DO (recharge) - Down to 30.55s recharge at 12
Scores against an even level Madness Mage (white con). Can't wait till I have my SOs
Bit of a story to the question so I hope you'll bear with me on this. I have been playing two different kinetic defenders the first lets call her Good Cop is mainly an offender and is specced so far (lvl13) for offense and buffs so no healing. The other and we could call her Bad Cop is mainly a defensive defender, she has a heal, but other wise is similarly specced to Good Cop. The two play as a team 80% of the time and the builds are supposed to reflect this. Now Good Cop is level 13 and although I am enjoying playing with her immensly I want to make sure I can get the most from her and bad.
Below are the two planned builds, starting with Good's. Any corrections or ideas?
Name: Good Cop 2
Level: 50
Archetype: Defender
Primary: Kinetics
Secondary: Energy Blast
---------------------------------------------
01) --> Siphon Power==> Acc x3 Rechg x3
01) --> Power Bolt==> Acc x2 Dmg x3
02) --> Repel==> EndRdx x3 KB_Dist x1
04) --> Power Blast==> Acc x2 Dmg x3
06) --> Siphon Speed==> Acc x3 Rechg x3
08) --> Recall Friend==> IntRdx x1
10) --> Hasten==> Rechg x3
12) --> Speed Boost==> EndMod x3
14) --> Increase Density==> EndRdx x1
16) --> Assault==> EndRdx x1
18) --> Inertial Reduction==> Jump x1
20) --> Power Burst==> Acc x2 Dmg x2
22) --> Tactics==> EndRdx x2 TH_Buf x3
24) --> Hover==> Fly x1
26) --> Transference==> Acc x3 EndMod x3
28) --> Fly==> EndRdx x2 Fly x3
30) --> Energy Torrent==> Acc x2 Dmg x2
32) --> Fulcrum Shift==> Acc x3 Rechg x3
35) --> Teleport Foe==> Acc x2 Rechg x1
38) --> Nova==> Acc x3 Dmg x3
41) --> Power Build Up==> Rechg x3
44) --> Temp Invulnerability==> DmgRes x3 EndRdx x1
47) --> Total Focus==> Acc x2 Dmg x2
49) --> Explosive Blast==> Acc x2 Dmg x2
Siphon Power/Speed/Transferance/Fulcrum Shift, 3x ACC to make sure that they hit 100% or as close as I can get it. With three slotted tactics is that overkill? Do I have an accuracy cap?
Repel is in both builds as I like the idea of keeping those ugly melee characters away from my weak body.
Speed Boost is 3x end mod (teaming with another kinetic theoretically I can go with out Fitness/Stamina, will this work?
Assuming that everything works as planned each character will at any one time have at least one Sppeed enhancing power (Speed Boost) is Hasten overkill? Bear in mind that on top of Speed Boost I can stack siphon speed, I'm reckoning I can stack three to four Siphon Speeds with Speed Boost.
This build is for Bad Cop:
Name: Bad Cop 2
Level: 50
Archetype: Defender
Primary: Kinetics
Secondary: Dark Blast
---------------------------------------------
01) --> Transfusion==> Acc x3 Heal x3
01) --> Dark Blast==> Acc x2 Dmg x1
02) --> Siphon Power==> Acc x3 Rechg x3
04) --> Repel==> EndRdx x3 KB_Dist x1
06) --> Siphon Speed==> Acc x3 Rechg x3
08) --> Increase Density==> EndRdx x1
10) --> Hasten==> Rechg x3
12) --> Speed Boost==> EndMod x3
14) --> Recall Friend==> IntRdx x1
16) --> Assault==> EndRdx x1
18) --> Inertial Reduction==> Jump x1
20) --> Tenebrous Tentacles==> Acc x2 Dmg x1
22) --> Tactics==> EndRdx x2 TH_Buf x3
24) --> Hover==> Fly x1
26) --> Transference==> Acc x3 EndMod x3
28) --> Fly==> EndRdx x2 Fly x3
30) --> Gloom==> Acc x2 Dmg x2
32) --> Fulcrum Shift==> Acc x3 Rechg x3
35) --> Teleport Foe==> Acc x2 Rechg x1
38) --> Blackstar==> Acc x3 Dmg x3
41) --> Dark Consumption==> Acc x2 Rechg x3 EndMod x1
44) --> Dark Embrace==> DmgRes x3 EndRdx x1
47) --> Soul Drain==> Acc x2 Rechg x3 TH_Buf x1
49) --> Super Speed==> Run x1
Transfusion/Siphon Power/Speed/transferance again fully slotted for accuracy, and again will be running with full tactics. Overkill?
Less attacks mainly as Bad Cop is a support character not a frontline character, will she be well enough specced to support Good Cop effectivly?
Any thoughts or suggestions much appreciated.